static bool GetAdvanced(Expandable mask, SerializedDensityVolume serialized, Editor owner)
 {
     //only one possibility for now, change to bit mask if several later (see HDLightUI)
     if (mask == Expandable.Volume)
     {
         return(serialized.editorAdvancedFade.boolValue);
     }
     return(false);
 }
 static void SetAdvanced(Expandable mask, bool value, SerializedDensityVolume serialized, Editor owner)
 {
     //only one possibility for now, change to bit mask if several later (see HDLightUI)
     if (mask != Expandable.Volume)
     {
         return;
     }
     DensityVolumeEditor.s_BlendBox.monoHandle = !value;
     serialized.editorAdvancedFade.boolValue   = value;
 }
        void OnEnable()
        {
            m_SerializedDensityVolume = new SerializedDensityVolume(serializedObject);

            if (s_ShapeBox == null || s_ShapeBox.Equals(null))
            {
                s_ShapeBox            = new HierarchicalBox(DensityVolumeUI.Styles.k_GizmoColorBase, DensityVolumeUI.Styles.k_BaseHandlesColor);
                s_ShapeBox.monoHandle = false;
            }
            if (s_BlendBox == null || s_BlendBox.Equals(null))
            {
                s_BlendBox = new HierarchicalBox(DensityVolumeUI.Styles.k_GizmoColorBase, InfluenceVolumeUI.k_HandlesColor, parent: s_ShapeBox);
            }
        }
        static void Drawer_AdvancedSwitch(SerializedDensityVolume serialized, Editor owner)
        {
            using (new EditorGUILayout.HorizontalScope())
            {
                GUILayout.FlexibleSpace();

                bool advanced = serialized.editorAdvancedFade.boolValue;
                advanced = GUILayout.Toggle(advanced, Styles.s_AdvancedModeContent, EditorStyles.miniButton, GUILayout.Width(60f), GUILayout.ExpandWidth(false));
                DensityVolumeEditor.s_BlendBox.monoHandle = !advanced;
                if (serialized.editorAdvancedFade.boolValue ^ advanced)
                {
                    serialized.editorAdvancedFade.boolValue = advanced;
                }
            }
        }
 static void Drawer_ToolBar(SerializedDensityVolume serialized, Editor owner)
 {
     GUILayout.BeginHorizontal();
     GUILayout.FlexibleSpace();
     EditMode.DoInspectorToolbar(new[] { DensityVolumeEditor.k_EditShape, DensityVolumeEditor.k_EditBlend }, Styles.s_Toolbar_Contents, () =>
     {
         var bounds = new Bounds();
         foreach (Component targetObject in owner.targets)
         {
             bounds.Encapsulate(targetObject.transform.position);
         }
         return(bounds);
     },
                                 owner);
     GUILayout.FlexibleSpace();
     GUILayout.EndHorizontal();
 }
示例#6
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 static void Drawer_DensityMaskTextureContent(SerializedDensityVolume serialized, Editor owner)
 {
     EditorGUI.BeginChangeCheck();
     EditorGUILayout.PropertyField(serialized.volumeTexture, Styles.s_VolumeTextureLabel);
     if (EditorGUI.EndChangeCheck())
     {
         var newTexture = serialized.volumeTexture.objectReferenceValue;
         if (newTexture != null)
         {
             if (!(newTexture is RenderTexture rt && rt.dimension == UnityEngine.Rendering.TextureDimension.Tex3D || newTexture is Texture3D))
             {
                 Debug.LogError($"Can't assign texture '{newTexture}' to the Density Volume because the dimension doesn't match the expected Texture3D dimension.");
                 serialized.volumeTexture.objectReferenceValue = null;
             }
         }
     }
     EditorGUILayout.PropertyField(serialized.textureScroll, Styles.s_TextureScrollLabel);
     EditorGUILayout.PropertyField(serialized.textureTile, Styles.s_TextureTileLabel);
 }
        static void Drawer_VolumeContent(SerializedDensityVolume serialized, Editor owner)
        {
            //keep previous data as value are stored in percent
            Vector3 previousSize         = serialized.size.vector3Value;
            float   previousUniformFade  = serialized.editorUniformFade.floatValue;
            Vector3 previousPositiveFade = serialized.editorPositiveFade.vector3Value;
            Vector3 previousNegativeFade = serialized.editorNegativeFade.vector3Value;

            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(serialized.size, Styles.s_Size);
            if (EditorGUI.EndChangeCheck())
            {
                Vector3 newSize = serialized.size.vector3Value;
                newSize.x = Mathf.Max(0f, newSize.x);
                newSize.y = Mathf.Max(0f, newSize.y);
                newSize.z = Mathf.Max(0f, newSize.z);
                serialized.size.vector3Value = newSize;

                //update advanced mode blend
                Vector3 newPositiveFade = new Vector3(
                    newSize.x < 0.00001 ? 0 : previousPositiveFade.x * previousSize.x / newSize.x,
                    newSize.y < 0.00001 ? 0 : previousPositiveFade.y * previousSize.y / newSize.y,
                    newSize.z < 0.00001 ? 0 : previousPositiveFade.z * previousSize.z / newSize.z
                    );
                Vector3 newNegativeFade = new Vector3(
                    newSize.x < 0.00001 ? 0 : previousNegativeFade.x * previousSize.x / newSize.x,
                    newSize.y < 0.00001 ? 0 : previousNegativeFade.y * previousSize.y / newSize.y,
                    newSize.z < 0.00001 ? 0 : previousNegativeFade.z * previousSize.z / newSize.z
                    );
                for (int axeIndex = 0; axeIndex < 3; ++axeIndex)
                {
                    if (newPositiveFade[axeIndex] + newNegativeFade[axeIndex] > 1)
                    {
                        float overValue = (newPositiveFade[axeIndex] + newNegativeFade[axeIndex] - 1f) * 0.5f;
                        newPositiveFade[axeIndex] -= overValue;
                        newNegativeFade[axeIndex] -= overValue;

                        if (newPositiveFade[axeIndex] < 0)
                        {
                            newNegativeFade[axeIndex] += newPositiveFade[axeIndex];
                            newPositiveFade[axeIndex]  = 0f;
                        }
                        if (newNegativeFade[axeIndex] < 0)
                        {
                            newPositiveFade[axeIndex] += newNegativeFade[axeIndex];
                            newNegativeFade[axeIndex]  = 0f;
                        }
                    }
                }
                serialized.editorPositiveFade.vector3Value = newPositiveFade;
                serialized.editorNegativeFade.vector3Value = newNegativeFade;

                //update normal mode blend
                float max = Mathf.Min(newSize.x, newSize.y, newSize.z) * 0.5f;
                serialized.editorUniformFade.floatValue = Mathf.Clamp(serialized.editorUniformFade.floatValue, 0f, max);
            }

            EditorGUILayout.Space();
            EditorGUILayout.PropertyField(serialized.editorAdvancedFade, Styles.s_ManipulatonTypeContent);

            Vector3 serializedSize = serialized.size.vector3Value;

            EditorGUI.BeginChangeCheck();
            if (serialized.editorAdvancedFade.hasMultipleDifferentValues)
            {
                using (new EditorGUI.DisabledScope(true))
                    EditorGUILayout.LabelField(Styles.s_BlendLabel, EditorGUIUtility.TrTextContent("Multiple values for Advanced mode"));
            }
            else if (serialized.editorAdvancedFade.boolValue)
            {
                CoreEditorUtils.DrawVector6(Styles.s_BlendLabel, serialized.editorPositiveFade, serialized.editorNegativeFade, Vector3.zero, serializedSize, InfluenceVolumeUI.k_HandlesColor, serialized.size, false);
            }
            else
            {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(serialized.editorUniformFade, Styles.s_BlendLabel);
                if (EditorGUI.EndChangeCheck())
                {
                    float max = Mathf.Min(serializedSize.x, serializedSize.y, serializedSize.z) * 0.5f;
                    serialized.editorUniformFade.floatValue = Mathf.Clamp(serialized.editorUniformFade.floatValue, 0f, max);
                }
            }
            if (EditorGUI.EndChangeCheck())
            {
                Vector3 posFade = new Vector3();
                posFade.x = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.x);
                posFade.y = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.y);
                posFade.z = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.z);

                Vector3 negFade = new Vector3();
                negFade.x = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.x);
                negFade.y = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.y);
                negFade.z = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.z);

                serialized.editorPositiveFade.vector3Value = posFade;
                serialized.editorNegativeFade.vector3Value = negFade;
            }

            EditorGUILayout.Space();
            EditorGUILayout.PropertyField(serialized.invertFade, Styles.s_InvertFadeLabel);

            // Distance fade.
            {
                EditorGUI.BeginChangeCheck();

                EditorGUILayout.PropertyField(serialized.distanceFadeStart, Styles.s_DistanceFadeStartLabel);
                EditorGUILayout.PropertyField(serialized.distanceFadeEnd, Styles.s_DistanceFadeEndLabel);

                if (EditorGUI.EndChangeCheck())
                {
                    float distanceFadeStart = Mathf.Max(0, serialized.distanceFadeStart.floatValue);
                    float distanceFadeEnd   = Mathf.Max(distanceFadeStart, serialized.distanceFadeEnd.floatValue);

                    serialized.distanceFadeStart.floatValue = distanceFadeStart;
                    serialized.distanceFadeEnd.floatValue   = distanceFadeEnd;
                }
            }
        }
 static void Drawer_PrimarySettings(SerializedDensityVolume serialized, Editor owner)
 {
     EditorGUILayout.PropertyField(serialized.albedo, Styles.s_AlbedoLabel);
     EditorGUILayout.PropertyField(serialized.meanFreePath, Styles.s_MeanFreePathLabel);
 }
 static void Drawer_DensityMaskTextureContent(SerializedDensityVolume serialized, Editor owner)
 {
     EditorGUILayout.PropertyField(serialized.volumeTexture, Styles.s_VolumeTextureLabel);
     EditorGUILayout.PropertyField(serialized.textureScroll, Styles.s_TextureScrollLabel);
     EditorGUILayout.PropertyField(serialized.textureTile, Styles.s_TextureTileLabel);
 }