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using UnityEngine;
using UnityEditor;
class WaterEditorUtility
{
// helper functions to retrieve & set material values
public static float GetMaterialFloat(System.String name, Material mat) {
return mat.GetFloat(name);
}
public static void SetMaterialFloat(System.String name, float f, Material mat) {
mat.SetFloat(name, f);
}
public static Color GetMaterialColor(System.String name, Material mat) {
return mat.GetColor(name);
}
public static void SetMaterialColor(System.String name, Color color, Material mat) {
mat.SetColor(name, color);
}
public static Vector4 GetMaterialVector(System.String name, Material mat) {
return mat.GetVector(name);
}
public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) {
mat.SetVector(name, vector);
}
public static Texture GetMaterialTexture(System.String theName, Material mat) {
return mat.GetTexture(theName);
}
public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) {
mat.SetTexture(theName, parameter);
}
public static Material LocateValidWaterMaterial(Transform parent)
{
if(parent.renderer && parent.renderer.sharedMaterial)
return parent.renderer.sharedMaterial;
foreach( Transform t in parent)
{
if(t.renderer && t.renderer.sharedMaterial)
return t.renderer.sharedMaterial;
}
return null;
}
public static void CurveGui (System.String name, SerializedObject serObj, Color color)
{
AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f));
curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f));
//if (GUI.changed) {
// AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve);
//((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver);
//}
}
/*
public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve)
{
Debug.Log("AnimationCurveChanged");
Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel");
if(!fresnel)
fresnel = new Texture2D(256,1);
for (int i = 0; i < 256; i++)
{
float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f);
Debug.Log(""+(((float)i)/255.0f) +": "+val);
fresnel.SetPixel(i, 0, new Color(val,val,val,val));
}
fresnel.Apply();
sharedMaterial.SetTexture("_Fresnel", fresnel);
} */
}