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PlumberUltimateAds/Assets/AllIn1SpriteShader/Scripts/AllIn1ShaderWindow.cs

545 lines
25 KiB
C#

2 months ago
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
namespace AllIn1SpriteShader
{
public class AllIn1ShaderWindow : EditorWindow
{
private const string versionString = "3.4";
[MenuItem("Window/AllIn1ShaderWindow")]
public static void ShowAllIn1ShaderWindowWindow()
{
GetWindow<AllIn1ShaderWindow>("All In 1 Shader Window");
}
public static readonly string materialsSavesPath = "Assets/AllIn1SpriteShader/Materials";
public static readonly string renderImagesSavesPath = "Assets/AllIn1SpriteShader/Textures";
public static readonly string normalMapSavesPath = "Assets/AllIn1SpriteShader/Textures/NormalMaps";
public static readonly string gradientSavesPath = "Assets/AllIn1SpriteShader/Textures/GradientTextures";
public Vector2 scrollPosition = Vector2.zero;
private DefaultAsset materialTargetFolder = null;
private GUIStyle style, bigLabel = new GUIStyle(), titleStyle = new GUIStyle();
private const int bigFontSize = 16;
enum ShaderTypes
{
Default,
ScaledTime,
MaskedUI,
Urp2dRenderer
}
ShaderTypes shaderTypes = ShaderTypes.Default;
bool showUrpWarning = false;
double warningTime = 0f;
private Texture2D targetNormalImage;
private float normalStrength = 5f;
private int normalSmoothing = 1;
private int isComputingNormals = 0;
private enum TextureSizes
{
_2 = 2,
_4 = 4,
_8 = 8,
_16 = 16,
_32 = 32,
_64 = 64,
_128 = 128,
_256 = 256,
_512 = 512,
_1024 = 1024,
_2048 = 2048
}
private TextureSizes textureSizes = TextureSizes._128;
[SerializeField] private Gradient gradient = new Gradient();
private FilterMode gradientFiltering = FilterMode.Bilinear;
private enum ImageType
{
ShowImage,
HideInComponent,
HideEverywhere
}
private ImageType imageType;
private void OnGUI()
{
style = new GUIStyle(EditorStyles.helpBox);
style.margin = new RectOffset(0, 0, 0, 0);
bigLabel = new GUIStyle(EditorStyles.boldLabel);
bigLabel.fontSize = bigFontSize;
titleStyle.alignment = TextAnchor.MiddleLeft;
using (var scrollView = new EditorGUILayout.ScrollViewScope(scrollPosition, GUILayout.Width(position.width), GUILayout.Height(position.height)))
{
scrollPosition = scrollView.scrollPosition;
ShowImageAndSetImageEditorPref();
ShowAssetImageOptionsToggle();
DefaultAssetShader();
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Material Save Path", bigLabel);
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Materials will be saved when the Save Material To Folder button of the asset component is pressed", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderMaterials", materialsSavesPath, "Material");
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Render Material to Image Save Path", bigLabel);
GUILayout.Space(20);
EditorGUILayout.BeginHorizontal();
{
float scaleSlider = 1;
if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale");
GUILayout.Label("Rendered Image Texture Scale", GUILayout.MaxWidth(190));
scaleSlider = EditorGUILayout.Slider(scaleSlider, 0.2f, 5f, GUILayout.MaxWidth(200));
if (GUILayout.Button("Default Value", GUILayout.MaxWidth(100))) PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", 1f);
else PlayerPrefs.SetFloat("All1ShaderRenderImagesScale", scaleSlider);
}
EditorGUILayout.EndVertical();
GUILayout.Label("Select the folder where new Images will be saved when the Render Material To Image button of the asset component is pressed", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderRenderImages", renderImagesSavesPath, "Images");
DrawLine(Color.grey, 1, 3);
NormalMapCreator();
DrawLine(Color.grey, 1, 3);
GradientCreator();
GUILayout.Space(10);
DrawLine(Color.grey, 1, 3);
GUILayout.Label("Current asset version is " + versionString, EditorStyles.boldLabel);
}
}
private void ShowImageAndSetImageEditorPref()
{
if(!EditorPrefs.HasKey("allIn1ImageConfig"))
{
EditorPrefs.SetInt("allIn1ImageConfig", (int) ImageType.ShowImage);
}
imageType = (ImageType) EditorPrefs.GetInt("allIn1ImageConfig");
if(imageType == ImageType.HideEverywhere) return;
Texture2D imageInspector = null;
switch(imageType)
{
case ImageType.ShowImage:
{
imageInspector =
(Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png",
typeof(Texture2D));
break;
}
case ImageType.HideInComponent:
imageInspector =
(Texture2D) AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png",
typeof(Texture2D));
break;
}
if(imageInspector)
{
//Label title image to the right
Rect rect = EditorGUILayout.GetControlRect(false, 5, titleStyle);
GUILayout.Label(imageInspector, titleStyle, GUILayout.Height(50));
//Centered title image
//Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(50));
//GUI.DrawTexture(rect, imageInspector, ScaleMode.ScaleToFit, true);
}
DrawLine(Color.grey, 1, 3);
}
private void ShowAssetImageOptionsToggle()
{
GUILayout.Label("Asset Image Display Options", bigLabel);
GUILayout.Space(20);
int previousImageType = (int) imageType;
imageType = (ImageType) EditorGUILayout.EnumPopup(imageType, GUILayout.MaxWidth(200));
if((int) imageType != previousImageType) EditorPrefs.SetInt("allIn1ImageConfig", (int) imageType);
DrawLine(Color.grey, 1, 3);
}
private void DefaultAssetShader()
{
GUILayout.Label("Default Asset Shader", bigLabel);
GUILayout.Space(20);
GUILayout.Label("This is the shader variant that will be assinged by default to Sprites and UI Images when the asset component is added", EditorStyles.boldLabel);
bool isUrp = false;
Shader temp = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader;
if (temp != null) isUrp = true;
shaderTypes = (ShaderTypes)PlayerPrefs.GetInt("allIn1DefaultShader");
int previousShaderType = (int)shaderTypes;
shaderTypes = (ShaderTypes)EditorGUILayout.EnumPopup(shaderTypes, GUILayout.MaxWidth(200));
if (previousShaderType != (int)shaderTypes)
{
if (!isUrp && shaderTypes == ShaderTypes.Urp2dRenderer)
{
showUrpWarning = true;
warningTime = EditorApplication.timeSinceStartup + 5;
}
else
{
PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes);
showUrpWarning = false;
}
}
if (warningTime < EditorApplication.timeSinceStartup) showUrpWarning = false;
if (isUrp) showUrpWarning = false;
if (!isUrp && !showUrpWarning && shaderTypes == ShaderTypes.Urp2dRenderer)
{
showUrpWarning = true;
warningTime = EditorApplication.timeSinceStartup + 5;
shaderTypes = ShaderTypes.Default;
PlayerPrefs.SetInt("allIn1DefaultShader", (int)shaderTypes);
}
if (showUrpWarning) EditorGUILayout.HelpBox(
"You can't set the URP 2D Renderer variant since you didn't import the URP package available in the asset root folder (SEE DOCUMENTATION)",
MessageType.Error,
true);
}
private void NormalMapCreator()
{
GUILayout.Label("Normal Map Creator", bigLabel);
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Normal Maps will be saved when the Create Normal Map button of the asset component is pressed (URP only)", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderNormals", normalMapSavesPath, "Normal Maps");
GUILayout.Space(20);
GUILayout.Label("Assign a sprite you want to create a normal map from. Choose the normal map settings and press the 'Create And Save Normal Map' button", EditorStyles.boldLabel);
targetNormalImage = (Texture2D)EditorGUILayout.ObjectField("Target Image", targetNormalImage, typeof(Texture2D), false, GUILayout.MaxWidth(225));
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Normal Strength:", GUILayout.MaxWidth(150));
normalStrength = EditorGUILayout.Slider(normalStrength, 1f, 20f, GUILayout.MaxWidth(400));
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Normal Smoothing:", GUILayout.MaxWidth(150));
normalSmoothing = EditorGUILayout.IntSlider(normalSmoothing, 0, 3, GUILayout.MaxWidth(400));
}
EditorGUILayout.EndHorizontal();
if (isComputingNormals == 0)
{
if (targetNormalImage != null)
{
if (GUILayout.Button("Create And Save Normal Map"))
{
isComputingNormals = 1;
return;
}
}
else
{
GUILayout.Label("Add a Target Image to use this feature", EditorStyles.boldLabel);
}
}
else
{
GUILayout.Label("Normal Map is currently being created, be patient", EditorStyles.boldLabel, GUILayout.Height(40));
Repaint();
isComputingNormals++;
if (isComputingNormals > 5)
{
string assetPath = AssetDatabase.GetAssetPath(targetNormalImage);
var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (tImporter != null)
{
tImporter.isReadable = true;
tImporter.SaveAndReimport();
}
Texture2D normalToSave = CreateNormalMap(targetNormalImage, normalStrength, normalSmoothing);
string prefSavedPath = PlayerPrefs.GetString("All1ShaderNormals") + "/";
string path = prefSavedPath + "NormalMap.png";
if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
string texName = path.Replace(prefSavedPath, "");
path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
if (path.Length != 0)
{
byte[] pngData = normalToSave.EncodeToPNG();
if (pngData != null) File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
if (path.IndexOf("Assets/") >= 0)
{
string subPath = path.Substring(path.IndexOf("Assets/"));
TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
if (importer != null)
{
Debug.Log("Normal Map saved inside the project: " + subPath);
importer.filterMode = FilterMode.Bilinear;
importer.textureType = TextureImporterType.NormalMap;
importer.wrapMode = TextureWrapMode.Repeat;
importer.SaveAndReimport();
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
}
}
else Debug.Log("Normal Map saved outside the project: " + path);
}
isComputingNormals = 0;
}
}
GUILayout.Label("*This process will freeze the editor for some seconds, larger images will take longer", EditorStyles.boldLabel);
}
private void HandleSaveFolderEditorPref(string keyName, string defaultPath, string logsFeatureName)
{
if (!PlayerPrefs.HasKey(keyName)) PlayerPrefs.SetString(keyName, defaultPath);
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
if (materialTargetFolder == null)
{
PlayerPrefs.SetString(keyName, defaultPath);
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
if (materialTargetFolder == null)
{
materialTargetFolder = (DefaultAsset)AssetDatabase.LoadAssetAtPath("Assets/", typeof(DefaultAsset));
if (materialTargetFolder == null) Debug.LogError("The desired save folder doesn't exist. Go to Window -> AllIn1ShaderWindow and set a valid folder");
else PlayerPrefs.SetString("Assets/", defaultPath);
}
}
materialTargetFolder = (DefaultAsset)EditorGUILayout.ObjectField("New " + logsFeatureName + " Folder", materialTargetFolder, typeof(DefaultAsset), false);
if (materialTargetFolder != null && IsAssetAFolder(materialTargetFolder))
{
string path = AssetDatabase.GetAssetPath(materialTargetFolder);
PlayerPrefs.SetString(keyName, path);
EditorGUILayout.HelpBox("Valid folder! " + logsFeatureName + " save path: " + path, MessageType.Info, true);
}
else EditorGUILayout.HelpBox("Select the new " + logsFeatureName + " Folder", MessageType.Warning, true);
}
private void GradientCreator()
{
GUILayout.Label("Gradient Creator", bigLabel);
GUILayout.Space(20);
GUILayout.Label("This feature can be used to create textures for the Color Ramp Effect", EditorStyles.boldLabel);
EditorGUILayout.GradientField("Gradient", gradient, GUILayout.Height(25));
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Texture Size:", GUILayout.MaxWidth(145));
textureSizes = (TextureSizes)EditorGUILayout.EnumPopup(textureSizes, GUILayout.MaxWidth(200));
}
EditorGUILayout.EndHorizontal();
int textureSize = (int)textureSizes;
Texture2D gradTex = new Texture2D(textureSize, 1, TextureFormat.RGBA32, false);
for (int i = 0; i < textureSize; i++) gradTex.SetPixel(i, 0, gradient.Evaluate((float)i / (float)textureSize));
gradTex.Apply();
GUILayout.Space(20);
GUILayout.Label("Select the folder where new Gradient Textures will be saved", EditorStyles.boldLabel);
HandleSaveFolderEditorPref("All1ShaderGradients", gradientSavesPath, "Gradient");
string prefSavedPath = PlayerPrefs.GetString("All1ShaderGradients") + "/";
if (Directory.Exists(prefSavedPath))
{
EditorGUILayout.BeginHorizontal();
{
GUILayout.Label("Gradient Texture Filtering: ", GUILayout.MaxWidth(170));
gradientFiltering = (FilterMode)EditorGUILayout.EnumPopup(gradientFiltering, GUILayout.MaxWidth(200));
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Save Gradient Texture"))
{
string path = prefSavedPath + "ColorGradient.png";
if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
string texName = path.Replace(prefSavedPath, "");
path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
if (path.Length != 0)
{
byte[] pngData = gradTex.EncodeToPNG();
if (pngData != null) File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
if (path.IndexOf("Assets/") >= 0)
{
string subPath = path.Substring(path.IndexOf("Assets/"));
TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
if (importer != null)
{
Debug.Log("Gradient saved inside the project: " + subPath);
importer.filterMode = gradientFiltering;
importer.SaveAndReimport();
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
}
}
else Debug.Log("Gradient saved outside the project: " + path);
}
}
}
}
private static bool IsAssetAFolder(Object obj)
{
string path = "";
if (obj == null) return false;
path = AssetDatabase.GetAssetPath(obj.GetInstanceID());
if (path.Length > 0)
{
if (Directory.Exists(path)) return true;
else return false;
}
return false;
}
private string GetNewValidPath(string path, int i = 1)
{
int number = i;
path = path.Replace(".png", "");
string newPath = path + "_" + number.ToString();
string fullPath = newPath + ".png";
if(System.IO.File.Exists(fullPath))
{
number++;
fullPath = GetNewValidPath(path, number);
}
return fullPath;
}
private void DrawLine(Color color, int thickness = 2, int padding = 10)
{
Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness));
r.height = thickness;
r.y += (padding / 2);
r.x -= 2;
r.width += 6;
EditorGUI.DrawRect(r, color);
}
private Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0)
{
Color[] pixels = new Color[t.width * t.height];
Texture2D texNormal = new Texture2D(t.width, t.height, TextureFormat.RGB24, false, false);
Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
for (int y = 0; y < t.height; y++)
{
for (int x = 0; x < t.width; x++)
{
Color tc = t.GetPixel(x - 1, y - 1);
Vector3 cSampleNegXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x, y - 1);
Vector3 cSampleZerXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y - 1);
Vector3 cSamplePosXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x - 1, y);
Vector3 cSampleNegXZerY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y);
Vector3 cSamplePosXZerY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x - 1, y + 1);
Vector3 cSampleNegXPosY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x, y + 1);
Vector3 cSampleZerXPosY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y + 1);
Vector3 cSamplePosXPosY = new Vector3(tc.r, tc.g, tc.g);
float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult;
Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
Color c = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
pixels[x + y * t.width] = c;
}
}
if (normalSmooth > 0f)
{
float step = 0.00390625f * normalSmooth;
for (int y = 0; y < t.height; y++)
{
for (int x = 0; x < t.width; x++)
{
float pixelsToAverage = 0.0f;
Color c = pixels[(x + 0) + ((y + 0) * t.width)];
pixelsToAverage++;
if (x - normalSmooth > 0)
{
if (y - normalSmooth > 0)
{
c += pixels[(x - normalSmooth) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
c += pixels[(x - normalSmooth) + ((y + 0) * t.width)];
pixelsToAverage++;
if (y + normalSmooth < t.height)
{
c += pixels[(x - normalSmooth) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
}
if (y - normalSmooth > 0)
{
c += pixels[(x + 0) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
if (y + normalSmooth < t.height)
{
c += pixels[(x + 0) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
if (x + normalSmooth < t.width)
{
if (y - normalSmooth > 0)
{
c += pixels[(x + normalSmooth) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
c += pixels[(x + normalSmooth) + ((y + 0) * t.width)];
pixelsToAverage++;
if (y + normalSmooth < t.height)
{
c += pixels[(x + normalSmooth) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
}
pixels[x + y * t.width] = c / pixelsToAverage;
}
}
}
texNormal.SetPixels(pixels);
texNormal.Apply();
return texNormal;
}
}
}
#endif