9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
77 lines
3.4 KiB
C#
77 lines
3.4 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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[VolumeComponentEditor(typeof(ChannelMixer))]
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sealed class ChannelMixerEditor : VolumeComponentEditor
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{
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SerializedDataParameter m_RedOutRedIn;
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SerializedDataParameter m_RedOutGreenIn;
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SerializedDataParameter m_RedOutBlueIn;
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SerializedDataParameter m_GreenOutRedIn;
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SerializedDataParameter m_GreenOutGreenIn;
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SerializedDataParameter m_GreenOutBlueIn;
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SerializedDataParameter m_BlueOutRedIn;
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SerializedDataParameter m_BlueOutGreenIn;
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SerializedDataParameter m_BlueOutBlueIn;
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SavedInt m_SelectedChannel;
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public override void OnEnable()
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{
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var o = new PropertyFetcher<ChannelMixer>(serializedObject);
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m_RedOutRedIn = Unpack(o.Find(x => x.redOutRedIn));
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m_RedOutGreenIn = Unpack(o.Find(x => x.redOutGreenIn));
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m_RedOutBlueIn = Unpack(o.Find(x => x.redOutBlueIn));
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m_GreenOutRedIn = Unpack(o.Find(x => x.greenOutRedIn));
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m_GreenOutGreenIn = Unpack(o.Find(x => x.greenOutGreenIn));
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m_GreenOutBlueIn = Unpack(o.Find(x => x.greenOutBlueIn));
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m_BlueOutRedIn = Unpack(o.Find(x => x.blueOutRedIn));
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m_BlueOutGreenIn = Unpack(o.Find(x => x.blueOutGreenIn));
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m_BlueOutBlueIn = Unpack(o.Find(x => x.blueOutBlueIn));
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m_SelectedChannel = new SavedInt($"{target.GetType()}.SelectedChannel", 0);
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}
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public override void OnInspectorGUI()
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{
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int currentChannel = m_SelectedChannel.value;
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EditorGUI.BeginChangeCheck();
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{
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Toggle(currentChannel == 0, EditorGUIUtility.TrTextContent("Red", "Red output channel."), EditorStyles.miniButtonLeft)) currentChannel = 0;
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if (GUILayout.Toggle(currentChannel == 1, EditorGUIUtility.TrTextContent("Green", "Green output channel."), EditorStyles.miniButtonMid)) currentChannel = 1;
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if (GUILayout.Toggle(currentChannel == 2, EditorGUIUtility.TrTextContent("Blue", "Blue output channel."), EditorStyles.miniButtonRight)) currentChannel = 2;
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}
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}
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if (EditorGUI.EndChangeCheck())
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GUI.FocusControl(null);
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m_SelectedChannel.value = currentChannel;
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if (currentChannel == 0)
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{
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PropertyField(m_RedOutRedIn, EditorGUIUtility.TrTextContent("Red"));
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PropertyField(m_RedOutGreenIn, EditorGUIUtility.TrTextContent("Green"));
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PropertyField(m_RedOutBlueIn, EditorGUIUtility.TrTextContent("Blue"));
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}
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else if (currentChannel == 1)
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{
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PropertyField(m_GreenOutRedIn, EditorGUIUtility.TrTextContent("Red"));
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PropertyField(m_GreenOutGreenIn, EditorGUIUtility.TrTextContent("Green"));
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PropertyField(m_GreenOutBlueIn, EditorGUIUtility.TrTextContent("Blue"));
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}
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else
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{
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PropertyField(m_BlueOutRedIn, EditorGUIUtility.TrTextContent("Red"));
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PropertyField(m_BlueOutGreenIn, EditorGUIUtility.TrTextContent("Green"));
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PropertyField(m_BlueOutBlueIn, EditorGUIUtility.TrTextContent("Blue"));
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}
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}
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}
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}
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