UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/Overrides/DepthOfFieldEditor.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
[CustomEditor(typeof(DepthOfField))]
sealed class DepthOfFieldEditor : VolumeComponentEditor
{
SerializedDataParameter m_Mode;
SerializedDataParameter m_GaussianStart;
SerializedDataParameter m_GaussianEnd;
SerializedDataParameter m_GaussianMaxRadius;
SerializedDataParameter m_HighQualitySampling;
SerializedDataParameter m_FocusDistance;
SerializedDataParameter m_FocalLength;
SerializedDataParameter m_Aperture;
SerializedDataParameter m_BladeCount;
SerializedDataParameter m_BladeCurvature;
SerializedDataParameter m_BladeRotation;
public override void OnEnable()
{
var o = new PropertyFetcher<DepthOfField>(serializedObject);
m_Mode = Unpack(o.Find(x => x.mode));
m_GaussianStart = Unpack(o.Find(x => x.gaussianStart));
m_GaussianEnd = Unpack(o.Find(x => x.gaussianEnd));
m_GaussianMaxRadius = Unpack(o.Find(x => x.gaussianMaxRadius));
m_HighQualitySampling = Unpack(o.Find(x => x.highQualitySampling));
m_FocusDistance = Unpack(o.Find(x => x.focusDistance));
m_FocalLength = Unpack(o.Find(x => x.focalLength));
m_Aperture = Unpack(o.Find(x => x.aperture));
m_BladeCount = Unpack(o.Find(x => x.bladeCount));
m_BladeCurvature = Unpack(o.Find(x => x.bladeCurvature));
m_BladeRotation = Unpack(o.Find(x => x.bladeRotation));
}
public override void OnInspectorGUI()
{
PropertyField(m_Mode);
if (m_Mode.value.intValue == (int)DepthOfFieldMode.Gaussian)
{
PropertyField(m_GaussianStart, EditorGUIUtility.TrTextContent("Start"));
PropertyField(m_GaussianEnd, EditorGUIUtility.TrTextContent("End"));
PropertyField(m_GaussianMaxRadius, EditorGUIUtility.TrTextContent("Max Radius"));
PropertyField(m_HighQualitySampling);
}
else if (m_Mode.value.intValue == (int)DepthOfFieldMode.Bokeh)
{
PropertyField(m_FocusDistance);
PropertyField(m_FocalLength);
PropertyField(m_Aperture);
PropertyField(m_BladeCount);
PropertyField(m_BladeCurvature);
PropertyField(m_BladeRotation);
}
}
}
}