Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Editor/PigmentMapGeneratorInspecto...

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2022-03-07 16:33:30 +00:00
// Fantasy Adventure Environment
// Copyright Staggart Creations
// staggart.xyz
using UnityEngine;
using System.Collections;
using UnityEditor;
using UnityEditor.Callbacks;
using FAE;
using System;
namespace FAE
{
[CustomEditor(typeof(PigmentMapGenerator))]
public class PigmentMapGeneratorInspector : Editor
{
PigmentMapGenerator pmg;
new SerializedObject serializedObject;
SerializedProperty isMultiTerrain;
SerializedProperty isMegaSplat;
SerializedProperty terrainObjects;
SerializedProperty manualInput;
SerializedProperty resIdx;
SerializedProperty useCustomPigmentMap;
SerializedProperty inputPigmentMap;
SerializedProperty layerMask;
public static string[] reslist = new string[] { "64x64", "128x128", "256x256", "512x512", "1024x1024", "2048x2048", "4096x4096" };
// Use this for initialization
void OnEnable()
{
pmg = (PigmentMapGenerator)target;
GetProperties();
}
private void GetProperties()
{
serializedObject = new SerializedObject(pmg);
isMultiTerrain = serializedObject.FindProperty("isMultiTerrain");
isMegaSplat = serializedObject.FindProperty("isMegaSplat");
terrainObjects = serializedObject.FindProperty("terrainObjects");
manualInput = serializedObject.FindProperty("manualInput");
resIdx = serializedObject.FindProperty("resIdx");
useCustomPigmentMap = serializedObject.FindProperty("useCustomPigmentMap");
inputPigmentMap = serializedObject.FindProperty("customPigmentMap");
layerMask = serializedObject.FindProperty("layerMask");
}
//Meta
private string terrainInfo;
private bool showHelp;
public override void OnInspectorGUI()
{
DoHeader();
#if UNITY_2019_3_OR_NEWER
if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset)
{
EditorGUILayout.HelpBox("Not available in the Universal Render Pipeline.\n\nThe Stylized Grass Shader package is URP compatible", MessageType.Warning);
GUILayout.Space(-32);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Open Asset Store", GUILayout.Width(120)))
{
Application.OpenURL("com.unity3d.kharma:content/143830");
}
GUILayout.Space(8);
}
GUILayout.Space(11);
}
#endif
EditorGUI.BeginChangeCheck();
serializedObject.Update();
DrawTerrainInfo();
EditorGUILayout.PropertyField(useCustomPigmentMap, new GUIContent("Custom pigment map"));
if (showHelp) EditorGUILayout.HelpBox("This option allows you to assign a custom pigment map, rather than rendering one.", MessageType.Info);
EditorGUILayout.Space();
//Custom pigment map
if (useCustomPigmentMap.boolValue)
{
EditorGUILayout.PropertyField(inputPigmentMap, new GUIContent("Input"));
if (showHelp) EditorGUILayout.HelpBox("Grass heightmap should be stored in the alpha channel.", MessageType.Info);
if (pmg.customPigmentMap)
{
//Check if input heightmap is readable
try
{
pmg.customPigmentMap.GetPixel(0, 0);
}
catch (UnityException e)
{
if (e.Message.StartsWith("Texture '" + pmg.customPigmentMap.name + "' is not readable"))
{
EditorGUILayout.HelpBox("Please enable the Read/Write option on texture \"" + pmg.customPigmentMap.name + "\"\n\nIt accessed be read otherwise.", MessageType.Error);
}
}
}
EditorGUILayout.Space();
}
//If terrain list is empty, expand it
if (isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue)
{
terrainObjects.isExpanded = true;
}
DoTerrainList();
EditorGUILayout.Space();
if (!useCustomPigmentMap.boolValue)
{
//Safety check, required for preventing errors when updating from 1.1.2 to 1.2.0
//if (pmg.terrains == null || pmg.terrains.Length == 0) return;
//If single terrain without any textures
if (!isMegaSplat.boolValue)
{
#if UNITY_2018_3_OR_NEWER
if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && pmg.terrains[0].terrainData.terrainLayers.Length == 0)
#else
if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && pmg.terrains[0].terrainData.splatPrototypes.Length == 0)
#endif
{
EditorGUILayout.HelpBox("Assign at least one texture to your terrain", MessageType.Error);
return;
}
}
DoHeightMap();
DoTexTransforms();
DoRenderer();
}
EditorGUILayout.Space();
//Button
//If multi terrain, with no objects assigned, don't show Generate button
if (isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue)
{
EditorGUILayout.HelpBox("Assign at least one terrain object", MessageType.Error);
}
EditorGUI.BeginDisabledGroup(isMultiTerrain.boolValue && terrainObjects.arraySize == 0 && !manualInput.boolValue);
string buttonLabel = (useCustomPigmentMap.boolValue) ? "Assign" : "Generate";
if (GUILayout.Button(buttonLabel, GUILayout.Height(40f)))
{
pmg.Generate();
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
DoPreview();
//GUIHelper.DrawFooter();
serializedObject.ApplyModifiedProperties();
if (GUI.changed || EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty((PigmentMapGenerator)target);
EditorUtility.SetDirty(this);
}
}
private void DoHeader()
{
EditorGUILayout.BeginHorizontal();
showHelp = GUILayout.Toggle(showHelp, "Toggle help", "Button");
GUILayout.Label("FAE Pigmentmap Generator", GUIHelper.Header);
EditorGUILayout.EndHorizontal();
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);
if (showHelp) EditorGUILayout.HelpBox("If you'd like some objects to be included, like cliffs, parent them under your terrain object.", MessageType.Info);
if (showHelp) EditorGUILayout.HelpBox("For a multi-terrain setup, add this script to the parent object of your terrain tiles/chunks.", MessageType.Info);
EditorGUILayout.Space();
}
private void DrawTerrainInfo()
{
EditorGUILayout.PropertyField(manualInput, new GUIContent("Manual input"));
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);
if (manualInput.boolValue)
{
pmg.targetCenterPosition = EditorGUILayout.Vector3Field("Center", pmg.targetCenterPosition);
pmg.targetSize = EditorGUILayout.Vector3Field("Size", pmg.targetSize);
pmg.targetOriginPosition = EditorGUILayout.Vector3Field("Corner/Origin", pmg.targetOriginPosition);
EditorGUILayout.Space();
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", EditorStyles.miniButton))
{
Shader.SetGlobalVector("_TerrainUV", new Vector4(pmg.targetSize.x, pmg.targetSize.z, Mathf.Abs(pmg.targetOriginPosition.x), Mathf.Abs(pmg.targetOriginPosition.z)));
}
}
return;
}
terrainInfo = string.Format("Size: ({0},{1},{2}) \nCenter: ({3},{4}) \nCorner: ({5},{6})",
Mathf.Round(pmg.targetSize.x),
Mathf.Round(pmg.targetSize.y),
Mathf.Round(pmg.targetSize.z),
Mathf.Round(pmg.targetCenterPosition.x),
Mathf.Round(pmg.targetCenterPosition.z),
Mathf.Round(pmg.targetOriginPosition.x),
Mathf.Round(pmg.targetOriginPosition.z)
);
EditorGUILayout.HelpBox(terrainInfo, MessageType.Info);
GUILayout.Space(-32);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
pmg.showArea = GUILayout.Toggle(pmg.showArea, new GUIContent(" Show area", EditorGUIUtility.IconContent("Prefab Icon").image), "Button", GUILayout.MaxHeight(17f));
GUILayout.Space(8);
}
GUILayout.Space(11);
}
private void DoTerrainList()
{
if (isMultiTerrain.boolValue && !manualInput.boolValue)
{
EditorGUILayout.PropertyField(terrainObjects, new GUIContent("Terrain objects"), true);
if (terrainObjects.isExpanded)
{
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);
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("Assign all child objects"))
{
pmg.GetChildTerrainObjects(pmg.transform);
}
if (GUILayout.Button("Add active terrains"))
{
AssignActiveTerrains();
}
}
}
}
else
{
//Single terrain, don't show array
}
}
private void DoHeightMap()
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
//If is single terrain
if (!isMultiTerrain.boolValue && pmg.workflow == TerrainUVUtil.Workflow.Terrain && !isMegaSplat.boolValue && !manualInput.boolValue)
{
EditorGUILayout.LabelField("Grass heightmap", EditorStyles.boldLabel);
EditorGUILayout.Space();
pmg.heightmapChannel = (PigmentMapGenerator.HeightmapChannel)EditorGUILayout.EnumPopup("Height source material", pmg.heightmapChannel);
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);
/*
if (pmg.heightmapChannel > 0)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
EditorGUILayout.LabelField(pmg.terrains[0].terrainData.splatPrototypes[(int)pmg.heightmapChannel - 1].texture.name);
}
}
*/
}
//If mesh or multi terrain
else
{
//Field to assign heightmap texture
EditorGUILayout.LabelField("Input grass heightmap (optional)", EditorStyles.boldLabel);
EditorGUILayout.Space();
pmg.inputHeightmap = EditorGUILayout.ObjectField("Heightmap", pmg.inputHeightmap, typeof(Texture2D), false) as Texture2D;
if (showHelp) EditorGUILayout.HelpBox("This information is used in the \"FAE/Grass\" shader to make the grass shorter where desired", MessageType.Info);
if (pmg.inputHeightmap)
{
//Check if input heightmap is readable
try
{
pmg.inputHeightmap.GetPixel(0, 0);
}
catch (UnityException e)
{
if (e.Message.StartsWith("Texture '" + pmg.inputHeightmap.name + "' is not readable"))
{
EditorGUILayout.HelpBox("Please enable Read/Write on texture \"" + pmg.inputHeightmap.name + "\"", MessageType.Error);
}
}
}
}
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
private void DoTexTransforms()
{
if (pmg.workflow == TerrainUVUtil.Workflow.Terrain) return;
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Texture transformation", EditorStyles.boldLabel);
EditorGUILayout.Space();
if (showHelp) EditorGUILayout.HelpBox("The UV's of your mesh terrain may differ, so these options allow you to compensate for this.", MessageType.Info);
pmg.flipHortizontally = EditorGUILayout.Toggle("Flip horizontally", pmg.flipHortizontally);
pmg.flipVertically = EditorGUILayout.Toggle("Flip vertically", pmg.flipVertically);
pmg.textureRotation = (PigmentMapGenerator.TextureRotation)EditorGUILayout.EnumPopup("Rotation", pmg.textureRotation);
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
private void DoRenderer()
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("Renderer", EditorStyles.boldLabel);
EditorGUILayout.Space();
if (manualInput.boolValue)
{
EditorGUILayout.PropertyField(layerMask, new GUIContent("Layer mask"));
EditorGUILayout.HelpBox("Manual input mode requires terrains to be on a dedicated layer", MessageType.None);
}
resIdx.intValue = EditorGUILayout.Popup("Resolution", resIdx.intValue, reslist, new GUILayoutOption[0]);
pmg.useAlternativeRenderer = EditorGUILayout.ToggleLeft("Using third-party terrain shader", pmg.useAlternativeRenderer);
if (showHelp) EditorGUILayout.HelpBox("Some third-party terrain shaders require you to use this, otherwise the result may be black.", MessageType.Info);
if (pmg.useAlternativeRenderer) pmg.renderLightBrightness = EditorGUILayout.Slider("Brightness adjustment", pmg.renderLightBrightness, 0f, 1f);
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);
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
private void DoPreview()
{
if (!useCustomPigmentMap.boolValue)
{
//Pigment map preview
if (!pmg.pigmentMap) return;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(string.Format("Output pigment map ({0}x{0})", pmg.pigmentMap.height), EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
Rect cRect = EditorGUILayout.GetControlRect();
using (new EditorGUILayout.HorizontalScope())
{
EditorGUI.DrawPreviewTexture(new Rect(cRect.x, cRect.y, 150f, 150f), pmg.pigmentMap, null, ScaleMode.ScaleAndCrop);
}
GUILayout.Space(140f);
//Single terrain
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;
}
}
}
}