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73 lines
2.8 KiB
JavaScript
73 lines
2.8 KiB
JavaScript
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#pragma strict
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@CustomEditor (TiltShift)
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class TiltShiftEditor extends Editor
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{
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var serObj : SerializedObject;
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var focalPoint : SerializedProperty;
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var smoothness : SerializedProperty;
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var visualizeCoc : SerializedProperty;
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var renderTextureDivider : SerializedProperty;
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var blurIterations : SerializedProperty;
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var foregroundBlurIterations : SerializedProperty;
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var maxBlurSpread : SerializedProperty;
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var enableForegroundBlur : SerializedProperty;
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function OnEnable () {
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serObj = new SerializedObject (target);
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focalPoint = serObj.FindProperty ("focalPoint");
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smoothness = serObj.FindProperty ("smoothness");
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visualizeCoc = serObj.FindProperty ("visualizeCoc");
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renderTextureDivider = serObj.FindProperty ("renderTextureDivider");
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blurIterations = serObj.FindProperty ("blurIterations");
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foregroundBlurIterations = serObj.FindProperty ("foregroundBlurIterations");
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maxBlurSpread = serObj.FindProperty ("maxBlurSpread");
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enableForegroundBlur = serObj.FindProperty ("enableForegroundBlur");
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}
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function OnInspectorGUI () {
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serObj.Update ();
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var go : GameObject = (target as TiltShift).gameObject;
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if (!go)
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return;
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if (!go.camera)
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return;
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GUILayout.Label ("Current: "+go.camera.name+", near "+go.camera.nearClipPlane+", far: "+go.camera.farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
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GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize"));
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focalPoint.floatValue = EditorGUILayout.Slider ("Distance", focalPoint.floatValue, go.camera.nearClipPlane, go.camera.farClipPlane);
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EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
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EditorGUILayout.Separator ();
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GUILayout.Label ("Background Blur", EditorStyles.boldLabel);
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renderTextureDivider.intValue = EditorGUILayout.Slider ("Downsample", renderTextureDivider.intValue, 1, 3);
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blurIterations.intValue = EditorGUILayout.Slider ("Iterations", blurIterations.intValue, 1, 4);
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EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Max blur spread"));
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EditorGUILayout.Separator ();
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GUILayout.Label ("Foreground Blur", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField (enableForegroundBlur, new GUIContent("Enable"));
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if (enableForegroundBlur.boolValue)
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foregroundBlurIterations.intValue = EditorGUILayout.Slider ("Iterations", foregroundBlurIterations.intValue, 1, 4);
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//GUILayout.Label ("Background options");
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//edgesOnly.floatValue = EditorGUILayout.Slider ("Edges only", edgesOnly.floatValue, 0.0, 1.0);
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//EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent ("Background"));
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serObj.ApplyModifiedProperties();
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}
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}
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