求教关于unity sprite mode中D3D fullscreen mode修改问题

/ UnityProject
项目语言:None
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UnityProject/
Index: ImageEffects.meta
===================================================================
--- ImageEffects.meta (revision 0)
+++ ImageEffects.meta (revision 3)
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: aaaef6e7177555f
+folderAsset: yes
+DefaultImporter:
assetBundleName:
Index: CrossPlatformInput/CrossPlatformInputInitialize.cs
===================================================================
--- CrossPlatformInput/CrossPlatformInputInitialize.cs (revision 0)
+++ CrossPlatformInput/CrossPlatformInputInitialize.cs (revision 3)
@@ -0,0 +1,146 @@
+using System.Collections.G
+using UnityE
+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.&,
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.&,
[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.&,
[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))
defines.Add(defineName);
if (!defines.Contains(defineName))
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(';'));
Index: CrossPlatformInput/CrossPlatformInputInitialize.cs.meta
===================================================================
--- CrossPlatformInput/CrossPlatformInputInitialize.cs.meta (revision 0)
+++ CrossPlatformInput/CrossPlatformInputInitialize.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: dbc644eaebd6
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/ColorCorrectionCurvesEditor.cs
===================================================================
--- ImageEffects/ColorCorrectionCurvesEditor.cs (revision 0)
+++ ImageEffects/ColorCorrectionCurvesEditor.cs (revision 3)
@@ -0,0 +1,124 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(ColorCorrectionCurves))]
class ColorCorrectionCurvesEditor : Editor {
SerializedObject serO
SerializedP
SerializedProperty redC
SerializedProperty greenC
SerializedProperty blueC
SerializedProperty useDepthC
SerializedProperty depthRedC
SerializedProperty depthGreenC
SerializedProperty depthBlueC
SerializedProperty zCurveC
SerializedP
SerializedProperty selectiveCc;
SerializedProperty selectiveFromC
SerializedProperty selectiveToC
private bool
applyCurveChanges =
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 =
void BeginCurves () {
applyCurveChanges =
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 =
useDepthCorrection.boolValue =
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 ();
Index: ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta
===================================================================
--- ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta (revision 0)
+++ ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 08126bf2baa528c4cb9cd6
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/CreaseShadingEditor.cs
===================================================================
--- ImageEffects/CreaseShadingEditor.cs (revision 0)
+++ ImageEffects/CreaseShadingEditor.cs (revision 3)
@@ -0,0 +1,60 @@
+using UnityE
+using UnityEditor.AnimatedV
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor(typeof(CreaseShading))]
class CreaseShadingEditor : Editor {
SerializedObject serO
SerializedProperty m_
SerializedProperty m_
SerializedProperty m_
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 = softnessWarningV
m_showSpreadWarning.value = spreadWarningV
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 = softnessWarningV
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 = spreadWarningV
if (EditorGUILayout.BeginFadeGroup(m_showSpreadWarning.faded))
EditorGUILayout.HelpBox(&High Spread value might introduce visual artifacts.&, MessageType.Warning, false);
EditorGUILayout.EndFadeGroup();
serObj.ApplyModifiedProperties ();
Index: ImageEffects/ColorCorrectionLookupEditor.cs
===================================================================
--- ImageEffects/ColorCorrectionLookupEditor.cs (revision 0)
+++ ImageEffects/ColorCorrectionLookupEditor.cs (revision 3)
@@ -0,0 +1,90 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(ColorCorrectionLookup))]
class ColorCorrectionLookupEditor : Editor
SerializedObject serO
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);
R Texture2D
//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 =
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 TextureI
bool doImport = textureImporter.isReadable ==
if (textureImporter.mipmapEnabled == true) {
doImport =
if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) {
doImport =
if (doImport)
textureImporter.isReadable =
textureImporter.mipmapEnabled =
textureImporter.textureFormat = TextureImporterFormat.AutomaticT
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, );
t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D;
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();
Index: ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta
===================================================================
--- ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta (revision 0)
+++ ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 943c5aa6f9
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/CameraMotionBlurEditor.cs
===================================================================
--- ImageEffects/CameraMotionBlurEditor.cs (revision 0)
+++ ImageEffects/CameraMotionBlurEditor.cs (revision 3)
@@ -0,0 +1,99 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(CameraMotionBlur))]
class CameraMotionBlurEditor : Editor
SerializedObject serO
SerializedProperty filterT
SerializedP
SerializedProperty previewS
SerializedProperty movementS
SerializedP
SerializedProperty rotationS
SerializedProperty maxV
SerializedProperty minV
SerializedProperty velocityS
SerializedProperty velocityD
SerializedProperty noiseT
SerializedProperty showV
SerializedProperty showVelocityS
SerializedProperty excludeL
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)&, );
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&));
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&));
// &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.intV
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();
Index: ImageEffects/AntialiasingEditor.cs
===================================================================
--- ImageEffects/AntialiasingEditor.cs (revision 0)
+++ ImageEffects/AntialiasingEditor.cs (revision 3)
@@ -0,0 +1,75 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor(typeof (Antialiasing))]
public class AntialiasingEditor : Editor
private SerializedObject serO
private SerializedP
private SerializedProperty showGeneratedN
private SerializedProperty offsetS
private SerializedProperty blurR
private SerializedProperty dlaaS
private SerializedProperty edgeThresholdM
private SerializedProperty edgeT
private SerializedProperty edgeS
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();
Index: ImageEffects/EdgeDetectionEditor.cs
===================================================================
--- ImageEffects/EdgeDetectionEditor.cs (revision 0)
+++ ImageEffects/EdgeDetectionEditor.cs (revision 3)
@@ -0,0 +1,72 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(EdgeDetection))]
class EdgeDetectionEditor : Editor
SerializedObject serO
SerializedP
SerializedProperty sensitivityD
SerializedProperty sensitivityN
SerializedProperty lumT
SerializedProperty edgesO
SerializedProperty edgesOnlyBgC
SerializedProperty edgeE
SerializedProperty sampleD
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&));
// 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();
Index: ImageEffects/SunShaftsEditor.cs.meta
===================================================================
--- ImageEffects/SunShaftsEditor.cs.meta (revision 0)
+++ ImageEffects/SunShaftsEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 54f6f6313f2aecc4d8e313
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/TonemappingEditor.cs.meta
===================================================================
--- ImageEffects/TonemappingEditor.cs.meta (revision 0)
+++ ImageEffects/TonemappingEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 0f7cab214f141f642b87a5bdbd14653e
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/NoiseAndGrainEditor.cs.meta
===================================================================
--- ImageEffects/NoiseAndGrainEditor.cs.meta (revision 0)
+++ ImageEffects/NoiseAndGrainEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: abd63abcc46fbcbb52d3b
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/BloomEditor.cs
===================================================================
--- ImageEffects/BloomEditor.cs (revision 0)
+++ ImageEffects/BloomEditor.cs (revision 3)
@@ -0,0 +1,162 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(Bloom))]
class BloomEditor : Editor
SerializedProperty tweakM
SerializedProperty screenBlendM
SerializedObject serO
SerializedP
SerializedP
SerializedProperty sepBlurS
SerializedProperty bloomI
SerializedProperty bloomThresholdC
SerializedProperty bloomT
SerializedProperty bloomBlurI
SerializedProperty hollywoodFlareBlurI
SerializedProperty lensflareM
SerializedProperty hollyStretchW
SerializedProperty lensflareI
SerializedProperty flareR
SerializedProperty lensFlareS
SerializedProperty lensflareT
SerializedProperty flareColorA;
SerializedProperty flareColorB;
SerializedProperty flareColorC;
SerializedProperty flareColorD;
SerializedProperty lensFlareVignetteM
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.&, );
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&));
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) {
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();
Index: ImageEffects/VignetteAndChromaticAberrationEditor.cs
===================================================================
--- ImageEffects/VignetteAndChromaticAberrationEditor.cs (revision 0)
+++ ImageEffects/VignetteAndChromaticAberrationEditor.cs (revision 3)
@@ -0,0 +1,62 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(VignetteAndChromaticAberration))]
class VignetteAndChromaticAberrationEditor : Editor
private SerializedObject m_SerO
private SerializedProperty m_M
private SerializedProperty m_I
// intensity == 0 disables pre pass (optimization)
private SerializedProperty m_ChromaticA
private SerializedProperty m_AxialA
private SerializedProperty m_B
// blur == 0 disables blur pass (optimization)
private SerializedProperty m_BlurS
private SerializedProperty m_BlurD
private SerializedProperty m_LuminanceD
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);
EditorGUILayout.PropertyField (m_ChromaticAberration, new GUIContent(& Chromatic Aberration&));
m_SerObj.ApplyModifiedProperties();
Index: ImageEffects/BloomAndFlaresEditor.cs.meta
===================================================================
--- ImageEffects/BloomAndFlaresEditor.cs.meta (revision 0)
+++ ImageEffects/BloomAndFlaresEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4deca87cb459d856ca84e
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/SunShaftsEditor.cs
===================================================================
--- ImageEffects/SunShaftsEditor.cs (revision 0)
+++ ImageEffects/SunShaftsEditor.cs (revision 3)
@@ -0,0 +1,105 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(SunShafts))]
class SunShaftsEditor : Editor
SerializedObject serO
SerializedProperty sunT
SerializedProperty radialBlurI
SerializedProperty sunC
SerializedProperty sunT
SerializedProperty sunShaftBlurR
SerializedProperty sunShaftI
SerializedProperty useDepthT
SerializedP
SerializedProperty screenBlendM
SerializedProperty maxR
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
newVal = useDepthTexture.boolV
if (newVal != oldVal) {
if (newVal)
(target as SunShafts).camera.depthTextureMode |= DepthTextureMode.D
(target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.D
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();
Index: ImageEffects/DepthOfFieldDeprecatedEditor.cs
===================================================================
--- ImageEffects/DepthOfFieldDeprecatedEditor.cs (revision 0)
+++ ImageEffects/DepthOfFieldDeprecatedEditor.cs (revision 3)
@@ -0,0 +1,149 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(DepthOfFieldDeprecated))]
class DepthOfFieldDeprecatedEditor : Editor
SerializedObject serO
SerializedProperty simpleTweakM
SerializedProperty focalP
SerializedP
SerializedProperty focalS
SerializedProperty focalZD
SerializedProperty focalStartC
SerializedProperty focalEndC
SerializedProperty visualizeC
SerializedP
SerializedP
SerializedProperty objectF
SerializedP
SerializedProperty bokehS
SerializedProperty bokehI
SerializedProperty bokehThresholdL
SerializedProperty bokehThresholdC
SerializedProperty bokehD
SerializedProperty bokehT
SerializedProperty bokehD
SerializedP
SerializedProperty maxBlurS
SerializedProperty foregroundBlurE
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).gameO
if (!go.GetComponent&Camera&())
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);
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));
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();
Index: ImageEffects/TonemappingEditor.cs
===================================================================
--- ImageEffects/TonemappingEditor.cs (revision 0)
+++ ImageEffects/TonemappingEditor.cs (revision 3)
@@ -0,0 +1,81 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(Tonemapping))]
class TonemappingEditor : Editor
SerializedObject serO
SerializedP
// CURVE specific parameter
SerializedProperty remapC
SerializedProperty exposureA
// REINHARD specific parameter
SerializedProperty middleG
SerializedP
SerializedProperty adaptionS
SerializedProperty adaptiveTextureS
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();
Index: ImageEffects/NoiseAndGrainEditor.cs
===================================================================
--- ImageEffects/NoiseAndGrainEditor.cs (revision 0)
+++ ImageEffects/NoiseAndGrainEditor.cs (revision 3)
@@ -0,0 +1,111 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof( NoiseAndGrain))]
class NoiseAndGrainEditor : Editor
SerializedObject serO
SerializedProperty intensityM
SerializedProperty generalI
SerializedProperty blackI
SerializedProperty whiteI
SerializedProperty midG
SerializedProperty dx11G
SerializedP
SerializedP
SerializedP
SerializedP
SerializedProperty monochromeT
SerializedProperty noiseT
SerializedProperty filterM
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)&, );
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&));
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.vector3V
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 =
EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(& Tiling&));
serObj.ApplyModifiedProperties();
Index: ImageEffects/DepthOfFieldEditor.cs.meta
===================================================================
--- ImageEffects/DepthOfFieldEditor.cs.meta (revision 0)
+++ ImageEffects/DepthOfFieldEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 427fdf36119bab44a9131abd19b90f57
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/ColorCorrectionCurvesEditor.cs.meta
===================================================================
--- ImageEffects/ColorCorrectionCurvesEditor.cs.meta (revision 0)
+++ ImageEffects/ColorCorrectionCurvesEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a4afbdf5170b
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/ColorCorrectionLookupEditor.cs.meta
===================================================================
--- ImageEffects/ColorCorrectionLookupEditor.cs.meta (revision 0)
+++ ImageEffects/ColorCorrectionLookupEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 66c17be95fbff
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/CreaseShadingEditor.cs.meta
===================================================================
--- ImageEffects/CreaseShadingEditor.cs.meta (revision 0)
+++ ImageEffects/CreaseShadingEditor.cs.meta (revision 3)
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: f3bb4e7f6
+timeCreated:
+licenseType: Pro
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
assetBundleVariant:
Index: ImageEffects/AntialiasingEditor.cs.meta
===================================================================
--- ImageEffects/AntialiasingEditor.cs.meta (revision 0)
+++ ImageEffects/AntialiasingEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: ba15faa3c54
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/BloomAndFlaresEditor.cs
===================================================================
--- ImageEffects/BloomAndFlaresEditor.cs (revision 0)
+++ ImageEffects/BloomAndFlaresEditor.cs (revision 3)
@@ -0,0 +1,157 @@
+using UnityE
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor (typeof(BloomAndFlares))]
class BloomAndFlaresEditor : Editor
SerializedProperty tweakM
SerializedProperty screenBlendM
SerializedObject serO
SerializedP
SerializedProperty sepBlurS
SerializedProperty useSrcAlphaAsM
SerializedProperty bloomI
SerializedPro
SerializedProperty bloomBlurI
SerializedP
SerializedProperty hollywoodFlareBlurI
SerializedProperty lensflareM
SerializedProperty hollyStretchW
SerializedProperty lensflareI
SerializedPropert
SerializedProperty flareColorA;
SerializedProperty flareColorB;
SerializedProperty flareColorC;
SerializedProperty flareColorD;
SerializedProperty lensFlareVignetteM
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.&, );
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);
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&));
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) {
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 ();
lensflares.boolValue = // disable lens flares in simple tweak mode
serObj.ApplyModifiedProperties();
Index: ImageEffects/CameraMotionBlurEditor.cs.meta
===================================================================
--- ImageEffects/CameraMotionBlurEditor.cs.meta (revision 0)
+++ ImageEffects/CameraMotionBlurEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 80cbbe1c107bf5e43a96347d3dfc2658
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/EdgeDetectionEditor.cs.meta
===================================================================
--- ImageEffects/EdgeDetectionEditor.cs.meta (revision 0)
+++ ImageEffects/EdgeDetectionEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: b5ff4da910f00b04af37f
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/BloomEditor.cs.meta
===================================================================
--- ImageEffects/BloomEditor.cs.meta (revision 0)
+++ ImageEffects/BloomEditor.cs.meta (revision 3)
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 43fcc28c40e404d4eabfc88b1dbda7b5
+MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
assetBundleName:
Index: ImageEffects/DepthOfFieldEditor.cs
===================================================================
--- ImageEffects/DepthOfFieldEditor.cs (revision 0)
+++ ImageEffects/DepthOfFieldEditor.cs (revision 3)
@@ -0,0 +1,161 @@
+using UnityE
+using UnityEditor.AnimatedV
+using UnityE
+namespace UnityStandardAssets.ImageEffects
[CustomEditor(typeof(DepthOfField))]
class DepthOfFieldEditor : Editor
SerializedObject serO
SerializedProperty visualizeF
SerializedProperty focalL
SerializedProperty focalS
SerializedP
SerializedProperty focalT
SerializedProperty maxBlurS
SerializedProperty highR
SerializedProperty blurT
SerializedProperty blurSampleC
SerializedProperty nearB
SerializedProperty foregroundO
SerializedProperty dx11BokehT
SerializedProperty dx11SpawnH
SerializedProperty dx11BokehT
SerializedProperty dx11BokehS
SerializedProperty dx11BokehI
AnimBool showFocalDistance = new AnimBool();
AnimBool showDiscBlurSettings = new AnimBool();
AnimBool showDX11BlurSettings = new AnimBool();
AnimBool showNearBlurOverlapSize = new AnimBool();
bool useFocalDistance { get { return focalTransform.objectReferenceValue == } }
bool useDiscBlur { get { return blurType.enumValueIndex & 1; } }
bool useDX11Blur { get { return blurType.enumValueIndex & 0; } }
bool useNearBlur { get { return nearBlur.boolV } }
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 = useFocalD
showDiscBlurSettings.valueChanged.AddListener(Repaint);
showDiscBlurSettings.value = useDiscB
showDX11BlurSettings.valueChanged.AddListener(Repaint);
showDX11BlurSettings.value = useDX11B
showNearBlurOverlapSize.valueChanged.AddListener(Repaint);
showNearBlurOverlapSize.value = useNearB
void UpdateAnimBoolTargets()
showFocalDistance.target = useFocalD
showDiscBlurSettings.target = useDiscB
showDX11BlurSettings.target = useDX11B
showNearBlurOverlapSize.target = useNearB
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)&, );
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();
Index: CrossPlatformInput.meta
===================================================================
--- CrossPlatformInput.meta (revision 0)
+++ CrossPlatformInput.meta (revision 3)
@@ -0,0 +1,6 @@
+fileFormatVersion: 2
+guid: 41e4f29e5dee9ec48ade71
+folderAsset: yes
+DefaultImporter:
assetBundleName:
(C)&&2013&&Alibaba&&Inc.&&All&&rights&&resvered.
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