Pressets.

This commit is contained in:
max 2021-03-31 01:20:21 +02:00
parent 1e21d42722
commit 12a4122134
9 changed files with 141 additions and 32 deletions

28
Editor/Presets/Base.asset Normal file
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@ -0,0 +1,28 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
m_Name: Overdraw
m_EditorClassIdentifier:
content:
m_Text:
m_Image: {fileID: 2800000, guid: 0723191ce0fb9d44ebece6c36fe4776f, type: 3}
m_Tooltip: Overdraw - Preview the scene overdraw.
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@ -10,19 +10,26 @@ MonoBehaviour:
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m_Name: Overdraw
m_Name: GridUnlit
m_EditorClassIdentifier:
content:
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m_Tooltip:
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m_Image: {fileID: 2800000, guid: 258ec05c639dc22449b3ca11da10d2ae, type: 3}
m_Tooltip: Grid Unlit - View the scene with an unlit grid texture.
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@ -14,8 +14,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
content:
m_Text:
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m_Tooltip:
m_Image: {fileID: 2800000, guid: 0723191ce0fb9d44ebece6c36fe4776f, type: 3}
m_Tooltip: Overdraw - Preview the scene overdraw.
shader: {fileID: 4800000, guid: 9f96928510529524c9190ccf618ceaf8, type: 3}
replacementTag:
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@ -23,6 +23,6 @@ MonoBehaviour:
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@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
@ -8,6 +7,7 @@ namespace TAO.SceneDebugViewer.Editor
[CreateAssetMenu(menuName = "SceneDebugViewer/ReplacementShaderSetup")]
public class ReplacementShaderSetupScriptableObject : ScriptableObject
{
#if UNITY_EDITOR
[Header("GUI")]
public GUIContent content = new GUIContent();
[Header("Shader")]
@ -80,5 +80,6 @@ namespace TAO.SceneDebugViewer.Editor
Float,
Int
}
#endif
}
}

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@ -1,45 +1,66 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace TAO.SceneDebugViewer.Editor
{
public class SceneDebugViewerWindow : EditorWindow
{
static List<ReplacementShaderSetupScriptableObject> options = new List<ReplacementShaderSetupScriptableObject>();
private static SceneDebugViewerWindow window = null;
private static List<ReplacementShaderSetupScriptableObject> options = new List<ReplacementShaderSetupScriptableObject>();
[MenuItem("Window/SceneDebugViewer")]
static void Init()
{
options.Clear();
Load();
string[] guids = AssetDatabase.FindAssets("t:ReplacementShaderSetupScriptableObject", null);
foreach (string guid in guids)
{
options.Add((ReplacementShaderSetupScriptableObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(ReplacementShaderSetupScriptableObject)));
}
SceneDebugViewerWindow window = (SceneDebugViewerWindow)EditorWindow.GetWindow(typeof(SceneDebugViewerWindow));
window = (SceneDebugViewerWindow)GetWindow(typeof(SceneDebugViewerWindow));
window.titleContent = new GUIContent("SDV");
window.Show();
}
private void OnGUI()
{
if (GUILayout.Button("Reset"))
using (new GUILayout.VerticalScope())
{
foreach (SceneView s in SceneView.sceneViews)
if (GUILayout.Button("Reload"))
{
s.SetSceneViewShaderReplace(null, null);
s.Repaint();
Load();
}
GUILayout.Space(6);
if (GUILayout.Button("Default", GUILayout.Height(44)))
{
foreach (SceneView s in SceneView.sceneViews)
{
s.SetSceneViewShaderReplace(null, null);
s.Repaint();
}
}
GUILayout.Space(6);
// TODO: Horizontal and vertical grid/table selection drawer.
foreach (var o in options)
{
if (GUILayout.Button(o.content, GUILayout.Height(44)))
{
o.Replace();
}
}
}
}
foreach (var o in options)
private static void Load()
{
options.Clear();
string[] guids = AssetDatabase.FindAssets("t:ReplacementShaderSetupScriptableObject", null);
foreach (string guid in guids)
{
if (GUILayout.Button(o.content))
{
o.Replace();
}
options.Add((ReplacementShaderSetupScriptableObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(ReplacementShaderSetupScriptableObject)));
}
}
}

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@ -0,0 +1,34 @@
Shader "Hidden/Surface"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _RS_Texture;
fixed4 _RS_Color;
half _RS_Metallic;
half _RS_Glossiness;
struct Input
{
float2 uv_RS_Texture;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = tex2D(_RS_Texture, IN.uv_RS_Texture) * _RS_Color;
o.Metallic = _RS_Metallic;
o.Smoothness = _RS_Glossiness;
}
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,10 @@
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@ -29,7 +29,7 @@ Shader "Hidden/TriPlanarTexture"
sampler2D _RS_Texture;
float4 _RS_Texture_ST;
float _RS_Float;
float _RS_Sharpness;
v2f vert (appdata v)
{
@ -57,7 +57,7 @@ Shader "Hidden/TriPlanarTexture"
//show texture on both sides of the object (positive and negative)
weights = abs(weights);
//make the transition sharper
weights = pow(weights, _RS_Float);
weights = pow(weights, _RS_Sharpness);
//make it so the sum of all components is 1
weights = weights / (weights.x + weights.y + weights.z);