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https://github.com/imperialsushi/gutterball-3.git
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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
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using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(WaterBase))]
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public class WaterBaseEditor : Editor
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{
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public GameObject oceanBase;
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private WaterBase waterBase;
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private Material oceanMaterial = null;
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private SerializedObject serObj;
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private SerializedProperty sharedMaterial;
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public SerializedProperty waterQuality;
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public SerializedProperty edgeBlend;
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public void OnEnable ()
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{
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serObj = new SerializedObject (target);
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sharedMaterial = serObj.FindProperty("sharedMaterial");
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waterQuality = serObj.FindProperty("waterQuality");
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edgeBlend = serObj.FindProperty("edgeBlend");
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}
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public override void OnInspectorGUI ()
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{
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serObj.Update();
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waterBase = (WaterBase)serObj.targetObject;
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oceanBase = ((WaterBase)serObj.targetObject).gameObject;
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if(!oceanBase)
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return;
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GUILayout.Label ("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);
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EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
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oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
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if (!oceanMaterial) {
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sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
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serObj.ApplyModifiedProperties();
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oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
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if (!oceanMaterial)
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return;
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}
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EditorGUILayout.Separator ();
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GUILayout.Label ("Overall Quality", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
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EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));
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if(waterQuality.intValue > (int)WaterQuality.Low && !SystemInfo.supportsRenderTextures)
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EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning);
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if(edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
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EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning);
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EditorGUILayout.Separator ();
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bool hasShore = oceanMaterial.HasProperty("_ShoreTex");
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GUILayout.Label ("Main Colors", EditorStyles.boldLabel);
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GUILayout.Label ("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);
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WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
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WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);
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EditorGUILayout.Separator ();
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GUILayout.Label ("Main Textures", EditorStyles.boldLabel);
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GUILayout.Label ("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);
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WaterEditorUtility.SetMaterialTexture("_BumpMap",(Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
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if (hasShore)
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WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
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Vector4 animationTiling;
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Vector4 animationDirection;
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Vector2 firstTiling;
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Vector2 secondTiling;
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Vector2 firstDirection;
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Vector2 secondDirection;
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animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
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animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);
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firstTiling = new Vector2(animationTiling.x*100.0F,animationTiling.y*100.0F);
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secondTiling = new Vector2(animationTiling.z*100.0F,animationTiling.w*100.0F);
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firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling);
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secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling);
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//firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
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//firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
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//secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
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//secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);
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firstDirection = new Vector2(animationDirection.x,animationDirection.y);
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secondDirection = new Vector2(animationDirection.z,animationDirection.w);
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//firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
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//firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
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//secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
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//secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);
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firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection);
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secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection);
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animationTiling = new Vector4(firstTiling.x/100.0F,firstTiling.y/100.0F, secondTiling.x/100.0F,secondTiling.y/100.0F);
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animationDirection = new Vector4(firstDirection.x,firstDirection.y, secondDirection.x,secondDirection.y);
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WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
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WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);
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Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
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Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);
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EditorGUILayout.Separator ();
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GUILayout.Label ("Normals", EditorStyles.boldLabel);
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GUILayout.Label ("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);
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float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);
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gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
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WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);
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displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
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displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
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// fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);
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EditorGUILayout.Separator ();
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GUILayout.Label ("Fresnel", EditorStyles.boldLabel);
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GUILayout.Label ("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);
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if(!oceanMaterial.HasProperty("_Fresnel")) {
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if(oceanMaterial.HasProperty("_FresnelScale")) {
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float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
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WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
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}
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displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
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displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
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}
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else
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{
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Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
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"Ramp",
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(Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
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oceanMaterial),
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typeof(Texture),
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false);
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WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
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}
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EditorGUILayout.Separator ();
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WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);
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if (edgeBlend.boolValue)
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{
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GUILayout.Label ("Fading", EditorStyles.boldLabel);
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fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f);
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if(hasShore)
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fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f);
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fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);
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WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
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}
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EditorGUILayout.Separator ();
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if(oceanMaterial.HasProperty("_Foam")) {
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GUILayout.Label ("Foam", EditorStyles.boldLabel);
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Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);
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foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
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foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);
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WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
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}
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serObj.ApplyModifiedProperties();
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}
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}
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