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