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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();
}
}