/// <summary> /// Creates a default Gradient /// </summary> /// <returns></returns> private Gradient CreateGradient() { Gradient gradient = new Gradient(); // Populate the color keys at the relative time 0 and 1 (0 and 100%) GradientColorKey[] colorKey = new GradientColorKey[3]; colorKey[0].color = GaiaUtils.GetColorFromHTML("0C233A"); colorKey[0].time = 0.0f; colorKey[1].color = GaiaUtils.GetColorFromHTML("5686BC"); colorKey[1].time = 0.5f; colorKey[2].color = GaiaUtils.GetColorFromHTML("5C9BE0"); colorKey[2].time = 1f; // Populate the alpha keys at relative time 0 and 1 (0 and 100%) GradientAlphaKey[] alphaKey = new GradientAlphaKey[3]; alphaKey[0].alpha = 1.0f; alphaKey[0].time = 0.0f; alphaKey[1].alpha = 1.0f; alphaKey[1].time = 0.5f; alphaKey[2].alpha = 1.0f; alphaKey[2].time = 1.0f; gradient.SetKeys(colorKey, alphaKey); return(gradient); }
/// <summary> /// Sets the underwater color on the material /// </summary> private void UpdateUnderwaterMaterial() { if (m_mainLight != null) { m_underwaterMaterial.SetColor(GaiaShaderID.m_underwaterColor, m_mainLight.color); } else { m_underwaterMaterial.SetColor(GaiaShaderID.m_underwaterColor, GaiaUtils.GetColorFromHTML("CFCFCF")); } }
public static void SetupOperationHeaderColor(ref GUIStyle style, string normalColor, string proColor, List <Texture2D> tempTextureList) { if (style == null || style.normal.background == null) { style = new GUIStyle(); style.stretchWidth = true; style.margin = new RectOffset(5, 5, 0, 0); //m_operationHeaderStyle.overflow = new RectOffset(2, 2, 2, 2); // Setup colors for Unity Pro if (EditorGUIUtility.isProSkin) { style.normal.background = GaiaUtils.GetBGTexture(GaiaUtils.GetColorFromHTML(proColor), tempTextureList); } // or Unity Personal else { style.normal.background = GaiaUtils.GetBGTexture(GaiaUtils.GetColorFromHTML(normalColor), tempTextureList); } } }