mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-14 02:35:36 +01:00
74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(FogLight))]
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[CanEditMultipleObjects]
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public class FogLightEditor : Editor
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{
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SerializedProperty m_IntensityMult;
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SerializedProperty m_RangeMult;
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SerializedProperty m_ForceOnForFog;
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SerializedProperty m_Shadows;
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SerializedProperty m_ShadowmapRes;
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SerializedProperty m_BlurIterations;
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SerializedProperty m_BlurSize;
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SerializedProperty m_Bounded;
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void OnEnable()
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{
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m_IntensityMult = serializedObject.FindProperty ("m_IntensityMult");
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m_RangeMult = serializedObject.FindProperty ("m_RangeMult");
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m_ForceOnForFog = serializedObject.FindProperty ("m_ForceOnForFog");
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m_Shadows = serializedObject.FindProperty ("m_Shadows");
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m_ShadowmapRes = serializedObject.FindProperty ("m_ShadowmapRes");
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m_BlurIterations = serializedObject.FindProperty ("m_BlurIterations");
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m_BlurSize = serializedObject.FindProperty ("m_BlurSize");
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m_Bounded = serializedObject.FindProperty("m_Bounded");
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}
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override public void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_IntensityMult);
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EditorGUILayout.PropertyField(m_RangeMult);
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EditorGUILayout.PropertyField(m_ForceOnForFog);
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// Section below just for light types with shadow
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bool supportsShadows = false;
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bool isAreaLight = false;
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foreach (FogLight fogLight in targets)
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{
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if (fogLight.type == FogLight.Type.Area)
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{
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supportsShadows = true;
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isAreaLight = true;
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break;
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}
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else if (fogLight.type == FogLight.Type.Directional)
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{
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supportsShadows = true;
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break;
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}
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}
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if (supportsShadows)
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{
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(m_Shadows);
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EditorGUILayout.PropertyField(m_ShadowmapRes);
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EditorGUILayout.PropertyField(m_BlurIterations);
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EditorGUILayout.PropertyField(m_BlurSize);
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}
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if (isAreaLight)
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{
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(m_Bounded);
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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