示例#1
0
        /// <summary>
        /// Displays the additional parameters for directional lights
        /// </summary>
        private void DisplayDirectionalLightAdditionalSettingsArea()
        {
            EditorGUILayout.BeginVertical();

            EditorGUILayout.Separator();
            GUILayout.Label(_directionalLightSettingsTitleContent, new GUIStyle(GuiStyles.LabelBoldCenteredBig)
            {
                fontSize = 15
            });
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Enable Out-Of-Phase Color\" parameter allows you to use a color when the view angle is not towards the directional light (the decay is controlled by the scattering factor.");
            GuiHelpers.DrawToggleChecker(ref _enableOutOfPhaseColorProperty, "Enable Out-Of-Phase Color");
            if (_enableOutOfPhaseColorProperty.boolValue)
            {
                //EditorGUI.BeginDisabledGroup(!_enableOutOfPhaseColorProperty.boolValue);
                EditorGUILayout.BeginVertical();
                GuiHelpers.DrawContextualHelpBox("The color when the view direction is not towards the directional light.");
                EditorGUILayout.PropertyField(_outOfPhaseColorProperty);
                GuiHelpers.DrawFloatField(ref _outOfPhaseColorStrengthProperty, new GUIContent("Strength", "Multiplies the intensity of the color"));
                EditorGUILayout.EndVertical();
                //EditorGUI.EndDisabledGroup();
            }

            EditorGUILayout.Separator();

            EditorGUILayout.EndVertical();
        }
示例#2
0
        /// <summary>
        /// Displays the common parameters tab
        /// </summary>
        private void DisplayCommonSettingsArea()
        {
            EditorGUILayout.BeginVertical(GuiStyles.ButtonNoHover);

            EditorGUILayout.Separator();
            GUILayout.Label(_commonSettingsTitleContent, new GUIStyle(GuiStyles.LabelBoldCenteredBig)
            {
                fontSize = 15
            });
            EditorGUILayout.Separator();

            GuiHelpers.DrawFloatField(ref _strengthProperty, new GUIContent("Strength", "Multiplies the intensity of the light source in the system"));

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Enable Shadows\" parameter allows you to compute the light's shadows (if enabled) in the system.");
            GuiHelpers.DrawToggleChecker(ref _useShadowsProperty, "Enable Shadows");

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Enable Cookie\" parameter allows you to compute the light's cookie (if enabled) in the system.");
            //EditorGUI.BeginDisabledGroup(!_component.CastsCookie);
            GuiHelpers.DrawToggleChecker(ref _useCookieProperty, "Enable Cookie");
            //EditorGUI.EndDisabledGroup();

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Override Color\" parameter allows you to replace the light's color in the system.");
            GuiHelpers.DrawToggleChecker(ref _overrideColorProperty, "Override Color");
            if (_overrideColorProperty.boolValue)
            {
                //EditorGUI.BeginDisabledGroup(!_overrideColorProperty.boolValue);
                EditorGUILayout.BeginVertical();
                GuiHelpers.DrawContextualHelpBox("The \"Overriding Color\" is the color that will replace the light's color in the system.");
                EditorGUILayout.PropertyField(_overridingColorProperty);
                EditorGUILayout.EndVertical();
                //EditorGUI.EndDisabledGroup();
            }

            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Scattering Bias\" parameter allows to have more control of how the light will scatter in the environment.");
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Scattering Bias", GuiStyles.Label, GUILayout.MaxWidth(160));
            GuiHelpers.DrawSlider(ref _scatteringBiasProperty, -1.0f, 1.0f);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.Separator();

            EditorGUILayout.EndVertical();
        }
示例#3
0
        /// <summary>
        /// Draws a Vector3 field
        /// </summary>
        /// <param name="vector3Property">The related serialized property</param>
        /// <param name="label">The label to write</param>
        public static void DrawVector3Field(ref SerializedProperty vector3Property, string label)
        {
            SerializedProperty xTmpProperty = vector3Property.FindPropertyRelative("x");
            SerializedProperty yTmpProperty = vector3Property.FindPropertyRelative("y");
            SerializedProperty zTmpProperty = vector3Property.FindPropertyRelative("z");

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("X", GuiStyles.Label, GUILayout.Width(14));
            GuiHelpers.DrawFloatField(ref xTmpProperty);

            GUILayout.Label("Y", GuiStyles.Label, GUILayout.Width(14));
            GuiHelpers.DrawFloatField(ref yTmpProperty);

            GUILayout.Label("Z", GuiStyles.Label, GUILayout.Width(14));
            GuiHelpers.DrawFloatField(ref zTmpProperty);
            EditorGUILayout.EndHorizontal();
        }
 /// <summary>
 /// Displays Noise Mask Area
 /// </summary>
 private void DisplayNoiseMaskArea()
 {
     EditorGUILayout.BeginVertical(GuiStyles.Background);
     GuiHelpers.DrawContextualHelpBox("The \"Noise Mask\" parameter allows you to assign a dynamic morphing noise mask to the volume.\nThis noise will be used for masking the data injected.");
     GuiHelpers.DrawToggleChecker(ref _noiseMaskBoolProperty, new GUIContent("Noise Mask", Aura.ResourcesCollection.noiseIconTexture), true, true);
     if (_noiseMaskBoolProperty.boolValue)
     {
         //EditorGUI.BeginDisabledGroup(!_noiseMaskBoolProperty.boolValue);
         EditorGUILayout.BeginVertical(GuiStyles.EmptyMiddleAligned);
         GuiHelpers.DrawFloatField(ref _noiseMaskSpeedProperty, new GUIContent("Speed", "Speed of the morph"));
         EditorGUILayout.Separator();
         EditorGUILayout.Separator();
         GuiHelpers.DrawTransformField(ref _noiseMaskTransformProperty);
         EditorGUILayout.EndVertical();
         //EditorGUI.EndDisabledGroup();
     }
     EditorGUILayout.EndVertical();
 }
示例#5
0
        /// <summary>
        /// Displays the common parameters tab
        /// </summary>
        private void DisplayCommonSettingsArea()
        {
            EditorGUILayout.BeginVertical(GuiStyles.ButtonNoHover);

            EditorGUILayout.Separator();
            GUILayout.Label(_commonSettingsTitleContent, new GUIStyle(GuiStyles.LabelBoldCenteredBig)
            {
                fontSize = 15
            });
            EditorGUILayout.Separator();

            GuiHelpers.DrawFloatField(ref _strengthProperty, new GUIContent("Strength", "Multiplies the intensity of the light source in the system"));

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            EditorGUILayout.PropertyField(_useScatteringProperty);
            if ((BooleanChoice)_useScatteringProperty.enumValueIndex == BooleanChoice.Default || (BooleanChoice)_useScatteringProperty.enumValueIndex == BooleanChoice.True)
            {
                EditorGUILayout.Separator();
                GuiHelpers.DrawToggleChecker(ref _overrideScatteringProperty, "Override Scattering");
                if (_overrideScatteringProperty.boolValue)
                {
                    EditorGUILayout.BeginVertical();
                    EditorGUILayout.PropertyField(_overridingScatteringProperty);
                    EditorGUILayout.EndVertical();
                }
            }

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Enable Shadows\" parameter allows you to compute the light's shadows (if enabled) in the system.");
            GuiHelpers.DrawToggleChecker(ref _useShadowsProperty, "Enable Shadows");

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Enable Cookie\" parameter allows you to compute the light's cookie (if enabled) in the system.");
            //EditorGUI.BeginDisabledGroup(!_component.CastsCookie);
            GuiHelpers.DrawToggleChecker(ref _useCookieProperty, "Enable Cookie");
            //EditorGUI.EndDisabledGroup();

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            GuiHelpers.DrawContextualHelpBox("The \"Override Color\" parameter allows you to replace the light's color in the system.");
            GuiHelpers.DrawToggleChecker(ref _overrideColorProperty, "Override Color");
            if (_overrideColorProperty.boolValue)
            {
                //EditorGUI.BeginDisabledGroup(!_overrideColorProperty.boolValue);
                EditorGUILayout.BeginVertical();
                GuiHelpers.DrawContextualHelpBox("The \"Overriding Color\" is the color that will replace the light's color in the system.");
                EditorGUILayout.PropertyField(_overridingColorProperty);
                EditorGUILayout.EndVertical();
                //EditorGUI.EndDisabledGroup();
            }

            if (LightHelpers.IsColorTemperatureAvailable)
            {
                EditorGUILayout.Separator();
                EditorGUILayout.Separator();
                EditorGUILayout.Separator();

                GuiHelpers.DrawHelpBox("Unity currently gives no way to know if the color temperature mode is enabled on the light, therefore you need to manually enable it here under.", HelpBoxType.Warning);
                EditorGUILayout.Separator();
                GuiHelpers.DrawToggleChecker(ref _useColorTemperatureTintProperty, "Use Color Temperature Tint");
            }

            EditorGUILayout.Separator();

            EditorGUILayout.EndVertical();
        }