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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(); } } } NoiseAndGrainEditor UnityStandardAssets.ImageEffects$Assembly-CSharp-Editor-firstpass.dll