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!
224 lines
8.7 KiB
C#
224 lines
8.7 KiB
C#
using System;
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using UnityEngine;
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namespace UnityEditor.Rendering.Universal
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{
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// TODO: Should be cleaned up and put into CoreRP/Editor
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sealed class TrackballUIDrawer
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{
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static readonly int s_ThumbHash = "colorWheelThumb".GetHashCode();
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static GUIStyle s_WheelThumb;
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static Vector2 s_WheelThumbSize;
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static Material s_Material;
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Func<Vector4, Vector3> m_ComputeFunc;
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bool m_ResetState;
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Vector2 m_CursorPos;
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const string k_ShaderName = "Hidden/Universal Render Pipeline/Editor/Trackball";
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public void OnGUI(SerializedProperty property, SerializedProperty overrideState, GUIContent title, Func<Vector4, Vector3> computeFunc)
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{
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if (!CheckMaterialAndShader())
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{
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return;
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}
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if (property.propertyType != SerializedPropertyType.Vector4)
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{
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Debug.LogWarning("TrackballUIDrawer requires a Vector4 property");
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return;
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}
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m_ComputeFunc = computeFunc;
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var value = property.vector4Value;
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using (new EditorGUILayout.VerticalScope())
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{
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using (new EditorGUI.DisabledScope(!overrideState.boolValue))
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DrawWheel(ref value, overrideState.boolValue);
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DrawLabelAndOverride(title, overrideState);
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}
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if (m_ResetState)
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{
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value = new Vector4(1f, 1f, 1f, 0f);
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m_ResetState = false;
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}
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property.vector4Value = value;
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}
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void DrawWheel(ref Vector4 value, bool overrideState)
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{
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var wheelRect = GUILayoutUtility.GetAspectRect(1f);
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float size = wheelRect.width;
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float hsize = size / 2f;
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float radius = 0.38f * size;
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Vector3 hsv;
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Color.RGBToHSV(value, out hsv.x, out hsv.y, out hsv.z);
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float offset = value.w;
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// Thumb
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var thumbPos = Vector2.zero;
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float theta = hsv.x * (Mathf.PI * 2f);
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thumbPos.x = Mathf.Cos(theta + (Mathf.PI / 2f));
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thumbPos.y = Mathf.Sin(theta - (Mathf.PI / 2f));
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thumbPos *= hsv.y * radius;
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// Draw the wheel
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if (Event.current.type == EventType.Repaint)
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{
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// Style init
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if (s_WheelThumb == null)
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{
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s_WheelThumb = new GUIStyle("ColorPicker2DThumb");
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s_WheelThumbSize = new Vector2(
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!Mathf.Approximately(s_WheelThumb.fixedWidth, 0f) ? s_WheelThumb.fixedWidth : s_WheelThumb.padding.horizontal,
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!Mathf.Approximately(s_WheelThumb.fixedHeight, 0f) ? s_WheelThumb.fixedHeight : s_WheelThumb.padding.vertical
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);
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}
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// Retina support
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float scale = EditorGUIUtility.pixelsPerPoint;
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// Wheel texture
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var oldRT = RenderTexture.active;
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var rt = RenderTexture.GetTemporary((int)(size * scale), (int)(size * scale), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
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s_Material.SetFloat("_Offset", offset);
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s_Material.SetFloat("_DisabledState", overrideState && GUI.enabled ? 1f : 0.5f);
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s_Material.SetVector("_Resolution", new Vector2(size * scale, size * scale / 2f));
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Graphics.Blit(null, rt, s_Material, EditorGUIUtility.isProSkin ? 0 : 1);
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RenderTexture.active = oldRT;
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GUI.DrawTexture(wheelRect, rt);
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RenderTexture.ReleaseTemporary(rt);
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var thumbSize = s_WheelThumbSize;
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var thumbSizeH = thumbSize / 2f;
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s_WheelThumb.Draw(new Rect(wheelRect.x + hsize + thumbPos.x - thumbSizeH.x, wheelRect.y + hsize + thumbPos.y - thumbSizeH.y, thumbSize.x, thumbSize.y), false, false, false, false);
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}
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// Input
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var bounds = wheelRect;
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bounds.x += hsize - radius;
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bounds.y += hsize - radius;
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bounds.width = bounds.height = radius * 2f;
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hsv = GetInput(bounds, hsv, thumbPos, radius);
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value = Color.HSVToRGB(hsv.x, hsv.y, 1f);
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value.w = offset;
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// Offset
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var sliderRect = GUILayoutUtility.GetRect(1f, 17f);
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float padding = sliderRect.width * 0.05f; // 5% padding
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sliderRect.xMin += padding;
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sliderRect.xMax -= padding;
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value.w = GUI.HorizontalSlider(sliderRect, value.w, -1f, 1f);
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if (m_ComputeFunc == null)
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return;
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// Values
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var displayValue = m_ComputeFunc(value);
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using (new EditorGUI.DisabledGroupScope(true))
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{
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var valuesRect = GUILayoutUtility.GetRect(1f, 17f);
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valuesRect.width /= 3f;
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GUI.Label(valuesRect, displayValue.x.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
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valuesRect.x += valuesRect.width;
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GUI.Label(valuesRect, displayValue.y.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
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valuesRect.x += valuesRect.width;
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GUI.Label(valuesRect, displayValue.z.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
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valuesRect.x += valuesRect.width;
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}
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}
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void DrawLabelAndOverride(GUIContent title, SerializedProperty overrideState)
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{
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// Title
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var areaRect = GUILayoutUtility.GetRect(1f, 17f);
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var labelSize = EditorStyles.miniLabel.CalcSize(title);
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var labelRect = new Rect(areaRect.x + areaRect.width / 2 - labelSize.x / 2, areaRect.y, labelSize.x, labelSize.y);
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GUI.Label(labelRect, title, EditorStyles.miniLabel);
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// Override checkbox
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var overrideRect = new Rect(labelRect.x - 17, labelRect.y + 3, 17f, 17f);
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overrideState.boolValue = GUI.Toggle(overrideRect, overrideState.boolValue, EditorGUIUtility.TrTextContent("", "Override this setting for this volume."), CoreEditorStyles.smallTickbox);
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}
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Vector3 GetInput(Rect bounds, Vector3 hsv, Vector2 thumbPos, float radius)
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{
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var e = Event.current;
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var id = GUIUtility.GetControlID(s_ThumbHash, FocusType.Passive, bounds);
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var mousePos = e.mousePosition;
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if (e.type == EventType.MouseDown && GUIUtility.hotControl == 0 && bounds.Contains(mousePos))
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{
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if (e.button == 0)
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{
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var center = new Vector2(bounds.x + radius, bounds.y + radius);
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float dist = Vector2.Distance(center, mousePos);
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if (dist <= radius)
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{
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e.Use();
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m_CursorPos = new Vector2(thumbPos.x + radius, thumbPos.y + radius);
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GUIUtility.hotControl = id;
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GUI.changed = true;
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}
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}
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else if (e.button == 1)
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{
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e.Use();
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GUI.changed = true;
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m_ResetState = true;
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}
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}
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else if (e.type == EventType.MouseDrag && e.button == 0 && GUIUtility.hotControl == id)
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{
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e.Use();
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GUI.changed = true;
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m_CursorPos += e.delta * 0.2f; // Sensitivity
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GetWheelHueSaturation(m_CursorPos.x, m_CursorPos.y, radius, out hsv.x, out hsv.y);
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}
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else if (e.rawType == EventType.MouseUp && e.button == 0 && GUIUtility.hotControl == id)
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{
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e.Use();
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GUIUtility.hotControl = 0;
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}
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return hsv;
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}
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void GetWheelHueSaturation(float x, float y, float radius, out float hue, out float saturation)
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{
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float dx = (x - radius) / radius;
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float dy = (y - radius) / radius;
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float d = Mathf.Sqrt(dx * dx + dy * dy);
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hue = Mathf.Atan2(dx, -dy);
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hue = 1f - ((hue > 0) ? hue : (Mathf.PI * 2f) + hue) / (Mathf.PI * 2f);
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saturation = Mathf.Clamp01(d);
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}
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bool CheckMaterialAndShader()
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{
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if (s_Material != null)
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{
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return true;
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}
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Shader shader = Shader.Find(k_ShaderName);
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if (shader == null)
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{
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Debug.LogError("TrackballUIDrawer: Unable to find shader \"" + k_ShaderName + "\"");
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return false;
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}
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s_Material = new Material(shader);
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return true;
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}
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}
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}
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