コード例 #1
0
ファイル: WaterController.cs プロジェクト: belzecue/Tools
        public override bool PEGI()
        {
            bool changed = base.PEGI();

            if (!showDebug)
            {
                changed |= "Foam".edit(70, ref foamMask).nl();
                changed |= "Thickness:".edit(70, ref thickness, 5, 300).nl();
                changed |= "Noise:".edit(50, ref noise, 0, 100).nl();
                changed |= "Upscale:".edit(50, ref upscale, 1, 64).nl();
                changed |= "Wet Area Height:".edit(50, ref wetAreaHeight, 0.1f, 10).nl();
                if (changed)
                {
                    SetFoamDynamics();
                    UnityHelperFunctions.RepaintViews();  // UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
                    this.SetToDirty();
                }
            }
            return(changed);
        }
コード例 #2
0
        public bool PEGI()
        {
            bool changed = false;

            int tmp = index;

            if ("Index".edit(ref tmp).nl())
            {
                changed = true;
                ChangeIndexTo(tmp);
            }

            changed |= "Emission Color".edit(ref ecol).nl();
            changed |= "Brightness".edit(ref brightness).nl();

            if (changed)
            {
                UnityHelperFunctions.RepaintViews();
            }

            return(changed);
        }
コード例 #3
0
        public override bool ConfigTab_PEGI()
        {
            bool changed = false;

            changed |= "Bleed Colors".toggle(80, ref colorBleed).nl();

            if (colorBleed)
            {
                changed |= pegi.edit(ref colorBleeding, 0.0001f, 0.3f).nl();
            }

            changed |= "Brightness".toggle(80, ref modifyBrightness).nl();

            if (modifyBrightness)
            {
                changed |= pegi.edit(ref eyeBrightness, 0.0001f, 8f).nl();
            }

            pegi.toggle(ref showHint, icon.Close, icon.Hint, "Show hint", 35).nl();

            if (showHint)
            {
                "Is not a postrocess effect. It modifies Global Shader Parameter. Will only be visible on Custom shaders which containt the needed defines.".writeHint();
            }

            bool fog = RenderSettings.fog;

            if ("Fog".toggle(ref fog).nl())
            {
                RenderSettings.fog = fog;
            }

            if (fog)
            {
                var col = RenderSettings.fogColor;
                if ("Color".edit(ref col).nl())
                {
                    RenderSettings.fogColor = col;
                }
                var mode = RenderSettings.fogMode;
                if (mode != FogMode.ExponentialSquared)
                {
                    "Exponential Squared is recommended".writeHint();
                }
                if ("Mode".editEnum(ref mode).nl().nl())
                {
                    RenderSettings.fogMode = mode;
                }
                float density = RenderSettings.fogDensity;
                if ("Density".edit(60, ref density, 0f, 0.05f).nl())
                {
                    RenderSettings.fogDensity = density;
                }
            }



            if (changed)
            {
                UnityHelperFunctions.RepaintViews();
                SetStuff();
                this.SetToDirty();
            }
            return(changed);
        }