Esempio n. 1
0
    public override void OnPreviewGUI(Rect r, GUIStyle background)
    {
        GradientTexture gradientTexture = target as GradientTexture;
        Texture2D       texture         = gradientTexture.GetTexture();

        if (texture != null)
        {
            Rect  previewRect        = new Rect(r);
            float textureAspectRatio = gradientTexture.resolution.x / gradientTexture.resolution.y;
            float previewAspectRatio = r.width / r.height;
            if (textureAspectRatio >= previewAspectRatio)
            {
                float scale     = gradientTexture.resolution.x / r.width;
                float newHeight = gradientTexture.resolution.y / scale;
                previewRect.width  = r.width;
                previewRect.height = newHeight;
                previewRect.y      = (r.height / 2.0f) - (newHeight / 2.0f);
            }
            else
            {
                float scale    = gradientTexture.resolution.y / r.height;
                float newWidth = gradientTexture.resolution.x / scale;
                previewRect.width  = newWidth;
                previewRect.height = r.height;
                previewRect.x      = (r.width / 2.0f) - (newWidth / 2.0f);
            }

            EditorGUI.DrawPreviewTexture(previewRect, texture);
        }
    }
Esempio n. 2
0
        void Update()
        {
            var material = m_Raymarcher.GetRaymarchMaterial();

            bool useReflections = m_Reflections > 0;
            bool kw             = material.IsKeywordEnabled(REFLECTIONS_KEYWORD);

            if (kw && !useReflections)
            {
                material.DisableKeyword(REFLECTIONS_KEYWORD);
            }
            else if (!kw && useReflections)
            {
                material.EnableKeyword(REFLECTIONS_KEYWORD);
            }
            material.SetInt("_Reflections", m_Reflections);
            material.SetInt("_ReflectionSteps", m_ReflectionSteps);
            material.SetColor("_ReflectionColor", m_ReflectionColor);

            material.SetFloat("_Glow", m_Glow);
            material.SetColor("_GlowColor", m_ColorizedGlow);

            material.SetTexture("_SkyGradient", m_SkyGradient.GetTexture());
            material.SetFloat("_SkyGradientNoise", m_SkyGradientNoise);
        }