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using UnityEngine;
using System;
using UnityEditor;
[CustomEditor(typeof(GerstnerDisplace))]
public class GerstnerDisplaceEditor : Editor
{
private SerializedObject serObj;
public void OnEnable ()
{
serObj = new SerializedObject (target);
}
public override void OnInspectorGUI ()
{
serObj.Update();
GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
Material sharedWaterMaterial = wb.sharedMaterial;
GUILayout.Label ("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);
if(sharedWaterMaterial)
{
Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);
amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
steepness = EditorGUILayout.Vector4Field("Steepness", steepness);
speed = EditorGUILayout.Vector4Field("Speed", speed);
directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);
if (GUI.changed) {
WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
}
/*
Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
float firstTilingU = animationTiling.x*100.0F;
float firstTilingV = animationTiling.y*100.0F;
float firstDirectionU = animationDirection.x;
float firstDirectionV = animationDirection.y;
float secondTilingU = animationTiling.z*100.0F;
float secondTilingV = animationTiling.w*100.0F;
float secondDirectionU = animationDirection.z;
float secondDirectionV = animationDirection.w;
EditorGUILayout.BeginHorizontal ();
firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
EditorGUILayout.EndHorizontal ();
animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
EditorGUILayout.Separator ();
GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
*/
}
serObj.ApplyModifiedProperties();
}
}