using UnityEngine; using UnityEditor; [CustomEditor(typeof(WaterBase))] public class WaterBaseEditor : Editor { public GameObject oceanBase; private WaterBase waterBase; private Material oceanMaterial = null; private SerializedObject serObj; private SerializedProperty sharedMaterial; public SerializedProperty waterQuality; public SerializedProperty edgeBlend; public void OnEnable () { serObj = new SerializedObject (target); sharedMaterial = serObj.FindProperty("sharedMaterial"); waterQuality = serObj.FindProperty("waterQuality"); edgeBlend = serObj.FindProperty("edgeBlend"); } public override void OnInspectorGUI () { serObj.Update(); waterBase = (WaterBase)serObj.targetObject; oceanBase = ((WaterBase)serObj.targetObject).gameObject; if(!oceanBase) return; GUILayout.Label ("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) { sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); serObj.ApplyModifiedProperties(); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) return; } EditorGUILayout.Separator (); GUILayout.Label ("Overall Quality", EditorStyles.boldLabel); EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality")); EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?")); if(waterQuality.intValue > (int)WaterQuality.Low && !SystemInfo.supportsRenderTextures) EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning); if(edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning); EditorGUILayout.Separator (); bool hasShore = oceanMaterial.HasProperty("_ShoreTex"); GUILayout.Label ("Main Colors", EditorStyles.boldLabel); GUILayout.Label ("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel); WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial); WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial); EditorGUILayout.Separator (); GUILayout.Label ("Main Textures", EditorStyles.boldLabel); GUILayout.Label ("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel); WaterEditorUtility.SetMaterialTexture("_BumpMap",(Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); if (hasShore) WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); Vector4 animationTiling; Vector4 animationDirection; Vector2 firstTiling; Vector2 secondTiling; Vector2 firstDirection; Vector2 secondDirection; animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial); animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial); firstTiling = new Vector2(animationTiling.x*100.0F,animationTiling.y*100.0F); secondTiling = new Vector2(animationTiling.z*100.0F,animationTiling.w*100.0F); firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling); secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling); //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x); //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y); //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x); //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y); firstDirection = new Vector2(animationDirection.x,animationDirection.y); secondDirection = new Vector2(animationDirection.z,animationDirection.w); //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x); //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y); //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x); //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y); firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection); secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection); animationTiling = new Vector4(firstTiling.x/100.0F,firstTiling.y/100.0F, secondTiling.x/100.0F,secondTiling.y/100.0F); animationDirection = new Vector4(firstDirection.x,firstDirection.y, secondDirection.x,secondDirection.y); WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial); WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial); Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial); Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial); EditorGUILayout.Separator (); GUILayout.Label ("Normals", EditorStyles.boldLabel); GUILayout.Label ("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel); float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial); gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F); WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial); displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F); displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F); // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f); EditorGUILayout.Separator (); GUILayout.Label ("Fresnel", EditorStyles.boldLabel); GUILayout.Label ("Defines reflection to refraction relation", EditorStyles.miniBoldLabel); if(!oceanMaterial.HasProperty("_Fresnel")) { if(oceanMaterial.HasProperty("_FresnelScale")) { float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F); WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial); } displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F); displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F); } else { Texture fresnelTex = (Texture)EditorGUILayout.ObjectField( "Ramp", (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel", oceanMaterial), typeof(Texture), false); WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial); } EditorGUILayout.Separator (); WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial); if (edgeBlend.boolValue) { GUILayout.Label ("Fading", EditorStyles.boldLabel); fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f); if(hasShore) fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f); fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f); WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial); } EditorGUILayout.Separator (); if(oceanMaterial.HasProperty("_Foam")) { GUILayout.Label ("Foam", EditorStyles.boldLabel); Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial); foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F); foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F); WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial); } serObj.ApplyModifiedProperties(); } }