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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()) return; if (simpleTweakMode.boolValue) GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel); else GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().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().nearClipPlane, go.GetComponent().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().farClipPlane - go.GetComponent().nearClipPlane)); } else { focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent().nearClipPlane, go.GetComponent().farClipPlane); EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform")); focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent().farClipPlane - go.GetComponent().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(); } } } DepthOfFieldDeprecatedEditor UnityStandardAssets.ImageEffects$Assembly-CSharp-Editor-firstpass.dll