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