452 lines
18 KiB
C#
452 lines
18 KiB
C#
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// Fantasy Adventure Environment
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// Copyright Staggart Creations
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// staggart.xyz
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using UnityEngine;
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using System.Collections;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using FAE;
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using System;
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namespace FAE
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{
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[CustomEditor(typeof(PigmentMapGenerator))]
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public class PigmentMapGeneratorInspector : Editor
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{
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PigmentMapGenerator pmg;
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new SerializedObject serializedObject;
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SerializedProperty isMultiTerrain;
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SerializedProperty isMegaSplat;
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SerializedProperty terrainObjects;
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SerializedProperty manualInput;
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SerializedProperty resIdx;
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SerializedProperty useCustomPigmentMap;
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SerializedProperty inputPigmentMap;
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SerializedProperty layerMask;
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public static string[] reslist = new string[] { "64x64", "128x128", "256x256", "512x512", "1024x1024", "2048x2048", "4096x4096" };
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// Use this for initialization
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void OnEnable()
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{
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pmg = (PigmentMapGenerator)target;
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GetProperties();
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}
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private void GetProperties()
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{
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serializedObject = new SerializedObject(pmg);
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isMultiTerrain = serializedObject.FindProperty("isMultiTerrain");
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isMegaSplat = serializedObject.FindProperty("isMegaSplat");
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terrainObjects = serializedObject.FindProperty("terrainObjects");
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manualInput = serializedObject.FindProperty("manualInput");
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resIdx = serializedObject.FindProperty("resIdx");
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useCustomPigmentMap = serializedObject.FindProperty("useCustomPigmentMap");
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inputPigmentMap = serializedObject.FindProperty("customPigmentMap");
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layerMask = serializedObject.FindProperty("layerMask");
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}
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//Meta
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private string terrainInfo;
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private bool showHelp;
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public override void OnInspectorGUI()
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{
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DoHeader();
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#if UNITY_2019_3_OR_NEWER
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if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset)
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{
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EditorGUILayout.HelpBox("Not available in the Universal Render Pipeline.\n\nThe Stylized Grass Shader package is URP compatible", MessageType.Warning);
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GUILayout.Space(-32);
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using (new EditorGUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Open Asset Store", GUILayout.Width(120)))
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{
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Application.OpenURL("com.unity3d.kharma:content/143830");
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}
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GUILayout.Space(8);
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}
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GUILayout.Space(11);
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}
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#endif
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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DrawTerrainInfo();
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EditorGUILayout.PropertyField(useCustomPigmentMap, new GUIContent("Custom pigment map"));
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if (showHelp) EditorGUILayout.HelpBox("This option allows you to assign a custom pigment map, rather than rendering one.", MessageType.Info);
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EditorGUILayout.Space();
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//Custom pigment map
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if (useCustomPigmentMap.boolValue)
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{
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EditorGUILayout.PropertyField(inputPigmentMap, new GUIContent("Input"));
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if (showHelp) EditorGUILayout.HelpBox("Grass heightmap should be stored in the alpha channel.", MessageType.Info);
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if (pmg.customPigmentMap)
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{
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//Check if input heightmap is readable
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try
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{
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pmg.customPigmentMap.GetPixel(0, 0);
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}
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catch (UnityException e)
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{
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if (e.Message.StartsWith("Texture '" + pmg.customPigmentMap.name + "' is not readable"))
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{
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EditorGUILayout.HelpBox("Please enable the Read/Write option on texture \"" + pmg.customPigmentMap.name + "\"\n\nIt accessed be read otherwise.", MessageType.Error);
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}
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}
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}
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EditorGUILayout.Space();
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}
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//If terrain list is empty, expand it
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if (isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue)
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{
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terrainObjects.isExpanded = true;
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}
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DoTerrainList();
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EditorGUILayout.Space();
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if (!useCustomPigmentMap.boolValue)
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{
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//Safety check, required for preventing errors when updating from 1.1.2 to 1.2.0
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//if (pmg.terrains == null || pmg.terrains.Length == 0) return;
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//If single terrain without any textures
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if (!isMegaSplat.boolValue)
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{
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#if UNITY_2018_3_OR_NEWER
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if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && pmg.terrains[0].terrainData.terrainLayers.Length == 0)
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#else
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if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && pmg.terrains[0].terrainData.splatPrototypes.Length == 0)
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#endif
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{
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EditorGUILayout.HelpBox("Assign at least one texture to your terrain", MessageType.Error);
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return;
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}
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}
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DoHeightMap();
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DoTexTransforms();
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DoRenderer();
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}
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EditorGUILayout.Space();
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//Button
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//If multi terrain, with no objects assigned, don't show Generate button
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if (isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue)
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{
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EditorGUILayout.HelpBox("Assign at least one terrain object", MessageType.Error);
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}
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EditorGUI.BeginDisabledGroup(isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue);
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string buttonLabel = (useCustomPigmentMap.boolValue) ? "Assign" : "Generate";
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if (GUILayout.Button(buttonLabel, GUILayout.Height(40f)))
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{
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pmg.Generate();
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}
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EditorGUI.EndDisabledGroup();
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EditorGUILayout.Space();
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DoPreview();
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//GUIHelper.DrawFooter();
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serializedObject.ApplyModifiedProperties();
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if (GUI.changed || EditorGUI.EndChangeCheck())
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{
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EditorUtility.SetDirty((PigmentMapGenerator)target);
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EditorUtility.SetDirty(this);
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}
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}
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private void DoHeader()
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{
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EditorGUILayout.BeginHorizontal();
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showHelp = GUILayout.Toggle(showHelp, "Toggle help", "Button");
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GUILayout.Label("FAE Pigmentmap Generator", GUIHelper.Header);
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EditorGUILayout.EndHorizontal();
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if (showHelp) EditorGUILayout.HelpBox("This renders a color map from your terrain, which is used by the \"FAE/Grass\" shader to blend the grass color with the terrain.", MessageType.Info);
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if (showHelp) EditorGUILayout.HelpBox("If you'd like some objects to be included, like cliffs, parent them under your terrain object.", MessageType.Info);
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if (showHelp) EditorGUILayout.HelpBox("For a multi-terrain setup, add this script to the parent object of your terrain tiles/chunks.", MessageType.Info);
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EditorGUILayout.Space();
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}
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private void DrawTerrainInfo()
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{
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EditorGUILayout.PropertyField(manualInput, new GUIContent("Manual input"));
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if (showHelp) EditorGUILayout.HelpBox("Allows you to manually set the terrain's size, center and corner values. Particularly useful if your terrain(s) sits in a different scene.", MessageType.Info);
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if (manualInput.boolValue)
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{
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pmg.targetCenterPosition = EditorGUILayout.Vector3Field("Center", pmg.targetCenterPosition);
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pmg.targetSize = EditorGUILayout.Vector3Field("Size", pmg.targetSize);
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pmg.targetOriginPosition = EditorGUILayout.Vector3Field("Corner/Origin", pmg.targetOriginPosition);
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EditorGUILayout.Space();
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using (new EditorGUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Apply", EditorStyles.miniButton))
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{
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Shader.SetGlobalVector("_TerrainUV", new Vector4(pmg.targetSize.x, pmg.targetSize.z, Mathf.Abs(pmg.targetOriginPosition.x), Mathf.Abs(pmg.targetOriginPosition.z)));
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}
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}
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return;
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}
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terrainInfo = string.Format("Size: ({0},{1},{2}) \nCenter: ({3},{4}) \nCorner: ({5},{6})",
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Mathf.Round(pmg.targetSize.x),
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Mathf.Round(pmg.targetSize.y),
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Mathf.Round(pmg.targetSize.z),
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Mathf.Round(pmg.targetCenterPosition.x),
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Mathf.Round(pmg.targetCenterPosition.z),
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Mathf.Round(pmg.targetOriginPosition.x),
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Mathf.Round(pmg.targetOriginPosition.z)
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);
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EditorGUILayout.HelpBox(terrainInfo, MessageType.Info);
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GUILayout.Space(-32);
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using (new EditorGUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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pmg.showArea = GUILayout.Toggle(pmg.showArea, new GUIContent(" Show area", EditorGUIUtility.IconContent("Prefab Icon").image), "Button", GUILayout.MaxHeight(17f));
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GUILayout.Space(8);
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}
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GUILayout.Space(11);
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}
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private void DoTerrainList()
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{
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if (isMultiTerrain.boolValue && !manualInput.boolValue)
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{
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EditorGUILayout.PropertyField(terrainObjects, new GUIContent("Terrain objects"), true);
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if (terrainObjects.isExpanded)
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{
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EditorGUILayout.HelpBox("The first object in the array must be the corner chunk, where the terrain continues on the postive X and Z axis", MessageType.Warning);
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("Assign all child objects"))
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{
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pmg.GetChildTerrainObjects(pmg.transform);
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}
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if (GUILayout.Button("Add active terrains"))
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{
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AssignActiveTerrains();
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}
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}
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}
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}
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else
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{
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//Single terrain, don't show array
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}
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}
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private void DoHeightMap()
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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//If is single terrain
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if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && !isMegaSplat.boolValue && !manualInput.boolValue)
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{
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EditorGUILayout.LabelField("Grass heightmap", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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pmg.heightmapChannel = (PigmentMapGenerator.HeightmapChannel)EditorGUILayout.EnumPopup("Height source material", pmg.heightmapChannel);
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if (showHelp) EditorGUILayout.HelpBox("This is the texture whose painted weight will determine the grass height \n\nThe effect can be controlled through the \"Heightmap influence\" parameter on the FAE/Grass shader", MessageType.None);
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/*
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if (pmg.heightmapChannel > 0)
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{
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using (new EditorGUILayout.HorizontalScope())
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{
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GUILayout.FlexibleSpace();
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EditorGUILayout.LabelField(pmg.terrains[0].terrainData.splatPrototypes[(int)pmg.heightmapChannel - 1].texture.name);
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}
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}
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*/
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}
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//If mesh or multi terrain
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else
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{
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//Field to assign heightmap texture
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EditorGUILayout.LabelField("Input grass heightmap (optional)", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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pmg.inputHeightmap = EditorGUILayout.ObjectField("Heightmap", pmg.inputHeightmap, typeof(Texture2D), false) as Texture2D;
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if (showHelp) EditorGUILayout.HelpBox("This information is used in the \"FAE/Grass\" shader to make the grass shorter where desired", MessageType.Info);
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if (pmg.inputHeightmap)
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{
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//Check if input heightmap is readable
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try
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{
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pmg.inputHeightmap.GetPixel(0, 0);
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}
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catch (UnityException e)
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{
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if (e.Message.StartsWith("Texture '" + pmg.inputHeightmap.name + "' is not readable"))
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{
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EditorGUILayout.HelpBox("Please enable Read/Write on texture \"" + pmg.inputHeightmap.name + "\"", MessageType.Error);
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}
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}
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}
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}
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EditorGUILayout.Space();
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EditorGUILayout.EndVertical();
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}
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private void DoTexTransforms()
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{
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if (pmg.workflow == TerrainUVUtil.Workflow.Terrain) return;
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.LabelField("Texture transformation", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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if (showHelp) EditorGUILayout.HelpBox("The UV's of your mesh terrain may differ, so these options allow you to compensate for this.", MessageType.Info);
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pmg.flipHortizontally = EditorGUILayout.Toggle("Flip horizontally", pmg.flipHortizontally);
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pmg.flipVertically = EditorGUILayout.Toggle("Flip vertically", pmg.flipVertically);
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pmg.textureRotation = (PigmentMapGenerator.TextureRotation)EditorGUILayout.EnumPopup("Rotation", pmg.textureRotation);
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EditorGUILayout.Space();
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EditorGUILayout.EndVertical();
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}
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private void DoRenderer()
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.LabelField("Renderer", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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if (manualInput.boolValue)
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{
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EditorGUILayout.PropertyField(layerMask, new GUIContent("Layer mask"));
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EditorGUILayout.HelpBox("Manual input mode requires terrains to be on a dedicated layer", MessageType.None);
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}
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resIdx.intValue = EditorGUILayout.Popup("Resolution", resIdx.intValue, reslist, new GUILayoutOption[0]);
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pmg.useAlternativeRenderer = EditorGUILayout.ToggleLeft("Using third-party terrain shader", pmg.useAlternativeRenderer);
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if (showHelp) EditorGUILayout.HelpBox("Some third-party terrain shaders require you to use this, otherwise the result may be black.", MessageType.Info);
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if (pmg.useAlternativeRenderer) pmg.renderLightBrightness = EditorGUILayout.Slider("Brightness adjustment", pmg.renderLightBrightness, 0f, 1f);
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if (pmg.useAlternativeRenderer && showHelp) EditorGUILayout.HelpBox("To compensate for any shader variations on the terrain, you can use this to increase the brightness of the pigment map, in case it turns out too dark/bright.", MessageType.Info);
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EditorGUILayout.Space();
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EditorGUILayout.EndVertical();
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}
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private void DoPreview()
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{
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if (!useCustomPigmentMap.boolValue)
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{
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//Pigment map preview
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if (!pmg.pigmentMap) return;
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(string.Format("Output pigment map ({0}x{0})", pmg.pigmentMap.height), EditorStyles.boldLabel);
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EditorGUILayout.EndHorizontal();
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Rect cRect = EditorGUILayout.GetControlRect();
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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUI.DrawPreviewTexture(new Rect(cRect.x, cRect.y, 150f, 150f), pmg.pigmentMap, null, ScaleMode.ScaleAndCrop);
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}
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GUILayout.Space(140f);
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//Single terrain
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if (!isMultiTerrain.boolValue)
|
|||
|
{
|
|||
|
if (pmg.workflow == TerrainUVUtil.Workflow.Terrain)
|
|||
|
{
|
|||
|
if (pmg.hasTerrainData)
|
|||
|
{
|
|||
|
EditorGUILayout.LabelField("The output texture file is stored next to the TerrainData asset", EditorStyles.helpBox);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
EditorGUILayout.LabelField("The output texture file is stored next to the scene file", EditorStyles.helpBox);
|
|||
|
}
|
|||
|
}
|
|||
|
else if (pmg.workflow == TerrainUVUtil.Workflow.Mesh)
|
|||
|
{
|
|||
|
EditorGUILayout.LabelField("The output texture file is stored next to the material file", EditorStyles.helpBox);
|
|||
|
}
|
|||
|
}
|
|||
|
//Multi terrain
|
|||
|
else
|
|||
|
{
|
|||
|
if (pmg.workflow == TerrainUVUtil.Workflow.Terrain)
|
|||
|
{
|
|||
|
EditorGUILayout.LabelField("The output texture file is stored next to the scene file", EditorStyles.helpBox);
|
|||
|
}
|
|||
|
else if (pmg.workflow == TerrainUVUtil.Workflow.Mesh)
|
|||
|
{
|
|||
|
EditorGUILayout.LabelField("The output texture file is stored next to the material file", EditorStyles.helpBox);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void AssignActiveTerrains()
|
|||
|
{
|
|||
|
Terrain[] terrains = Terrain.activeTerrains;
|
|||
|
pmg.terrainObjects = new GameObject[terrains.Length];
|
|||
|
|
|||
|
for (int i = 0; i < terrains.Length; i++)
|
|||
|
{
|
|||
|
pmg.terrainObjects[i] = terrains[i].gameObject;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|