ZGC
3 years ago
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@ -0,0 +1,33 @@
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using UnityEngine; |
||||
using UnityEditor; |
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using System.Collections; |
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|
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public class RenderCubemapWizard : ScriptableWizard { |
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|
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public Transform renderFromPosition; |
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public Cubemap cubemap; |
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|
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void OnWizardUpdate () { |
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helpString = "Select transform to render from and cubemap to render into"; |
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isValid = (renderFromPosition != null) && (cubemap != null); |
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} |
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|
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void OnWizardCreate () { |
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// create temporary camera for rendering |
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GameObject go = new GameObject( "CubemapCamera"); |
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go.AddComponent<Camera>(); |
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// place it on the object |
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go.transform.position = renderFromPosition.position; |
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// render into cubemap |
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go.GetComponent<Camera>().RenderToCubemap(cubemap); |
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|
||||
// destroy temporary camera |
||||
DestroyImmediate( go ); |
||||
} |
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|
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[MenuItem("GameObject/Render into Cubemap")] |
||||
static void RenderCubemap () { |
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ScriptableWizard.DisplayWizard<RenderCubemapWizard>( |
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"Render cubemap", "Render!"); |
||||
} |
||||
} |
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using UnityEngine; |
||||
using UnityEditor; |
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using System; |
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|
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public class CustomShaderGUI : ShaderGUI |
||||
{ |
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public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) |
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{ |
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// render the default gui |
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base.OnGUI(materialEditor, properties); |
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|
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Material targetMat = materialEditor.target as Material; |
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|
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// see if redify is set, and show a checkbox |
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bool redify = Array.IndexOf(targetMat.shaderKeywords, "REDIFY_ON") != -1; |
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EditorGUI.BeginChangeCheck(); |
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redify = EditorGUILayout.Toggle("Redify material", redify); |
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if (EditorGUI.EndChangeCheck()) |
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{ |
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// enable or disable the keyword based on checkbox |
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if (redify) |
||||
targetMat.EnableKeyword("REDIFY_ON"); |
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else |
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targetMat.DisableKeyword("REDIFY_ON"); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: d86a72d68a9e24d039304b6bba4bfe00 |
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folderAsset: yes |
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timeCreated: 1440320603 |
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// Copyright (c) 2014 Luminary LLC |
||||
// Licensed under The MIT License (See LICENSE for full text) |
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using UnityEngine; |
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using UnityEditor; |
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using System; |
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using System.Collections; |
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using System.Reflection; |
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|
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[CustomPropertyDrawer(typeof(SetPropertyAttribute))] |
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public class SetPropertyDrawer : PropertyDrawer |
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{ |
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) |
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{ |
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// Rely on the default inspector GUI |
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EditorGUI.BeginChangeCheck (); |
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EditorGUI.PropertyField(position, property, label); |
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|
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// Update only when necessary |
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SetPropertyAttribute setProperty = attribute as SetPropertyAttribute; |
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if (EditorGUI.EndChangeCheck()) |
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{ |
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// When a SerializedProperty is modified the actual field does not have the current value set (i.e. |
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// FieldInfo.GetValue() will return the prior value that was set) until after this OnGUI call has completed. |
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// Therefore, we need to mark this property as dirty, so that it can be updated with a subsequent OnGUI event |
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// (e.g. Repaint) |
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setProperty.IsDirty = true; |
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} |
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else if (setProperty.IsDirty) |
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{ |
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// The propertyPath may reference something that is a child field of a field on this Object, so it is necessary |
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// to find which object is the actual parent before attempting to set the property with the current value. |
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object parent = GetParentObjectOfProperty(property.propertyPath, property.serializedObject.targetObject); |
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Type type = parent.GetType(); |
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PropertyInfo pi = type.GetProperty(setProperty.Name); |
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if (pi == null) |
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{ |
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Debug.LogError("Invalid property name: " + setProperty.Name + "\nCheck your [SetProperty] attribute"); |
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} |
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else |
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{ |
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// Use FieldInfo instead of the SerializedProperty accessors as we'd have to deal with every |
||||
// SerializedPropertyType and use the correct accessor |
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pi.SetValue(parent, fieldInfo.GetValue(parent), null); |
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} |
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setProperty.IsDirty = false; |
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} |
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} |
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|
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private object GetParentObjectOfProperty(string path, object obj) |
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{ |
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string[] fields = path.Split('.'); |
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|
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// We've finally arrived at the final object that contains the property |
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if (fields.Length == 1) |
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{ |
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return obj; |
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} |
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|
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// We may have to walk public or private fields along the chain to finding our container object, so we have to allow for both |
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FieldInfo fi = obj.GetType().GetField(fields[0], BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); |
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obj = fi.GetValue(obj); |
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|
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// Keep searching for our object that contains the property |
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return GetParentObjectOfProperty(string.Join(".", fields, 1, fields.Length - 1), obj); |
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} |
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} |
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- _UVSec: 0 |
||||
- _ZWrite: 1 |
||||
m_Colors: |
||||
- _Color: {r: 0.8308824, g: 0.8308824, b: 0.8308824, a: 1} |
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} |
@ -0,0 +1,8 @@
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2 |
||||
guid: fb9e1516ba72d48969ab3f8956fa6c38 |
||||
timeCreated: 1445911441 |
||||
licenseType: Free |
||||
NativeFormatImporter: |
||||
userData: |
||||
assetBundleName: |
||||
assetBundleVariant: |
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Reference in new issue