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new-00-0ne 2016-01-29 19:17:12 -05:00
parent 7728897660
commit 11e62c3bbe
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Assets/Editor.meta Normal file
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using System;
using System.Collections.Generic;
using UnityEditor;
namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
{
// Custom compiler defines:
//
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!
static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
if (!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT", true, false);
SetEnabled("MOBILE_INPUT", true, true);
}
}
[MenuItem("Mobile Input/Enable")]
private static void Enable()
{
SetEnabled("MOBILE_INPUT", true, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WP8Player:
case BuildTarget.BlackBerry:
case BuildTarget.PSM:
case BuildTarget.Tizen:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
break;
default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Enable", true)]
private static bool EnableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return !defines.Contains("MOBILE_INPUT");
}
[MenuItem("Mobile Input/Disable")]
private static void Disable()
{
SetEnabled("MOBILE_INPUT", false, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WP8Player:
case BuildTarget.BlackBerry:
EditorUtility.DisplayDialog("Mobile Input",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Disable", true)]
private static bool DisableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return defines.Contains("MOBILE_INPUT");
}
private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.WebPlayer,
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WP8,
BuildTargetGroup.BlackBerry
};
private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WP8,
BuildTargetGroup.BlackBerry,
BuildTargetGroup.PSM,
BuildTargetGroup.Tizen,
BuildTargetGroup.WSA
};
private static void SetEnabled(string defineName, bool enable, bool mobile)
{
//Debug.Log("setting "+defineName+" to "+enable);
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
{
var defines = GetDefinesList(group);
if (enable)
{
if (defines.Contains(defineName))
{
return;
}
defines.Add(defineName);
}
else
{
if (!defines.Contains(defineName))
{
return;
}
while (defines.Contains(defineName))
{
defines.Remove(defineName);
}
}
string definesString = string.Join(";", defines.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
}
}
private static List<string> GetDefinesList(BuildTargetGroup group)
{
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor(typeof (Antialiasing))]
public class AntialiasingEditor : Editor
{
private SerializedObject serObj;
private SerializedProperty mode;
private SerializedProperty showGeneratedNormals;
private SerializedProperty offsetScale;
private SerializedProperty blurRadius;
private SerializedProperty dlaaSharp;
private SerializedProperty edgeThresholdMin;
private SerializedProperty edgeThreshold;
private SerializedProperty edgeSharpness;
private void OnEnable()
{
serObj = new SerializedObject(target);
mode = serObj.FindProperty("mode");
showGeneratedNormals = serObj.FindProperty("showGeneratedNormals");
offsetScale = serObj.FindProperty("offsetScale");
blurRadius = serObj.FindProperty("blurRadius");
dlaaSharp = serObj.FindProperty("dlaaSharp");
edgeThresholdMin = serObj.FindProperty("edgeThresholdMin");
edgeThreshold = serObj.FindProperty("edgeThreshold");
edgeSharpness = serObj.FindProperty("edgeSharpness");
}
public override void OnInspectorGUI()
{
serObj.Update();
GUILayout.Label("Luminance based fullscreen antialiasing", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField(mode, new GUIContent("Technique"));
Material mat = (target as Antialiasing).CurrentAAMaterial();
if (null == mat && (target as Antialiasing).enabled)
{
EditorGUILayout.HelpBox("This AA technique is currently not supported. Choose a different technique or disable the effect and use MSAA instead.", MessageType.Warning);
}
if (mode.enumValueIndex == (int) AAMode.NFAA)
{
EditorGUILayout.PropertyField(offsetScale, new GUIContent("Edge Detect Ofs"));
EditorGUILayout.PropertyField(blurRadius, new GUIContent("Blur Radius"));
EditorGUILayout.PropertyField(showGeneratedNormals, new GUIContent("Show Normals"));
}
else if (mode.enumValueIndex == (int) AAMode.DLAA)
{
EditorGUILayout.PropertyField(dlaaSharp, new GUIContent("Sharp"));
}
else if (mode.enumValueIndex == (int) AAMode.FXAA3Console)
{
EditorGUILayout.PropertyField(edgeThresholdMin, new GUIContent("Edge Min Threshhold"));
EditorGUILayout.PropertyField(edgeThreshold, new GUIContent("Edge Threshhold"));
EditorGUILayout.PropertyField(edgeSharpness, new GUIContent("Edge Sharpness"));
}
serObj.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(BloomAndFlares))]
class BloomAndFlaresEditor : Editor
{
SerializedProperty tweakMode;
SerializedProperty screenBlendMode;
SerializedObject serObj;
SerializedProperty hdr;
SerializedProperty sepBlurSpread;
SerializedProperty useSrcAlphaAsMask;
SerializedProperty bloomIntensity;
SerializedProperty bloomthreshold;
SerializedProperty bloomBlurIterations;
SerializedProperty lensflares;
SerializedProperty hollywoodFlareBlurIterations;
SerializedProperty lensflareMode;
SerializedProperty hollyStretchWidth;
SerializedProperty lensflareIntensity;
SerializedProperty lensflarethreshold;
SerializedProperty flareColorA;
SerializedProperty flareColorB;
SerializedProperty flareColorC;
SerializedProperty flareColorD;
SerializedProperty lensFlareVignetteMask;
void OnEnable () {
serObj = new SerializedObject (target);
screenBlendMode = serObj.FindProperty("screenBlendMode");
hdr = serObj.FindProperty("hdr");
sepBlurSpread = serObj.FindProperty("sepBlurSpread");
useSrcAlphaAsMask = serObj.FindProperty("useSrcAlphaAsMask");
bloomIntensity = serObj.FindProperty("bloomIntensity");
bloomthreshold = serObj.FindProperty("bloomThreshold");
bloomBlurIterations = serObj.FindProperty("bloomBlurIterations");
lensflares = serObj.FindProperty("lensflares");
lensflareMode = serObj.FindProperty("lensflareMode");
hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations");
hollyStretchWidth = serObj.FindProperty("hollyStretchWidth");
lensflareIntensity = serObj.FindProperty("lensflareIntensity");
lensflarethreshold = serObj.FindProperty("lensflareThreshold");
flareColorA = serObj.FindProperty("flareColorA");
flareColorB = serObj.FindProperty("flareColorB");
flareColorC = serObj.FindProperty("flareColorC");
flareColorD = serObj.FindProperty("flareColorD");
lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask");
tweakMode = serObj.FindProperty("tweakMode");
}
public override void OnInspectorGUI () {
serObj.Update();
GUILayout.Label("HDR " + (hdr.enumValueIndex == 0 ? "auto detected, " : (hdr.enumValueIndex == 1 ? "forced on, " : "disabled, ")) + (useSrcAlphaAsMask.floatValue < 0.1f ? " ignoring alpha channel glow information" : " using alpha channel glow information"), EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField (tweakMode, new GUIContent("Tweak mode"));
EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
EditorGUILayout.PropertyField (hdr, new GUIContent("HDR"));
// display info text when screen blend mode cannot be used
Camera cam = (target as BloomAndFlares).GetComponent<Camera>();
if (cam != null) {
if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
}
}
if (1 == tweakMode.intValue)
EditorGUILayout.PropertyField (lensflares, new GUIContent("Cast lens flares"));
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity"));
bloomthreshold.floatValue = EditorGUILayout.Slider ("threshold", bloomthreshold.floatValue, -0.05f, 4.0f);
bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4);
sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1f, 10.0f);
if (1 == tweakMode.intValue)
useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0f, 1.0f);
else
useSrcAlphaAsMask.floatValue = 0.0f;
if (1 == tweakMode.intValue) {
EditorGUILayout.Separator ();
if (lensflares.boolValue) {
// further lens flare tweakings
if (0 != tweakMode.intValue)
EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens flare mode"));
else
lensflareMode.enumValueIndex = 0;
EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent("Lens flare mask", "This mask is needed to prevent lens flare artifacts"));
EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent("Local intensity"));
lensflarethreshold.floatValue = EditorGUILayout.Slider ("Local threshold", lensflarethreshold.floatValue, 0.0f, 1.0f);
if (lensflareMode.intValue == 0) {
// ghosting
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
EditorGUILayout.EndHorizontal ();
}
else if (lensflareMode.intValue == 1) {
// hollywood
EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);
EditorGUILayout.PropertyField (flareColorA, new GUIContent("Tint Color"));
}
else if (lensflareMode.intValue == 2) {
// both
EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width"));
hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4);
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color"));
EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color"));
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color"));
EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color"));
EditorGUILayout.EndHorizontal ();
}
}
} else
lensflares.boolValue = false; // disable lens flares in simple tweak mode
serObj.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(Bloom))]
class BloomEditor : Editor
{
SerializedProperty tweakMode;
SerializedProperty screenBlendMode;
SerializedObject serObj;
SerializedProperty hdr;
SerializedProperty quality;
SerializedProperty sepBlurSpread;
SerializedProperty bloomIntensity;
SerializedProperty bloomThresholdColor;
SerializedProperty bloomThreshold;
SerializedProperty bloomBlurIterations;
SerializedProperty hollywoodFlareBlurIterations;
SerializedProperty lensflareMode;
SerializedProperty hollyStretchWidth;
SerializedProperty lensflareIntensity;
SerializedProperty flareRotation;
SerializedProperty lensFlareSaturation;
SerializedProperty lensflareThreshold;
SerializedProperty flareColorA;
SerializedProperty flareColorB;
SerializedProperty flareColorC;
SerializedProperty flareColorD;
SerializedProperty lensFlareVignetteMask;
void OnEnable () {
serObj = new SerializedObject (target);
screenBlendMode = serObj.FindProperty("screenBlendMode");
hdr = serObj.FindProperty("hdr");
quality = serObj.FindProperty("quality");
sepBlurSpread = serObj.FindProperty("sepBlurSpread");
bloomIntensity = serObj.FindProperty("bloomIntensity");
bloomThreshold = serObj.FindProperty("bloomThreshold");
bloomThresholdColor = serObj.FindProperty("bloomThresholdColor");
bloomBlurIterations = serObj.FindProperty("bloomBlurIterations");
lensflareMode = serObj.FindProperty("lensflareMode");
hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations");
hollyStretchWidth = serObj.FindProperty("hollyStretchWidth");
lensflareIntensity = serObj.FindProperty("lensflareIntensity");
lensflareThreshold = serObj.FindProperty("lensflareThreshold");
lensFlareSaturation = serObj.FindProperty("lensFlareSaturation");
flareRotation = serObj.FindProperty("flareRotation");
flareColorA = serObj.FindProperty("flareColorA");
flareColorB = serObj.FindProperty("flareColorB");
flareColorC = serObj.FindProperty("flareColorC");
flareColorD = serObj.FindProperty("flareColorD");
lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask");
tweakMode = serObj.FindProperty("tweakMode");
}
public override void OnInspectorGUI () {
serObj.Update();
EditorGUILayout.LabelField("Glow and Lens Flares for bright screen pixels", EditorStyles.miniLabel);
EditorGUILayout.PropertyField (quality, new GUIContent("Quality", "High quality preserves high frequencies with bigger blurs and uses a better blending and down-/upsampling"));
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (tweakMode, new GUIContent("Mode"));
EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend"));
EditorGUILayout.PropertyField (hdr, new GUIContent("HDR"));
EditorGUILayout.Separator ();
// display info text when screen blend mode cannot be used
Camera cam = (target as Bloom).GetComponent<Camera>();
if (cam != null) {
if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
}
}
EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity"));
bloomThreshold.floatValue = EditorGUILayout.Slider ("Threshold", bloomThreshold.floatValue, -0.05f, 4.0f);
if (1 == tweakMode.intValue) {
EditorGUILayout.PropertyField(bloomThresholdColor, new GUIContent(" RGB Threshold"));
}
EditorGUILayout.Separator ();
bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur Iterations", bloomBlurIterations.intValue, 1, 4);
sepBlurSpread.floatValue = EditorGUILayout.Slider (" Sample Distance", sepBlurSpread.floatValue, 0.1f, 10.0f);
EditorGUILayout.Separator ();
if (1 == tweakMode.intValue) {
// further lens flare tweakings
if (0 != tweakMode.intValue)
EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens Flares"));
else
lensflareMode.enumValueIndex = 0;
EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent(" Local Intensity", "0 disables lens flares entirely (optimization)"));
lensflareThreshold.floatValue = EditorGUILayout.Slider ("Threshold", lensflareThreshold.floatValue, 0.0f, 4.0f);
if (Mathf.Abs(lensflareIntensity.floatValue) > Mathf.Epsilon) {
if (lensflareMode.intValue == 0) {
// ghosting
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color"));
EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color"));
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color"));
EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color"));
EditorGUILayout.EndHorizontal ();
}
else if (lensflareMode.intValue == 1) {
// hollywood
EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width"));
EditorGUILayout.PropertyField (flareRotation, new GUIContent( " Rotation"));
hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4);
EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation"));
EditorGUILayout.PropertyField (flareColorA, new GUIContent(" Tint Color"));
}
else if (lensflareMode.intValue == 2) {
// both
EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width"));
hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4);
EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation"));
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color"));
EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color"));
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color"));
EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color"));
EditorGUILayout.EndHorizontal ();
}
EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent(" Mask", "This mask is needed to prevent lens flare artifacts"));
}
}
serObj.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(CameraMotionBlur))]
class CameraMotionBlurEditor : Editor
{
SerializedObject serObj;
SerializedProperty filterType;
SerializedProperty preview;
SerializedProperty previewScale;
SerializedProperty movementScale;
SerializedProperty jitter;
SerializedProperty rotationScale;
SerializedProperty maxVelocity;
SerializedProperty minVelocity;
SerializedProperty velocityScale;
SerializedProperty velocityDownsample;
SerializedProperty noiseTexture;
SerializedProperty showVelocity;
SerializedProperty showVelocityScale;
SerializedProperty excludeLayers;
void OnEnable () {
serObj = new SerializedObject (target);
filterType = serObj.FindProperty ("filterType");
preview = serObj.FindProperty ("preview");
previewScale = serObj.FindProperty ("previewScale");
movementScale = serObj.FindProperty ("movementScale");
rotationScale = serObj.FindProperty ("rotationScale");
maxVelocity = serObj.FindProperty ("maxVelocity");
minVelocity = serObj.FindProperty ("minVelocity");
jitter = serObj.FindProperty ("jitter");
excludeLayers = serObj.FindProperty ("excludeLayers");
velocityScale = serObj.FindProperty ("velocityScale");
velocityDownsample = serObj.FindProperty ("velocityDownsample");
noiseTexture = serObj.FindProperty ("noiseTexture");
}
public override void OnInspectorGUI () {
serObj.Update ();
EditorGUILayout.LabelField("Simulates camera based motion blur", EditorStyles.miniLabel);
EditorGUILayout.PropertyField (filterType, new GUIContent("Technique"));
if (filterType.enumValueIndex == 3 && !(target as CameraMotionBlur).Dx11Support()) {
EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info);
}
EditorGUILayout.PropertyField (velocityScale, new GUIContent(" Velocity Scale"));
if (filterType.enumValueIndex >= 2) {
EditorGUILayout.LabelField(" Tile size used during reconstruction filter:", EditorStyles.miniLabel);
EditorGUILayout.Slider(maxVelocity, 2.0f, 10.0f, new GUIContent(" Velocity Max"));
}
else
EditorGUILayout.Slider (maxVelocity, 2.0f, 10.0f, new GUIContent(" Velocity Max"));
EditorGUILayout.Slider(minVelocity, 0.0f, 10.0f, new GUIContent(" Velocity Min"));
EditorGUILayout.Separator ();
EditorGUILayout.LabelField("Technique Specific");
if (filterType.enumValueIndex == 0) {
// portal style motion blur
EditorGUILayout.PropertyField (rotationScale, new GUIContent(" Camera Rotation"));
EditorGUILayout.PropertyField (movementScale, new GUIContent(" Camera Movement"));
}
else {
// "plausible" blur or cheap, local blur
EditorGUILayout.PropertyField (excludeLayers, new GUIContent(" Exclude Layers"));
EditorGUILayout.PropertyField (velocityDownsample, new GUIContent(" Velocity Downsample"));
velocityDownsample.intValue = velocityDownsample.intValue < 1 ? 1 : velocityDownsample.intValue;
if (filterType.enumValueIndex >= 2) { // only display jitter for reconstruction
EditorGUILayout.PropertyField (noiseTexture, new GUIContent(" Sample Jitter"));
EditorGUILayout.Slider (jitter, 0.0f, 10.0f, new GUIContent(" Jitter Strength"));
}
}
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (preview, new GUIContent("Preview"));
if (preview.boolValue)
EditorGUILayout.PropertyField (previewScale, new GUIContent(""));
serObj.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(ColorCorrectionCurves))]
class ColorCorrectionCurvesEditor : Editor {
SerializedObject serObj;
SerializedProperty mode;
SerializedProperty redChannel;
SerializedProperty greenChannel;
SerializedProperty blueChannel;
SerializedProperty useDepthCorrection;
SerializedProperty depthRedChannel;
SerializedProperty depthGreenChannel;
SerializedProperty depthBlueChannel;
SerializedProperty zCurveChannel;
SerializedProperty saturation;
SerializedProperty selectiveCc;
SerializedProperty selectiveFromColor;
SerializedProperty selectiveToColor;
private bool applyCurveChanges = false;
void OnEnable () {
serObj = new SerializedObject (target);
mode = serObj.FindProperty ("mode");
saturation = serObj.FindProperty ("saturation");
redChannel = serObj.FindProperty ("redChannel");
greenChannel = serObj.FindProperty ("greenChannel");
blueChannel = serObj.FindProperty ("blueChannel");
useDepthCorrection = serObj.FindProperty ("useDepthCorrection");
zCurveChannel = serObj.FindProperty ("zCurve");
depthRedChannel = serObj.FindProperty ("depthRedChannel");
depthGreenChannel = serObj.FindProperty ("depthGreenChannel");
depthBlueChannel = serObj.FindProperty ("depthBlueChannel");
serObj.ApplyModifiedProperties ();
selectiveCc = serObj.FindProperty ("selectiveCc");
selectiveFromColor = serObj.FindProperty ("selectiveFromColor");
selectiveToColor = serObj.FindProperty ("selectiveToColor");
}
void CurveGui ( string name, SerializedProperty animationCurve, Color color) {
// @NOTE: EditorGUILayout.CurveField is buggy and flickers, using PropertyField for now
//animationCurve.animationCurveValue = EditorGUILayout.CurveField (GUIContent (name), animationCurve.animationCurveValue, color, Rect (0.0f,0.0f,1.0f,1.0f));
EditorGUILayout.PropertyField (animationCurve, new GUIContent (name));
if (GUI.changed)
applyCurveChanges = true;
}
void BeginCurves () {
applyCurveChanges = false;
}
void ApplyCurves () {
if (applyCurveChanges) {
serObj.ApplyModifiedProperties ();
(serObj.targetObject as ColorCorrectionCurves).gameObject.SendMessage ("UpdateTextures");
}
}
public override void OnInspectorGUI () {
serObj.Update ();
GUILayout.Label ("Use curves to tweak RGB channel colors", EditorStyles.miniBoldLabel);
saturation.floatValue = EditorGUILayout.Slider( "Saturation", saturation.floatValue, 0.0f, 5.0f);
EditorGUILayout.PropertyField (mode, new GUIContent ("Mode"));
EditorGUILayout.Separator ();
BeginCurves ();
CurveGui (" Red", redChannel, Color.red);
CurveGui (" Green", greenChannel, Color.green);
CurveGui (" Blue", blueChannel, Color.blue);
EditorGUILayout.Separator ();
if (mode.intValue > 0)
useDepthCorrection.boolValue = true;
else
useDepthCorrection.boolValue = false;
if (useDepthCorrection.boolValue) {
CurveGui (" Red (depth)", depthRedChannel, Color.red);
CurveGui (" Green (depth)", depthGreenChannel, Color.green);
CurveGui (" Blue (depth)", depthBlueChannel, Color.blue);
EditorGUILayout.Separator ();
CurveGui (" Blend Curve", zCurveChannel, Color.grey);
}
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (selectiveCc, new GUIContent ("Selective"));
if (selectiveCc.boolValue) {
EditorGUILayout.PropertyField (selectiveFromColor, new GUIContent (" Key"));
EditorGUILayout.PropertyField (selectiveToColor, new GUIContent (" Target"));
}
ApplyCurves ();
if (!applyCurveChanges)
serObj.ApplyModifiedProperties ();
}
}
}

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fileFormatVersion: 2
guid: a4a9489f73e4f0344ab3fc97bdf5170b
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(ColorCorrectionLookup))]
class ColorCorrectionLookupEditor : Editor
{
SerializedObject serObj;
void OnEnable () {
serObj = new SerializedObject (target);
}
private Texture2D tempClutTex2D;
public override void OnInspectorGUI () {
serObj.Update ();
EditorGUILayout.LabelField("Converts textures into color lookup volumes (for grading)", EditorStyles.miniLabel);
//EditorGUILayout.LabelField("Change Lookup Texture (LUT):");
//EditorGUILayout.BeginHorizontal ();
//Rect r = GUILayoutUtility.GetAspectRect(1.0ff);
Rect r; Texture2D t;
//EditorGUILayout.Space();
tempClutTex2D = EditorGUILayout.ObjectField (" Based on", tempClutTex2D, typeof(Texture2D), false) as Texture2D;
if (tempClutTex2D == null) {
t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D;
if (t) tempClutTex2D = t;
}
Texture2D tex = tempClutTex2D;
if (tex && (target as ColorCorrectionLookup).basedOnTempTex != AssetDatabase.GetAssetPath(tex))
{
EditorGUILayout.Separator();
if (!(target as ColorCorrectionLookup).ValidDimensions(tex))
{
EditorGUILayout.HelpBox ("Invalid texture dimensions!\nPick another texture or adjust dimension to e.g. 256x16.", MessageType.Warning);
}
else if (GUILayout.Button ("Convert and Apply"))
{
string path = AssetDatabase.GetAssetPath (tex);
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
bool doImport = textureImporter.isReadable == false;
if (textureImporter.mipmapEnabled == true) {
doImport = true;
}
if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) {
doImport = true;
}
if (doImport)
{
textureImporter.isReadable = true;
textureImporter.mipmapEnabled = false;
textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
AssetDatabase.ImportAsset (path, ImportAssetOptions.ForceUpdate);
//tex = AssetDatabase.LoadMainAssetAtPath(path);
}
(target as ColorCorrectionLookup).Convert(tex, path);
}
}
if ((target as ColorCorrectionLookup).basedOnTempTex != "")
{
EditorGUILayout.HelpBox("Using " + (target as ColorCorrectionLookup).basedOnTempTex, MessageType.Info);
t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D;
if (t) {
r = GUILayoutUtility.GetLastRect();
r = GUILayoutUtility.GetRect(r.width, 20);
r.x += r.width * 0.05f/2.0f;
r.width *= 0.95f;
GUI.DrawTexture (r, t);
GUILayoutUtility.GetRect(r.width, 4);
}
}
//EditorGUILayout.EndHorizontal ();
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 66c17be95fbf398439ea09f8892a8b43
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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using System;
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor(typeof(CreaseShading))]
class CreaseShadingEditor : Editor {
SerializedObject serObj;
SerializedProperty m_intensity;
SerializedProperty m_softness;
SerializedProperty m_spread;
AnimBool m_showSoftnessWarning = new AnimBool();
AnimBool m_showSpreadWarning = new AnimBool();
private bool softnessWarningValue { get { return m_softness.intValue > 4; } }
private bool spreadWarningValue { get { return m_spread.floatValue > 4; } }
void OnEnable () {
serObj = new SerializedObject (target);
m_intensity = serObj.FindProperty("intensity");
m_softness = serObj.FindProperty("softness");
m_spread = serObj.FindProperty("spread");
m_showSoftnessWarning.valueChanged.AddListener(Repaint);
m_showSpreadWarning.valueChanged.AddListener(Repaint);
m_showSoftnessWarning.value = softnessWarningValue;
m_showSpreadWarning.value = spreadWarningValue;
}
public override void OnInspectorGUI () {
serObj.Update ();
EditorGUILayout.Slider(m_intensity, -5.0f, 5.0f, new GUIContent("Intensity"));
EditorGUILayout.IntSlider(m_softness, 0, 15, new GUIContent("Softness"));
m_showSoftnessWarning.target = softnessWarningValue;
if (EditorGUILayout.BeginFadeGroup(m_showSoftnessWarning.faded))
{
EditorGUILayout.HelpBox("High Softness value might reduce performance.", MessageType.Warning, false);
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.Slider(m_spread, 0.0f, 50.0f, new GUIContent("Spread"));
m_showSpreadWarning.target = spreadWarningValue;
if (EditorGUILayout.BeginFadeGroup(m_showSpreadWarning.faded))
{
EditorGUILayout.HelpBox("High Spread value might introduce visual artifacts.", MessageType.Warning, false);
}
EditorGUILayout.EndFadeGroup();
serObj.ApplyModifiedProperties ();
}
}
}

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fileFormatVersion: 2
guid: 6788af605d2f1244789565913bb4e7f6
timeCreated: 1434032656
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(DepthOfFieldDeprecated))]
class DepthOfFieldDeprecatedEditor : Editor
{
SerializedObject serObj;
SerializedProperty simpleTweakMode;
SerializedProperty focalPoint;
SerializedProperty smoothness;
SerializedProperty focalSize;
SerializedProperty focalZDistance;
SerializedProperty focalStartCurve;
SerializedProperty focalEndCurve;
SerializedProperty visualizeCoc;
SerializedProperty resolution;
SerializedProperty quality;
SerializedProperty objectFocus;
SerializedProperty bokeh;
SerializedProperty bokehScale;
SerializedProperty bokehIntensity;
SerializedProperty bokehThresholdLuminance;
SerializedProperty bokehThresholdContrast;
SerializedProperty bokehDownsample;
SerializedProperty bokehTexture;
SerializedProperty bokehDestination;
SerializedProperty bluriness;
SerializedProperty maxBlurSpread;
SerializedProperty foregroundBlurExtrude;
void OnEnable () {
serObj = new SerializedObject (target);
simpleTweakMode = serObj.FindProperty ("simpleTweakMode");
// simple tweak mode
focalPoint = serObj.FindProperty ("focalPoint");
smoothness = serObj.FindProperty ("smoothness");
// complex tweak mode
focalZDistance = serObj.FindProperty ("focalZDistance");
focalStartCurve = serObj.FindProperty ("focalZStartCurve");
focalEndCurve = serObj.FindProperty ("focalZEndCurve");
focalSize = serObj.FindProperty ("focalSize");
visualizeCoc = serObj.FindProperty ("visualize");
objectFocus = serObj.FindProperty ("objectFocus");
resolution = serObj.FindProperty ("resolution");
quality = serObj.FindProperty ("quality");
bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast");
bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance");
bokeh = serObj.FindProperty ("bokeh");
bokehScale = serObj.FindProperty ("bokehScale");
bokehIntensity = serObj.FindProperty ("bokehIntensity");
bokehDownsample = serObj.FindProperty ("bokehDownsample");
bokehTexture = serObj.FindProperty ("bokehTexture");
bokehDestination = serObj.FindProperty ("bokehDestination");
bluriness = serObj.FindProperty ("bluriness");
maxBlurSpread = serObj.FindProperty ("maxBlurSpread");
foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude");
}
public override void OnInspectorGUI () {
serObj.Update ();
GameObject go = (target as DepthOfFieldDeprecated).gameObject;
if (!go)
return;
if (!go.GetComponent<Camera>())
return;
if (simpleTweakMode.boolValue)
GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel);
else
GUILayout.Label ("Current: "+go.GetComponent<Camera>().name+", near "+go.GetComponent<Camera>().nearClipPlane+", far: "+go.GetComponent<Camera>().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
EditorGUILayout.PropertyField (quality, new GUIContent("Quality"));
EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak"));
EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus"));
EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh"));
EditorGUILayout.Separator ();
GUILayout.Label ("Focal Settings", EditorStyles.boldLabel);
if (simpleTweakMode.boolValue) {
focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness"));
focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
}
else {
focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent<Camera>().nearClipPlane, go.GetComponent<Camera>().farClipPlane);
EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform"));
focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent<Camera>().farClipPlane - go.GetComponent<Camera>().nearClipPlane));
focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f);
focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f);
}
EditorGUILayout.Separator ();
GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel);
EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness"));
EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread"));
if (quality.enumValueIndex > 0) {
EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size"));
}
EditorGUILayout.Separator ();
if (bokeh.boolValue) {
EditorGUILayout.Separator ();
GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination"));
bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f);
bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f);
bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f);
bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3);
bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f);
EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask"));
}
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 943c59645eb905144a0990b57e13a6f9
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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using System;
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor(typeof(DepthOfField))]
class DepthOfFieldEditor : Editor
{
SerializedObject serObj;
SerializedProperty visualizeFocus;
SerializedProperty focalLength;
SerializedProperty focalSize;
SerializedProperty aperture;
SerializedProperty focalTransform;
SerializedProperty maxBlurSize;
SerializedProperty highResolution;
SerializedProperty blurType;
SerializedProperty blurSampleCount;
SerializedProperty nearBlur;
SerializedProperty foregroundOverlap;
SerializedProperty dx11BokehThreshold;
SerializedProperty dx11SpawnHeuristic;
SerializedProperty dx11BokehTexture;
SerializedProperty dx11BokehScale;
SerializedProperty dx11BokehIntensity;
AnimBool showFocalDistance = new AnimBool();
AnimBool showDiscBlurSettings = new AnimBool();
AnimBool showDX11BlurSettings = new AnimBool();
AnimBool showNearBlurOverlapSize = new AnimBool();
bool useFocalDistance { get { return focalTransform.objectReferenceValue == null; } }
bool useDiscBlur { get { return blurType.enumValueIndex < 1; } }
bool useDX11Blur { get { return blurType.enumValueIndex > 0; } }
bool useNearBlur { get { return nearBlur.boolValue; } }
void OnEnable()
{
serObj = new SerializedObject(target);
visualizeFocus = serObj.FindProperty("visualizeFocus");
focalLength = serObj.FindProperty("focalLength");
focalSize = serObj.FindProperty("focalSize");
aperture = serObj.FindProperty("aperture");
focalTransform = serObj.FindProperty("focalTransform");
maxBlurSize = serObj.FindProperty("maxBlurSize");
highResolution = serObj.FindProperty("highResolution");
blurType = serObj.FindProperty("blurType");
blurSampleCount = serObj.FindProperty("blurSampleCount");
nearBlur = serObj.FindProperty("nearBlur");
foregroundOverlap = serObj.FindProperty("foregroundOverlap");
dx11BokehThreshold = serObj.FindProperty("dx11BokehThreshold");
dx11SpawnHeuristic = serObj.FindProperty("dx11SpawnHeuristic");
dx11BokehTexture = serObj.FindProperty("dx11BokehTexture");
dx11BokehScale = serObj.FindProperty("dx11BokehScale");
dx11BokehIntensity = serObj.FindProperty("dx11BokehIntensity");
InitializedAnimBools();
}
void InitializedAnimBools()
{
showFocalDistance.valueChanged.AddListener(Repaint);
showFocalDistance.value = useFocalDistance;
showDiscBlurSettings.valueChanged.AddListener(Repaint);
showDiscBlurSettings.value = useDiscBlur;
showDX11BlurSettings.valueChanged.AddListener(Repaint);
showDX11BlurSettings.value = useDX11Blur;
showNearBlurOverlapSize.valueChanged.AddListener(Repaint);
showNearBlurOverlapSize.value = useNearBlur;
}
void UpdateAnimBoolTargets()
{
showFocalDistance.target = useFocalDistance;
showDiscBlurSettings.target = useDiscBlur;
showDX11BlurSettings.target = useDX11Blur;
showNearBlurOverlapSize.target = useNearBlur;
}
public override void OnInspectorGUI()
{
serObj.Update();
UpdateAnimBoolTargets();
EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel);
GUILayout.Label("Focal Settings");
EditorGUILayout.PropertyField(visualizeFocus, new GUIContent(" Visualize"));
EditorGUILayout.PropertyField(focalTransform, new GUIContent(" Focus on Transform"));
if (EditorGUILayout.BeginFadeGroup(showFocalDistance.faded))
{
EditorGUILayout.PropertyField(focalLength, new GUIContent(" Focal Distance"));
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.Slider(focalSize, 0.0f, 2.0f, new GUIContent(" Focal Size"));
EditorGUILayout.Slider(aperture, 0.0f, 1.0f, new GUIContent(" Aperture"));
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(blurType, new GUIContent("Defocus Type"));
if (!(target as DepthOfField).Dx11Support() && blurType.enumValueIndex > 0)
{
EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info);
}
if (EditorGUILayout.BeginFadeGroup(showDiscBlurSettings.faded))
{
EditorGUILayout.PropertyField(blurSampleCount, new GUIContent(" Sample Count"));
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.Slider(maxBlurSize, 0.1f, 2.0f, new GUIContent(" Max Blur Distance"));
EditorGUILayout.PropertyField(highResolution, new GUIContent(" High Resolution"));
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(nearBlur, new GUIContent("Near Blur"));
if (EditorGUILayout.BeginFadeGroup(showNearBlurOverlapSize.faded))
{
EditorGUILayout.Slider(foregroundOverlap, 0.1f, 2.0f, new GUIContent(" Overlap Size"));
}
EditorGUILayout.EndFadeGroup();
EditorGUILayout.Separator();
if (EditorGUILayout.BeginFadeGroup(showDX11BlurSettings.faded))
{
GUILayout.Label("DX11 Bokeh Settings");
EditorGUILayout.PropertyField(dx11BokehTexture, new GUIContent(" Bokeh Texture"));
EditorGUILayout.Slider(dx11BokehScale, 0.0f, 50.0f, new GUIContent(" Bokeh Scale"));
EditorGUILayout.Slider(dx11BokehIntensity, 0.0f, 100.0f, new GUIContent(" Bokeh Intensity"));
EditorGUILayout.Slider(dx11BokehThreshold, 0.0f, 1.0f, new GUIContent(" Min Luminance"));
EditorGUILayout.Slider(dx11SpawnHeuristic, 0.01f, 1.0f, new GUIContent(" Spawn Heuristic"));
}
EditorGUILayout.EndFadeGroup();
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 427fdf36119bab44a9131abd19b90f57
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(EdgeDetection))]
class EdgeDetectionEditor : Editor
{
SerializedObject serObj;
SerializedProperty mode;
SerializedProperty sensitivityDepth;
SerializedProperty sensitivityNormals;
SerializedProperty lumThreshold;
SerializedProperty edgesOnly;
SerializedProperty edgesOnlyBgColor;
SerializedProperty edgeExp;
SerializedProperty sampleDist;
void OnEnable () {
serObj = new SerializedObject (target);
mode = serObj.FindProperty("mode");
sensitivityDepth = serObj.FindProperty("sensitivityDepth");
sensitivityNormals = serObj.FindProperty("sensitivityNormals");
lumThreshold = serObj.FindProperty("lumThreshold");
edgesOnly = serObj.FindProperty("edgesOnly");
edgesOnlyBgColor = serObj.FindProperty("edgesOnlyBgColor");
edgeExp = serObj.FindProperty("edgeExp");
sampleDist = serObj.FindProperty("sampleDist");
}
public override void OnInspectorGUI () {
serObj.Update ();
GUILayout.Label("Detects spatial differences and converts into black outlines", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField (mode, new GUIContent("Mode"));
if (mode.intValue < 2) {
EditorGUILayout.PropertyField (sensitivityDepth, new GUIContent(" Depth Sensitivity"));
EditorGUILayout.PropertyField (sensitivityNormals, new GUIContent(" Normals Sensitivity"));
}
else if (mode.intValue < 4) {
EditorGUILayout.PropertyField (edgeExp, new GUIContent(" Edge Exponent"));
}
else {
// lum based mode
EditorGUILayout.PropertyField (lumThreshold, new GUIContent(" Luminance Threshold"));
}
EditorGUILayout.PropertyField (sampleDist, new GUIContent(" Sample Distance"));
EditorGUILayout.Separator ();
GUILayout.Label ("Background Options");
edgesOnly.floatValue = EditorGUILayout.Slider (" Edges only", edgesOnly.floatValue, 0.0f, 1.0f);
EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color"));
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: b5f1618d14cd80f4da910f00b04af37f
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof( NoiseAndGrain))]
class NoiseAndGrainEditor : Editor
{
SerializedObject serObj;
SerializedProperty intensityMultiplier;
SerializedProperty generalIntensity;
SerializedProperty blackIntensity;
SerializedProperty whiteIntensity;
SerializedProperty midGrey;
SerializedProperty dx11Grain;
SerializedProperty softness;
SerializedProperty monochrome;
SerializedProperty intensities;
SerializedProperty tiling;
SerializedProperty monochromeTiling;
SerializedProperty noiseTexture;
SerializedProperty filterMode;
void OnEnable () {
serObj = new SerializedObject (target);
intensityMultiplier = serObj.FindProperty("intensityMultiplier");
generalIntensity = serObj.FindProperty("generalIntensity");
blackIntensity = serObj.FindProperty("blackIntensity");
whiteIntensity = serObj.FindProperty("whiteIntensity");
midGrey = serObj.FindProperty("midGrey");
dx11Grain = serObj.FindProperty("dx11Grain");
softness = serObj.FindProperty("softness");
monochrome = serObj.FindProperty("monochrome");
intensities = serObj.FindProperty("intensities");
tiling = serObj.FindProperty("tiling");
monochromeTiling = serObj.FindProperty("monochromeTiling");
noiseTexture = serObj.FindProperty("noiseTexture");
filterMode = serObj.FindProperty("filterMode");
}
public override void OnInspectorGUI () {
serObj.Update();
EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel);
EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain"));
if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) {
EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info);
}
EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome"));
EditorGUILayout.Separator();
EditorGUILayout.Slider(intensityMultiplier, 0.0f, 10.0f, new GUIContent("Intensity Multiplier"));
EditorGUILayout.Slider(generalIntensity, 0.0f, 1.0f, new GUIContent(" General"));
EditorGUILayout.Slider(blackIntensity, 0.0f, 1.0f, new GUIContent(" Black Boost"));
EditorGUILayout.Slider(whiteIntensity, 0.0f, 1.0f, new GUIContent(" White Boost"));
midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f);
if (monochrome.boolValue == false) {
Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f);
c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c);
intensities.vector3Value = new Vector3(c.r, c.g, c.b);
}
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture"));
EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter"));
}
else {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Noise Shape");
}
softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f);
if (!dx11Grain.boolValue) {
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Advanced");
if (monochrome.boolValue == false)
{
Vector3 temp = tiling.vector3Value;
temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x);
temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y);
temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z);
tiling.vector3Value = temp;
}
else {
EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling"));
}
}
serObj.ApplyModifiedProperties();
}
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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(SunShafts))]
class SunShaftsEditor : Editor
{
SerializedObject serObj;
SerializedProperty sunTransform;
SerializedProperty radialBlurIterations;
SerializedProperty sunColor;
SerializedProperty sunThreshold;
SerializedProperty sunShaftBlurRadius;
SerializedProperty sunShaftIntensity;
SerializedProperty useDepthTexture;
SerializedProperty resolution;
SerializedProperty screenBlendMode;
SerializedProperty maxRadius;
void OnEnable () {
serObj = new SerializedObject (target);
screenBlendMode = serObj.FindProperty("screenBlendMode");
sunTransform = serObj.FindProperty("sunTransform");
sunColor = serObj.FindProperty("sunColor");
sunThreshold = serObj.FindProperty("sunThreshold");
sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius");
radialBlurIterations = serObj.FindProperty("radialBlurIterations");
sunShaftIntensity = serObj.FindProperty("sunShaftIntensity");
resolution = serObj.FindProperty("resolution");
maxRadius = serObj.FindProperty("maxRadius");
useDepthTexture = serObj.FindProperty("useDepthTexture");
}
public override void OnInspectorGUI () {
serObj.Update ();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?"));
if ((target as SunShafts).GetComponent<Camera>())
GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent<Camera>().depthTextureMode, EditorStyles.miniBoldLabel);
EditorGUILayout.EndHorizontal();
// depth buffer need
/*
bool newVal = useDepthTexture.boolValue;
if (newVal != oldVal) {
if (newVal)
(target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth;
else
(target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth;
}
*/
EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution"));
EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode"));
EditorGUILayout.Separator ();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts"));
if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent<Camera>()) {
if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent<Camera>().name)) {
if (EditorUtility.DisplayDialog ("Move sun shafts source?", "The SunShafts caster named "+ (target as SunShafts).sunTransform.name +"\n will be centered along "+(target as SunShafts).GetComponent<Camera>().name+". Are you sure? ", "Please do", "Don't")) {
Ray ray = (target as SunShafts).GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f,0.5f,0));
(target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f;
(target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform);
}
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (sunThreshold, new GUIContent ("Threshold color"));
EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color"));
maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f);
EditorGUILayout.Separator ();
sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f);
radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3);
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity"));
serObj.ApplyModifiedProperties();
}
}
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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(Tonemapping))]
class TonemappingEditor : Editor
{
SerializedObject serObj;
SerializedProperty type;
// CURVE specific parameter
SerializedProperty remapCurve;
SerializedProperty exposureAdjustment;
// REINHARD specific parameter
SerializedProperty middleGrey;
SerializedProperty white;
SerializedProperty adaptionSpeed;
SerializedProperty adaptiveTextureSize;
void OnEnable () {
serObj = new SerializedObject (target);
type = serObj.FindProperty ("type");
remapCurve = serObj.FindProperty ("remapCurve");
exposureAdjustment = serObj.FindProperty ("exposureAdjustment");
middleGrey = serObj.FindProperty ("middleGrey");
white = serObj.FindProperty ("white");
adaptionSpeed = serObj.FindProperty ("adaptionSpeed");
adaptiveTextureSize = serObj.FindProperty("adaptiveTextureSize");
}
public override void OnInspectorGUI () {
serObj.Update ();
GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel);
Camera cam = (target as Tonemapping).GetComponent<Camera>();
if (cam != null) {
if (!cam.hdr) {
EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning);
}
else if (!(target as Tonemapping).validRenderTextureFormat) {
EditorGUILayout.HelpBox("The input to Tonemapper is not in HDR. Make sure that all effects prior to this are executed in HDR.", MessageType.Warning);
}
}
EditorGUILayout.PropertyField (type, new GUIContent ("Technique"));
if (type.enumValueIndex == (int) Tonemapping.TonemapperType.UserCurve) {
EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself"));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.SimpleReinhard) {
EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Hable) {
EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Photographic) {
EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.OptimizedHejiDawson) {
EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment"));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhard) {
EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
EditorGUILayout.PropertyField (white, new GUIContent ("White", "Smallest luminance value that will be mapped to white"));
EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
} else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite) {
EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image."));
EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption"));
EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed."));
}
GUILayout.Label("All following effects will use LDR color buffers", EditorStyles.miniBoldLabel);
serObj.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
namespace UnityStandardAssets.ImageEffects
{
[CustomEditor (typeof(VignetteAndChromaticAberration))]
class VignetteAndChromaticAberrationEditor : Editor
{
private SerializedObject m_SerObj;
private SerializedProperty m_Mode;
private SerializedProperty m_Intensity; // intensity == 0 disables pre pass (optimization)
private SerializedProperty m_ChromaticAberration;
private SerializedProperty m_AxialAberration;
private SerializedProperty m_Blur; // blur == 0 disables blur pass (optimization)
private SerializedProperty m_BlurSpread;
private SerializedProperty m_BlurDistance;
private SerializedProperty m_LuminanceDependency;
void OnEnable ()
{
m_SerObj = new SerializedObject (target);
m_Mode = m_SerObj.FindProperty ("mode");
m_Intensity = m_SerObj.FindProperty ("intensity");
m_ChromaticAberration = m_SerObj.FindProperty ("chromaticAberration");
m_AxialAberration = m_SerObj.FindProperty ("axialAberration");
m_Blur = m_SerObj.FindProperty ("blur");
m_BlurSpread = m_SerObj.FindProperty ("blurSpread");
m_LuminanceDependency = m_SerObj.FindProperty ("luminanceDependency");
m_BlurDistance = m_SerObj.FindProperty ("blurDistance");
}
public override void OnInspectorGUI ()
{
m_SerObj.Update ();
EditorGUILayout.LabelField("Simulates the common lens artifacts 'Vignette' and 'Aberration'", EditorStyles.miniLabel);
EditorGUILayout.Slider(m_Intensity, 0.0f, 1.0f, new GUIContent("Vignetting"));
EditorGUILayout.Slider(m_Blur, 0.0f, 1.0f, new GUIContent(" Blurred Corners"));
if (m_Blur.floatValue>0.0f)
EditorGUILayout.Slider(m_BlurSpread, 0.0f, 1.0f, new GUIContent(" Blur Distance"));
EditorGUILayout.Separator ();
EditorGUILayout.PropertyField (m_Mode, new GUIContent("Aberration"));
if (m_Mode.intValue>0)
{
EditorGUILayout.Slider(m_ChromaticAberration, 0.0f, 5.0f, new GUIContent(" Tangential Aberration"));
EditorGUILayout.Slider(m_AxialAberration, 0.0f, 5.0f, new GUIContent(" Axial Aberration"));
m_LuminanceDependency.floatValue = EditorGUILayout.Slider(" Contrast Dependency", m_LuminanceDependency.floatValue, 0.001f, 1.0f);
m_BlurDistance.floatValue = EditorGUILayout.Slider(" Blur Distance", m_BlurDistance.floatValue, 0.001f, 5.0f);
}
else
EditorGUILayout.PropertyField (m_ChromaticAberration, new GUIContent(" Chromatic Aberration"));
m_SerObj.ApplyModifiedProperties();
}
}
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