using System;
using System.IO;
using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Rendering
{
///
/// Editor for LensFlareComponentSRP: Lens Flare Data-Driven which can be added on any GameObject
///
[CanEditMultipleObjects]
[CustomEditor(typeof(LensFlareComponentSRP))]
[SupportedOnRenderPipeline]
class LensFlareComponentSRPEditor : Editor
{
SerializedProperty m_LensFlareData;
SerializedProperty m_Intensity;
SerializedProperty m_Scale;
SerializedProperty m_MaxAttenuationDistance;
SerializedProperty m_MaxAttenuationScale;
SerializedProperty m_DistanceAttenuationCurve;
SerializedProperty m_ScaleByDistanceCurve;
SerializedProperty m_AttenuationByLightShape;
SerializedProperty m_RadialScreenAttenuationCurve;
SerializedProperty m_UseOcclusion;
SerializedProperty m_EnvironementOcclusion;
SerializedProperty m_OcclusionRadius;
SerializedProperty m_SamplesCount;
SerializedProperty m_OcclusionOffset;
SerializedProperty m_AllowOffScreen;
SerializedProperty m_OcclusionRemapTextureCurve;
SerializedProperty m_OcclusionRemapCurve;
SerializedProperty m_LightOverride;
Light m_AttachedLight;
void MakeTextureDirtyCallback()
{
LensFlareComponentSRP comp = target as LensFlareComponentSRP;
comp.occlusionRemapCurve.SetDirty();
}
void OnEnable()
{
if (targets.Length == 1)
m_AttachedLight = (target as Component)?.GetComponent();
else
m_AttachedLight = null;
PropertyFetcher entryPoint = new PropertyFetcher(serializedObject);
m_LensFlareData = entryPoint.Find("m_LensFlareData");
m_Intensity = entryPoint.Find(x => x.intensity);
m_Scale = entryPoint.Find(x => x.scale);
m_MaxAttenuationDistance = entryPoint.Find(x => x.maxAttenuationDistance);
m_DistanceAttenuationCurve = entryPoint.Find(x => x.distanceAttenuationCurve);
m_MaxAttenuationScale = entryPoint.Find(x => x.maxAttenuationScale);
m_ScaleByDistanceCurve = entryPoint.Find(x => x.scaleByDistanceCurve);
m_AttenuationByLightShape = entryPoint.Find(x => x.attenuationByLightShape);
m_RadialScreenAttenuationCurve = entryPoint.Find(x => x.radialScreenAttenuationCurve);
m_UseOcclusion = entryPoint.Find(x => x.useOcclusion);
m_EnvironementOcclusion = entryPoint.Find(x => x.environmentOcclusion);
m_OcclusionRadius = entryPoint.Find(x => x.occlusionRadius);
m_SamplesCount = entryPoint.Find(x => x.sampleCount);
m_OcclusionOffset = entryPoint.Find(x => x.occlusionOffset);
m_AllowOffScreen = entryPoint.Find(x => x.allowOffScreen);
m_OcclusionRemapTextureCurve = entryPoint.Find(x => x.occlusionRemapCurve);
m_OcclusionRemapCurve = m_OcclusionRemapTextureCurve.FindPropertyRelative("m_Curve");
m_LightOverride = entryPoint.Find(x => x.lightOverride);
Undo.undoRedoPerformed += MakeTextureDirtyCallback;
}
void OnDisable()
{
Undo.undoRedoPerformed -= MakeTextureDirtyCallback;
}
///
/// Implement this function to make a custom inspector
///
public override void OnInspectorGUI()
{
var renderPipelineAssetType = GraphicsSettings.currentRenderPipelineAssetType;
if (renderPipelineAssetType != null && renderPipelineAssetType.Name == "HDRenderPipelineAsset")
{
if (!(bool)Type.GetType("UnityEditor.Rendering.HighDefinition.HDEditorUtils,Unity.RenderPipelines.HighDefinition.Editor")
.GetMethod("DataDrivenLensFlareHelpBox", BindingFlags.Static | BindingFlags.NonPublic)
.Invoke(null, null))
return;
}
LensFlareComponentSRP lensFlareData = m_Intensity.serializedObject.targetObject as LensFlareComponentSRP;
bool attachedToLight = false;
bool lightIsDirLight = false;
Light light = null;
if (lensFlareData != null &&
(light = lensFlareData.GetComponent()) != null)
{
attachedToLight = true;
if (light.type == LightType.Directional)
lightIsDirLight = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.LabelField(Styles.generalData.text, EditorStyles.boldLabel);
{
using (new EditorGUILayout.HorizontalScope())
{
bool showCopy = m_LensFlareData.objectReferenceValue != null;
int buttonWidth = showCopy ? 45 : 60;
EditorGUILayout.PropertyField(m_LensFlareData, Styles.lensFlareData);
if (GUILayout.Button(Styles.newButton, showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton, GUILayout.Width(buttonWidth)))
{
// By default, try to put assets in a folder next to the currently active
// scene file. If the user isn't a scene, put them in root instead.
var actualTarget = target as LensFlareComponentSRP;
var targetName = actualTarget.name + " Lens Flare (SRP)";
var scene = actualTarget.gameObject.scene;
var asset = LensFlareEditorUtils.CreateLensFlareDataSRPAsset(scene, targetName);
m_LensFlareData.objectReferenceValue = asset;
}
if (showCopy && GUILayout.Button(Styles.cloneButton, EditorStyles.miniButtonRight, GUILayout.Width(buttonWidth)))
{
// Duplicate the currently assigned profile and save it as a new profile
var origin = m_LensFlareData.objectReferenceValue;
var path = AssetDatabase.GetAssetPath(m_LensFlareData.objectReferenceValue);
path = CoreEditorUtils.IsAssetInReadOnlyPackage(path)
// We may be in a read only package, in that case we need to clone the volume profile in an
// editable area, such as the root of the project.
? AssetDatabase.GenerateUniqueAssetPath(Path.Combine("Assets", Path.GetFileName(path)))
// Otherwise, duplicate next to original asset.
: AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
m_LensFlareData.objectReferenceValue = asset;
}
}
EditorGUILayout.PropertyField(m_Intensity, Styles.intensity);
EditorGUILayout.PropertyField(m_Scale, Styles.scale);
if (lensFlareData.lensFlareData != null && (lensFlareData.lensFlareData.HasAModulateByLightColorElement() || lensFlareData.attenuationByLightShape))
{
EditorGUILayout.PropertyField(m_LightOverride, Styles.lightOverride);
}
if (!lightIsDirLight)
{
if (attachedToLight)
EditorGUILayout.PropertyField(m_AttenuationByLightShape, Styles.attenuationByLightShape);
EditorGUILayout.PropertyField(m_MaxAttenuationDistance, Styles.maxAttenuationDistance);
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(m_DistanceAttenuationCurve, Styles.distanceAttenuationCurve);
--EditorGUI.indentLevel;
EditorGUILayout.PropertyField(m_MaxAttenuationScale, Styles.maxAttenuationScale);
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(m_ScaleByDistanceCurve, Styles.scaleByDistanceCurve);
--EditorGUI.indentLevel;
}
EditorGUILayout.PropertyField(m_RadialScreenAttenuationCurve, Styles.radialScreenAttenuationCurve);
}
EditorGUILayout.PropertyField(m_UseOcclusion, Styles.enableOcclusion);
if (m_UseOcclusion.boolValue)
{
++EditorGUI.indentLevel;
EditorGUI.BeginDisabledGroup(m_AttachedLight != null && m_AttachedLight.type != LightType.Directional);
{
if (RenderPipelineManager.currentPipeline is ICloudBackground)
EditorGUILayout.PropertyField(m_EnvironementOcclusion, Styles.environmentOcclusion);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.PropertyField(m_OcclusionRadius, Styles.occlusionRadius);
EditorGUILayout.PropertyField(m_SamplesCount, Styles.sampleCount);
EditorGUILayout.PropertyField(m_OcclusionOffset, Styles.occlusionOffset);
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_OcclusionRemapCurve, Styles.occlusionRemapCurve);
if (EditorGUI.EndChangeCheck())
{
LensFlareComponentSRP comp = target as LensFlareComponentSRP;
comp.occlusionRemapCurve.SetDirty();
}
--EditorGUI.indentLevel;
}
EditorGUILayout.PropertyField(m_AllowOffScreen, Styles.allowOffScreen);
if (EditorGUI.EndChangeCheck())
{
m_LensFlareData.serializedObject.ApplyModifiedProperties();
}
}
static class Styles
{
static public readonly GUIContent generalData = EditorGUIUtility.TrTextContent("General");
static public readonly GUIContent lensFlareData = EditorGUIUtility.TrTextContent("Lens Flare Data", "Specifies the SRP Lens Flare Data asset this component uses.");
static public readonly GUIContent newButton = EditorGUIUtility.TrTextContent("New", "Create a new SRP Lens Flare Data asset.");
static public readonly GUIContent cloneButton = EditorGUIUtility.TrTextContent("Clone", "Create a new SRP Lens Flare Data asset and copy the content of the currently assigned data.");
static public readonly GUIContent intensity = EditorGUIUtility.TrTextContent("Intensity", "Sets the intensity of the lens flare.");
static public readonly GUIContent scale = EditorGUIUtility.TrTextContent("Scale", "Sets the scale of the lens flare.");
static public readonly GUIContent maxAttenuationDistance = EditorGUIUtility.TrTextContent("Attenuation Distance", "Sets the distance, in meters, between the start and the end of the Distance Attenuation Curve.");
static public readonly GUIContent distanceAttenuationCurve = EditorGUIUtility.TrTextContent("Attenuation Distance Curve", "Specifies the curve that reduces the effect of the lens flare based on the distance between the GameObject this asset is attached to and the Camera.");
static public readonly GUIContent maxAttenuationScale = EditorGUIUtility.TrTextContent("Scale Distance", "Sets the distance, in meters, between the start and the end of the Scale Attenuation Curve.");
static public readonly GUIContent scaleByDistanceCurve = EditorGUIUtility.TrTextContent("Scale Distance Curve", "Specifies the curve used to calculate the size of the lens flare based on the distance between the GameObject this asset is attached to, and the Camera.");
static public readonly GUIContent attenuationByLightShape = EditorGUIUtility.TrTextContent("Attenuation By Light Shape", "When enabled, if the component is attached to a light, automatically reduces the effect of the lens flare based on the type and shape of the light.");
static public readonly GUIContent radialScreenAttenuationCurve = EditorGUIUtility.TrTextContent("Screen Attenuation Curve", "Specifies the curve that modifies the intensity of the lens flare based on its distance from the edge of the screen.");
static public readonly GUIContent enableOcclusion = EditorGUIUtility.TrTextContent("Screen Space Occlusion", "When enabled, the renderer uses the depth buffer to occlude (partially or completely) the lens flare. Partial occlusion also occurs when the lens flare is partially offscreen.");
static public readonly GUIContent environmentOcclusion = EditorGUIUtility.TrTextContent("Environment Occlusion", "When enabled, environment effects supported by the render pipeline can be used to occlude lens flares.\nThis may include opacity from volumetric clouds, background clouds, fog and water.");
static public readonly GUIContent occlusionRadius = EditorGUIUtility.TrTextContent("Occlusion Radius", "Sets the radius, in meters, around the light used to compute the occlusion of the lens flare. If this area is half occluded by geometry (or half off-screen), the intensity of the lens flare is cut by half.");
static public readonly GUIContent sampleCount = EditorGUIUtility.TrTextContent("Sample Count", "Sets the number of random samples used inside the Occlusion Radius area. A higher sample count gives a smoother attenuation when occluded.");
static public readonly GUIContent occlusionOffset = EditorGUIUtility.TrTextContent("Occlusion Offset", "Sets the offset of the occlusion area in meters between the GameObject this asset is attached to, and the Camera. A positive value moves the occlusion area closer to the Camera.");
static public readonly GUIContent occlusionRemapCurve = EditorGUIUtility.TrTextContent("Occlusion Remap Curve", "Specifies the curve used to remap the occlusion of the flare. By default, the occlusion is linear, between 0 and 1. This can be specifically useful to occlude flare more drastically when behind clouds.");
static public readonly GUIContent allowOffScreen = EditorGUIUtility.TrTextContent("Allow OffScreen", "When enabled, allows the lens flare to affect the scene even when it is outside the Camera's field of view.");
static public readonly GUIContent volumetricCloudOcclusion = EditorGUIUtility.TrTextContent("Volumetric Clouds", "When enabled, HDRP uses the volumetric clouds texture (in screen space) for the occlusion.");
static public readonly GUIContent lightOverride = EditorGUIUtility.TrTextContent("Light Override", "Specifies the light component where the color and shape values are fetched from when using \"Modulate By Light Color\" or \"Attenuation By Light Shape\" properties on a Lens Flare Element. If nothing is specified, the light component from this gameobject is used.");
}
}
}