private static void _addCamera(XmlTextWriter xml, Camera camera, BocsCyclesCamera cameraSettings, int width, int height) { if (camera == null) { return; } xml.WriteStartElement("transform"); Vector3 angles = camera.transform.eulerAngles; angles.x += 90; xml.WriteAttributeString("translate", _positionToString(camera.transform.position)); xml.WriteAttributeString("scale", _scaleToString(camera.transform.localScale)); xml.WriteAttributeString("euler", _eulerToString(angles)); xml.WriteStartElement("camera"); xml.WriteAttributeString("width", width.ToString()); xml.WriteAttributeString("height", height.ToString()); _addCameraOptions(xml, camera, cameraSettings); xml.WriteEndElement(); xml.WriteEndElement();//transform }
public static void UpdateCameraPositon(Camera camera, BocsCyclesCamera cameraSettings, int width, int height) { if (camera == null) { return; } MemoryStream ms = new MemoryStream(); XmlTextWriter xml = _xmlStart(ms); xml.WriteStartElement("transform"); Vector3 angles = camera.transform.eulerAngles; angles.x += 90; xml.WriteAttributeString("translate", _positionToString(camera.transform.position)); xml.WriteAttributeString("scale", _scaleToString(camera.transform.localScale)); xml.WriteAttributeString("euler", _eulerToString(angles)); xml.WriteStartElement("camera"); xml.WriteAttributeString("width", width.ToString()); xml.WriteAttributeString("height", height.ToString()); xml.WriteAttributeString("fov", (cameraSettings._fov * Mathf.Deg2Rad).ToString()); xml.WriteEndElement(); xml.WriteEndElement();//transform Cycles_xml(_xmlEnd(xml, ms)); }
private static void _addCameraOptions(XmlTextWriter xml, Camera camera, BocsCyclesCamera cameraSettings) { xml.WriteAttributeString("shuttertime", cameraSettings._shuttertime.ToString()); xml.WriteAttributeString("motion_position", cameraSettings._motion_positions[cameraSettings._motion_position]); xml.WriteAttributeString("rolling_shutter_type", cameraSettings._rolling_shutter_types[cameraSettings._rolling_shutter_type]); xml.WriteAttributeString("rolling_shutter_duration", cameraSettings._rolling_shutter_duration.ToString()); xml.WriteAttributeString("aperturesize", cameraSettings._aperturesize.ToString()); xml.WriteAttributeString("blades", cameraSettings._blades.ToString()); xml.WriteAttributeString("bladesrotation", cameraSettings._bladesrotation.ToString()); xml.WriteAttributeString("aperture_ratio", cameraSettings._aperture_ratio.ToString()); xml.WriteAttributeString("type", cameraSettings._types[cameraSettings._type]); xml.WriteAttributeString("panorama_type", cameraSettings._panorama_types[cameraSettings._panorama_type]); xml.WriteAttributeString("fisheye_fov", cameraSettings._fisheye_fov.ToString()); xml.WriteAttributeString("fisheye_lens", cameraSettings._fisheye_lens.ToString()); //public float _latitude_min = -1.5707f; //public float _latitude_max = 1.5707f; //public float _longitude_min = -3.141592f; //public float _longitude_max = 3.141592f; xml.WriteAttributeString("fov", (cameraSettings._fov * Mathf.Deg2Rad).ToString()); //public float _fov_pre = 0.7853f; //public float _fov_post = 0.7853f; xml.WriteAttributeString("stereo_eye", cameraSettings._stereo_eyes[cameraSettings._stereo_eye]); xml.WriteAttributeString("interocular_distance", cameraSettings._interocular_distance.ToString()); xml.WriteAttributeString("convergence_distance", cameraSettings._convergence_distance.ToString()); //SOCKET_BOOLEAN(use_pole_merge, "Use Pole Merge", false); //SOCKET_FLOAT(pole_merge_angle_from, "Pole Merge Angle From", 60.0f * M_PI_F / 180.0f); //SOCKET_FLOAT(pole_merge_angle_to, "Pole Merge Angle To", 75.0f * M_PI_F / 180.0f); //SOCKET_FLOAT(sensorwidth, "Sensor Width", 0.036f); //SOCKET_FLOAT(sensorheight, "Sensor Height", 0.024f); xml.WriteAttributeString("nearclip", cameraSettings._nearclip.ToString()); xml.WriteAttributeString("farclip", cameraSettings._farclip.ToString()); //SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); //SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); //SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); //SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); //SOCKET_FLOAT(border.left, "Border Left", 0); //SOCKET_FLOAT(border.right, "Border Right", 0); //SOCKET_FLOAT(border.bottom, "Border Bottom", 0); //SOCKET_FLOAT(border.top, "Border Top", 0); }
public static void CleanCameras() { GameObject[] objs = GameObject.FindObjectsOfType <GameObject>(); foreach (GameObject o in objs) { BocsCyclesCamera c = o.GetComponent <BocsCyclesCamera>(); Object.DestroyImmediate(c); } }
private static void _addIntegrator(XmlTextWriter xml, BocsCyclesCamera cameraSettings) { if (cameraSettings == null) { return; } //Update Integrator Settings... xml.WriteStartElement("integrator"); xml.WriteAttributeString("min_bounce", cameraSettings._min_bounce.ToString()); xml.WriteAttributeString("max_bounce", cameraSettings._max_bounce.ToString()); xml.WriteAttributeString("max_diffuse_bounce", cameraSettings._max_diffuse_bounce.ToString()); xml.WriteAttributeString("max_glossy_bounce", cameraSettings._max_diffuse_bounce.ToString()); xml.WriteAttributeString("max_transmission_bounce", cameraSettings._max_transmission_bounce.ToString()); xml.WriteAttributeString("max_volume_bounce", cameraSettings._max_volume_bounce.ToString()); xml.WriteAttributeString("transparent_min_bounce", cameraSettings._transparent_min_bounce.ToString()); xml.WriteAttributeString("transparent_max_bounce", cameraSettings._transparent_max_bounce.ToString()); xml.WriteAttributeString("transparent_shadows", cameraSettings._transparent_shadows.ToString()); xml.WriteAttributeString("volume_max_steps", cameraSettings._volume_max_steps.ToString()); xml.WriteAttributeString("volume_step_size", cameraSettings._volume_step_size.ToString()); xml.WriteAttributeString("caustics_reflective", cameraSettings._caustics_reflective.ToString()); xml.WriteAttributeString("caustics_refractive", cameraSettings._caustics_refractive.ToString()); xml.WriteAttributeString("filter_glossy", cameraSettings._filter_glossy.ToString()); xml.WriteAttributeString("sample_clamp_direct", cameraSettings._sample_clamp_direct.ToString()); xml.WriteAttributeString("sample_clamp_indirect", cameraSettings._sample_clamp_indirect.ToString()); xml.WriteAttributeString("motion_blur", cameraSettings._motion_blur.ToString()); xml.WriteAttributeString("aa_samples", cameraSettings._aa_samples.ToString()); xml.WriteAttributeString("diffuse_samples", cameraSettings._diffuse_samples.ToString()); xml.WriteAttributeString("glossy_samples", cameraSettings._glossy_samples.ToString()); xml.WriteAttributeString("transmission_samples", cameraSettings._transmission_samples.ToString()); xml.WriteAttributeString("ao_samples", cameraSettings._ao_samples.ToString()); xml.WriteAttributeString("mesh_light_samples", cameraSettings._mesh_light_samples.ToString()); xml.WriteAttributeString("subsurface_samples", cameraSettings._subsurface_samples.ToString()); xml.WriteAttributeString("volume_samples", cameraSettings._volume_samples.ToString()); xml.WriteAttributeString("motion_blur", cameraSettings._motion_blur.ToString()); xml.WriteAttributeString("sample_all_lights_direct", cameraSettings._sample_all_lights_direct.ToString()); xml.WriteAttributeString("sample_all_lights_indirect", cameraSettings._sample_all_lights_indirect.ToString()); xml.WriteAttributeString("method", cameraSettings._methods[cameraSettings._method]); xml.WriteAttributeString("sampling_pattern", cameraSettings._sampling_patterns[cameraSettings._sampling_pattern]); xml.WriteAttributeString("ao_bounces", cameraSettings._ao_bounces.ToString()); xml.WriteAttributeString("light_sampling_threshold", cameraSettings._light_sampling_threshold.ToString()); xml.WriteEndElement(); }
public static void UpdateSettings(Camera camera, BocsCyclesCamera cameraSettings, int width, int height, int samples) { if (camera == null) { return; } MemoryStream ms = new MemoryStream(); XmlTextWriter xml = _xmlStart(ms); _addSamples(xml, samples); _addCamera(xml, camera, cameraSettings, width, height); _addFilm(xml, cameraSettings); _addIntegrator(xml, cameraSettings); _addBackground(xml, cameraSettings); Cycles_xml(_xmlEnd(xml, ms)); }
private static void _addBackground(XmlTextWriter xml, BocsCyclesCamera cameraSettings) { if (cameraSettings == null) { return; } //Set Background xml.WriteStartElement("background"); xml.WriteAttributeString("use_ao", cameraSettings._use_ao.ToString()); xml.WriteAttributeString("ao_factor", cameraSettings._ao_factor.ToString()); xml.WriteAttributeString("ao_distance", cameraSettings._ao_distance.ToString()); xml.WriteAttributeString("use_shader", cameraSettings._use_shader.ToString()); xml.WriteAttributeString("transparent", cameraSettings._transparent.ToString()); xml.WriteAttributeString("visibility", ((int)cameraSettings._visibility).ToString()); _addShaderGraph(xml, cameraSettings, string.Empty); xml.WriteEndElement(); }
private static void _addFilm(XmlTextWriter xml, BocsCyclesCamera cameraSettings) { if (cameraSettings == null) { return; } //Update Film Settings... xml.WriteStartElement("film"); xml.WriteAttributeString("exposure", cameraSettings._exposure.ToString()); xml.WriteAttributeString("filter_type", cameraSettings._filter_types[cameraSettings._filter_type]); xml.WriteAttributeString("filter_width", cameraSettings._filter_width.ToString()); xml.WriteAttributeString("mist_start", cameraSettings._mist_start.ToString()); xml.WriteAttributeString("mist_depth", cameraSettings._mist_depth.ToString()); xml.WriteAttributeString("mist_falloff", cameraSettings._mist_falloff.ToString()); xml.WriteAttributeString("use_sample_clamp", cameraSettings._use_sample_clamp.ToString()); xml.WriteEndElement(); }
private static void Startup() { if (started) { return; } if (Application.isPlaying) { return; } if (Camera.main == null) { Debug.Log("No MainCamera Found!"); return; } if (SceneView.lastActiveSceneView == null) { Debug.Log("No SceneView Active!"); return; } camera = SceneView.lastActiveSceneView.camera; if (camera == null) { Debug.Log("No SceneView Camera Found!"); return; } cameraSettings = Camera.main.GetComponent <BocsCyclesCamera>(); if (cameraSettings == null) { cameraSettings = Camera.main.gameObject.AddComponent <BocsCyclesCamera>(); } if (fullScreen) { cameraSettings._transparent = true; } else { cameraSettings._transparent = false; } lastPosition = camera.transform.position; lastRotation = camera.transform.rotation; //Debug.Log("Startup..."); StartSync(); EditorApplication.update += Update; EditorApplication.playmodeStateChanged += PlaymodeStateChanged; EditorApplication.hierarchyWindowChanged += HierarchyWindowChanged; SceneView.onSceneGUIDelegate += OnSceneView; Selection.selectionChanged += SelectionChanged; GameObject o = GameObject.Find("<HDO>"); if (o == null) { o = new GameObject("<HDO>"); } o.hideFlags = HideFlags.HideInHierarchy; sceneID = o.GetInstanceID(); started = true; BocsCyclesAPI.Cycles_reset(); BocsCyclesAPI.Cycles_set_active(); BocsCyclesAPI.UpdateSettings(camera, cameraSettings, width, height, samples); }
public override void OnInspectorGUI() { if (texlogo == null) { Init(); } //Rect imgRect = GUILayoutUtility.GetRect(Screen.width - 64, 32); //GUI.DrawTexture(imgRect, _logo, ScaleMode.ScaleToFit); BocsCyclesCamera script = (BocsCyclesCamera)target; bool needUpdate = false; GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button(texSky, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.75:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:connect|n1=2,n2=1,s1=color,s2=color,:"; UpdateNodeEditor(); needUpdate = true; } if (GUILayout.Button(texSoftlight, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.25:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:"; UpdateNodeEditor(); needUpdate = true; } if (GUILayout.Button(texHDR, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.5:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=12a586c687c7a544890dc2fe09370550:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:connect|n1=3,n2=1,s1=color,s2=color,:"; UpdateNodeEditor(); needUpdate = true; } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); if (GUILayout.Button("Background Shader Editor")) { EditorWindow.GetWindow <EditorNodeEdit>(); } quick = EditorGUILayout.Foldout(quick, "Quick Settings"); if (quick) { EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._type = EditorGUILayout.Popup("Projection", script._type, script._types); script._fov = EditorGUILayout.FloatField("Field of View", script._fov); script._farclip = EditorGUILayout.FloatField("Far Clip", script._farclip); script._exposure = EditorGUILayout.FloatField("Exposure", script._exposure); //script._aperturesize = EditorGUILayout.FloatField("Aperture Size", script._aperturesize); //EditorGUILayout.BeginHorizontal(); //script._focaldistance = EditorGUILayout.FloatField("Focal Distance", script._focaldistance); //EditorGUILayout.EndHorizontal(); script._visibility = (BocsCyclesCamera.PathRayFlag)EditorGUILayout.EnumMaskField("Background Visibility", (System.Enum)script._visibility); script._use_shader = GUILayout.Toggle(script._use_shader, "Use Shader"); script._filter_glossy = EditorGUILayout.FloatField("Filter Glossy", script._filter_glossy); script._sample_clamp_direct = EditorGUILayout.FloatField("Clamp Direct", script._sample_clamp_direct); script._sample_clamp_indirect = EditorGUILayout.FloatField("Clamp Indirect", script._sample_clamp_indirect); script._light_sampling_threshold = EditorGUILayout.FloatField("Light Sampling Threshold", script._light_sampling_threshold); script._caustics_reflective = GUILayout.Toggle(script._caustics_reflective, "Reflective Caustics"); script._caustics_refractive = GUILayout.Toggle(script._caustics_refractive, "Refractive Caustics"); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } EditorGUILayout.EndVertical(); } camera = EditorGUILayout.Foldout(camera, "Camera"); if (camera) { EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._shuttertime = EditorGUILayout.FloatField("Shutter Time", script._shuttertime); script._motion_position = EditorGUILayout.Popup("Motion Positon", script._motion_position, script._motion_positions); script._rolling_shutter_type = EditorGUILayout.Popup("Rolling Shutter Type", script._rolling_shutter_type, script._rolling_shutter_types); script._rolling_shutter_duration = EditorGUILayout.FloatField("Rolling Shutter Duration", script._rolling_shutter_duration); script._aperturesize = EditorGUILayout.FloatField("Aperture Size", script._aperturesize); EditorGUILayout.BeginHorizontal(); script._focaldistance = EditorGUILayout.FloatField("Focal Distance", script._focaldistance); EditorGUILayout.EndHorizontal(); script._blades = EditorGUILayout.IntField("Blades", script._blades); script._bladesrotation = EditorGUILayout.FloatField("Blades Rotation", script._bladesrotation); script._aperture_ratio = EditorGUILayout.FloatField("Aperture Ratio", script._aperture_ratio); script._type = EditorGUILayout.Popup("Projection", script._type, script._types); script._panorama_type = EditorGUILayout.Popup("Panorama", script._panorama_type, script._panorama_types); script._fisheye_fov = EditorGUILayout.FloatField("Fisheye Field of View", script._fisheye_fov); script._fisheye_lens = EditorGUILayout.FloatField("Fisheye Lens", script._fisheye_lens); //public float _latitude_min = -1.5707f; //public float _latitude_max = 1.5707f; //public float _longitude_min = -3.141592f; //public float _longitude_max = 3.141592f; script._fov = EditorGUILayout.FloatField("Field of View", script._fov); script._fov_pre = EditorGUILayout.FloatField("Field of View Pre", script._fov_pre); script._fov_post = EditorGUILayout.FloatField("Field of View Post", script._fov_post); script._stereo_eye = EditorGUILayout.Popup("Stereo Eye", script._stereo_eye, script._stereo_eyes); script._interocular_distance = EditorGUILayout.FloatField("Interocular Distance", script._interocular_distance); script._convergence_distance = EditorGUILayout.FloatField("Convergence Distance", script._convergence_distance); script._nearclip = EditorGUILayout.FloatField("Near Clip", script._nearclip); script._farclip = EditorGUILayout.FloatField("Far Clip", script._farclip); //SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); //SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); //SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); //SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); //SOCKET_FLOAT(border.left, "Border Left", 0); //SOCKET_FLOAT(border.right, "Border Right", 0); //SOCKET_FLOAT(border.bottom, "Border Bottom", 0); //SOCKET_FLOAT(border.top, "Border Top", 0); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } EditorGUILayout.EndVertical(); } background = EditorGUILayout.Foldout(background, "Background"); if (background) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._use_ao = GUILayout.Toggle(script._use_ao, "Use AO"); script._ao_factor = EditorGUILayout.FloatField("AO Factor", script._ao_factor); script._ao_distance = EditorGUILayout.FloatField("AO Distance", script._ao_distance); script._use_shader = GUILayout.Toggle(script._use_shader, "Use Shader"); script._visibility = (BocsCyclesCamera.PathRayFlag)EditorGUILayout.EnumMaskField("Visibility", (System.Enum)script._visibility); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } film = EditorGUILayout.Foldout(film, "Film"); if (film) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._exposure = EditorGUILayout.FloatField("Exposure", script._exposure); script._filter_type = EditorGUILayout.Popup("Filter Type", script._filter_type, script._filter_types); script._filter_width = EditorGUILayout.FloatField("Filter Width", script._filter_width); script._mist_start = EditorGUILayout.FloatField("Mist Start", script._mist_start); script._mist_depth = EditorGUILayout.FloatField("Mist Depth", script._mist_depth); script._mist_falloff = EditorGUILayout.FloatField("Mist Falloff", script._mist_falloff); script._use_sample_clamp = GUILayout.Toggle(script._use_sample_clamp, "Use Sample Clamp"); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } integrator = EditorGUILayout.Foldout(integrator, "Integrator"); if (integrator) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._min_bounce = EditorGUILayout.IntField("Min Bounce", script._min_bounce); script._max_bounce = EditorGUILayout.IntField("Max Bounce", script._max_bounce); script._max_diffuse_bounce = EditorGUILayout.IntField("Max Diffuse Bounce", script._max_diffuse_bounce); script._max_glossy_bounce = EditorGUILayout.IntField("Max Glossy Bounce", script._max_glossy_bounce); script._max_transmission_bounce = EditorGUILayout.IntField("Max Transmission Bounce", script._max_transmission_bounce); script._max_volume_bounce = EditorGUILayout.IntField("Max Volume Bounce", script._max_volume_bounce); script._transparent_min_bounce = EditorGUILayout.IntField("Min Transparent Bounce", script._transparent_min_bounce); script._transparent_max_bounce = EditorGUILayout.IntField("Max Transparent Bounce", script._transparent_max_bounce); script._transparent_shadows = GUILayout.Toggle(script._transparent_shadows, "Transparent Shadows"); script._ao_bounces = EditorGUILayout.IntField("AO Bounces", script._ao_bounces); script._volume_max_steps = EditorGUILayout.IntField("Max Volume Steps", script._volume_max_steps); script._volume_step_size = EditorGUILayout.FloatField("Volume Step Size", script._volume_step_size); script._caustics_reflective = GUILayout.Toggle(script._caustics_reflective, "Reflective Caustics"); script._caustics_refractive = GUILayout.Toggle(script._caustics_refractive, "Refractive Caustics"); script._filter_glossy = EditorGUILayout.FloatField("Filter Glossy", script._filter_glossy); script._sample_clamp_direct = EditorGUILayout.FloatField("Clamp Direct", script._sample_clamp_direct); script._sample_clamp_indirect = EditorGUILayout.FloatField("Clamp Indirect", script._sample_clamp_indirect); script._motion_blur = GUILayout.Toggle(script._motion_blur, "Motion Blur"); script._aa_samples = EditorGUILayout.IntField("AA Samples", script._aa_samples); script._diffuse_samples = EditorGUILayout.IntField("Diffuse Samples", script._diffuse_samples); script._glossy_samples = EditorGUILayout.IntField("Glossy Samples", script._glossy_samples); script._transmission_samples = EditorGUILayout.IntField("Transmission Samples", script._transmission_samples); script._ao_samples = EditorGUILayout.IntField("AO Samples", script._ao_samples); script._mesh_light_samples = EditorGUILayout.IntField("Mesh Light Samples", script._mesh_light_samples); script._subsurface_samples = EditorGUILayout.IntField("Subsurface Samples", script._subsurface_samples); script._volume_samples = EditorGUILayout.IntField("Volume Samples", script._volume_samples); script._sample_all_lights_direct = GUILayout.Toggle(script._sample_all_lights_direct, "Sample All Lights Direct"); script._sample_all_lights_indirect = GUILayout.Toggle(script._sample_all_lights_indirect, "Sample All Lights Indirect"); script._light_sampling_threshold = EditorGUILayout.FloatField("Light Sampling Threshold", script._light_sampling_threshold); script._method = EditorGUILayout.Popup("Path Type", script._method, script._methods); script._sampling_pattern = EditorGUILayout.Popup("Sampling Pattern", script._sampling_pattern, script._sampling_patterns); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } //Some Checks... if (script._nearclip <= 0) { script._nearclip = .001f; } if (needUpdate) { BocsCyclesAPI.Cycles_request_settings(); BocsCyclesAPI.Cycles_request_reset(); } debug = EditorGUILayout.Foldout(debug, "Debug"); if (debug) { //Debug.Log(script.GetShaderCount()); for (int i = 0; i < script.GetGraphCount(); i++) { //GUILayout.TextField(script._nodes); GUI.skin.textArea.wordWrap = false; EditorGUILayout.TextArea(script.Nodes[i]); } } }