public void OnGUI() { if (m_Asset.isDirty) { RefreshEditors(); m_Asset.isDirty = false; } EditorGUILayout.LabelField(EditorUtilities.GetContent("Overrides"), EditorStyles.boldLabel); // Override list for (int i = 0; i < m_Editors.Count; i++) { var editor = m_Editors[i]; string title = editor.GetDisplayTitle(); int id = i; // Needed for closure capture below EditorUtilities.DrawSplitter(); bool displayContent = EditorUtilities.DrawHeader( title, editor.baseProperty, editor.activeProperty, editor.target, () => ResetEffectOverride(editor.target.GetType(), id), () => RemoveEffectOverride(id) ); if (displayContent) { using (new EditorGUI.DisabledScope(!editor.activeProperty.boolValue)) editor.OnInternalInspectorGUI(); } } if (m_Editors.Count > 0) { EditorUtilities.DrawSplitter(); EditorGUILayout.Space(); } else { EditorGUILayout.HelpBox("No override set on this volume.", MessageType.Info); } if (GUILayout.Button("Add effect...", EditorStyles.miniButton)) { var menu = new GenericMenu(); var typeMap = PostProcessManager.instance.settingsTypes; foreach (var kvp in typeMap) { var type = kvp.Key; var title = EditorUtilities.GetContent(kvp.Value.menuItem); bool exists = m_Asset.HasSettings(type); if (!exists) { menu.AddItem(title, false, () => AddEffectOverride(type)); } else { menu.AddDisabledItem(title); } } menu.ShowAsContext(); } EditorGUILayout.Space(); }
protected void PropertyField(SerializedParameterOverride property) { var title = EditorUtilities.GetContent(property.displayName); PropertyField(property, title); }
public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(m_IsGlobal); if (!m_IsGlobal.boolValue) // Blend radius is not needed for global volumes { EditorGUILayout.PropertyField(m_BlendRadius); } EditorGUILayout.PropertyField(m_Weight); EditorGUILayout.PropertyField(m_Priority); bool assetHasChanged = false; bool showCopy = m_Profile.objectReferenceValue != null; // The layout system sort of break alignement when mixing inspector fields with custom // layouted fields, do the layout manually instead int buttonWidth = showCopy ? 45 : 60; float indentOffset = EditorGUI.indentLevel * 15f; var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height); var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height); var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height); var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height); EditorGUI.PrefixLabel(labelRect, EditorUtilities.GetContent("Profile|A reference to a profile asset.")); using (var scope = new EditorGUI.ChangeCheckScope()) { m_Profile.objectReferenceValue = (PostProcessProfile)EditorGUI.ObjectField(fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false); assetHasChanged = scope.changed; } if (GUI.Button(buttonNewRect, EditorUtilities.GetContent("New|Create a new profile."), showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton)) { // By default, try to put assets in a folder next to the currently active // scene file. If the user isn't a scene, put them in root instead. var targetName = m_Target.name; var scene = m_Target.gameObject.scene; var path = string.Empty; if (string.IsNullOrEmpty(scene.path)) { path = "Assets/"; } else { var scenePath = Path.GetDirectoryName(scene.path); var extPath = scene.name + "_Profiles"; var profilePath = scenePath + "/" + extPath; if (!AssetDatabase.IsValidFolder(profilePath)) { AssetDatabase.CreateFolder(scenePath, extPath); } path = profilePath + "/"; } path += targetName + " Profile.asset"; path = AssetDatabase.GenerateUniqueAssetPath(path); var asset = CreateInstance <PostProcessProfile>(); AssetDatabase.CreateAsset(asset, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); m_Profile.objectReferenceValue = asset; assetHasChanged = true; } if (showCopy && GUI.Button(buttonCopyRect, EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."), EditorStyles.miniButtonRight)) { // Duplicate the currently assigned profile and save it as a new profile var origin = (PostProcessProfile)m_Profile.objectReferenceValue; var path = AssetDatabase.GetAssetPath(origin); path = AssetDatabase.GenerateUniqueAssetPath(path); var asset = Instantiate(origin); asset.settings.Clear(); AssetDatabase.CreateAsset(asset, path); foreach (var item in origin.settings) { var itemCopy = Instantiate(item); itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy; itemCopy.name = item.name; asset.settings.Add(itemCopy); AssetDatabase.AddObjectToAsset(itemCopy, asset); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); m_Profile.objectReferenceValue = asset; assetHasChanged = true; } EditorGUILayout.Space(); if (m_Profile.objectReferenceValue == null) { if (assetHasChanged) { m_EffectList.Clear(); // Asset wasn't null before, do some cleanup } EditorGUILayout.HelpBox("Assign a Post-process Profile to this volume using the \"Asset\" field or create one automatically by clicking the \"New\" button.\nAssets are automatically put in a folder next to your scene file. If you scene hasn't been saved yet they will be created at the root of the Assets folder.", MessageType.Info); } else { if (assetHasChanged) { RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue); } m_EffectList.OnGUI(); } serializedObject.ApplyModifiedProperties(); }
protected void PropertyField(SerializedParameterOverride property, GUIContent title) { // Check for DisplayNameAttribute first var displayNameAttr = property.GetAttribute <DisplayNameAttribute>(); if (displayNameAttr != null) { title.text = displayNameAttr.displayName; } // Add tooltip if it's missing and an attribute is available if (string.IsNullOrEmpty(title.tooltip)) { var tooltipAttr = property.GetAttribute <TooltipAttribute>(); if (tooltipAttr != null) { title.tooltip = tooltipAttr.tooltip; } } // Look for a compatible attribute decorator and break as soon as we find one AttributeDecorator decorator = null; Attribute attribute = null; foreach (var attr in property.attributes) { decorator = EditorUtilities.GetDecorator(attr.GetType()); attribute = attr; if (decorator != null) { break; } } bool invalidProp = false; if (decorator != null && !decorator.IsAutoProperty()) { if (decorator.OnGUI(property.value, property.overrideState, title, attribute)) { return; } // Attribute is invalid for the specified property; use default unity field instead invalidProp = true; } using (new EditorGUILayout.HorizontalScope()) { // Override checkbox var overrideRect = GUILayoutUtility.GetRect(17f, 17f, GUILayout.ExpandWidth(false)); overrideRect.yMin += 4f; EditorUtilities.DrawOverrideCheckbox(overrideRect, property.overrideState); // Property using (new EditorGUI.DisabledScope(!property.overrideState.boolValue)) { if (decorator != null && !invalidProp) { if (decorator.OnGUI(property.value, property.overrideState, title, attribute)) { return; } } // Default unity field EditorGUILayout.PropertyField(property.value, title); } } }
public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.LabelField(EditorUtilities.GetContent("Volume blending"), EditorStyles.boldLabel); EditorGUI.indentLevel++; { using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Trigger"); EditorGUI.indentLevel--; // The editor adds an indentation after the prefix label, this removes it using (new EditorGUILayout.HorizontalScope()) { m_VolumeTrigger.objectReferenceValue = (Transform)EditorGUILayout.ObjectField(m_VolumeTrigger.objectReferenceValue, typeof(Transform), false); if (GUILayout.Button(EditorUtilities.GetContent("This|Assigns the current GameObject as a trigger."), EditorStyles.miniButton)) { m_VolumeTrigger.objectReferenceValue = m_Target.transform; } } EditorGUI.indentLevel++; } EditorGUILayout.PropertyField(m_VolumeLayer, EditorUtilities.GetContent("Layer")); int mask = m_VolumeLayer.intValue; if (mask == 0) { EditorGUILayout.HelpBox("No layer has been set, the trigger will never be affected by volumes.", MessageType.Info); } else if (mask == -1 || ((mask & 1) != 0)) { EditorGUILayout.HelpBox("Do not use \"Everything\" or \"Default\" as a layer mask as it will slow down the volume blending process! Put post-processing volumes in their own dedicated layer for best performances.", MessageType.Warning); } } EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField(EditorUtilities.GetContent("Anti-aliasing"), EditorStyles.boldLabel); { EditorGUI.indentLevel++; m_AntialiasingMode.intValue = EditorGUILayout.Popup("Mode", m_AntialiasingMode.intValue, s_AntialiasingMethodNames); if (m_AntialiasingMode.intValue == (int)PostProcessLayer.Antialiasing.TemporalAntialiasing) { EditorGUILayout.PropertyField(m_TaaJitterSpread); EditorGUILayout.PropertyField(m_TaaStationaryBlending); EditorGUILayout.PropertyField(m_TaaMotionBlending); EditorGUILayout.PropertyField(m_TaaSharpen); } } EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_ShowDebugUI); if (m_ShowDebugUI.boolValue) { EditorGUI.indentLevel++; { EditorGUILayout.PropertyField(m_DebugMonitor); EditorGUILayout.HelpBox("The debug UI only works on compute-shader enabled platforms.", MessageType.Info); EditorGUILayout.HelpBox("Currently non-implemented.", MessageType.Warning); } EditorGUI.indentLevel--; } serializedObject.ApplyModifiedProperties(); }