res-avatar-unity/Assets/RalivDynamicPenetrationSystem/Plugins/Xiexes-Unity-Shaders-development/Editor/XSGradientEditor.cs
2023-07-15 19:51:23 -07:00

483 lines
18 KiB
C#
Executable file

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System;
using UnityEditorInternal;
namespace XSToonDynamicPenetration
{
public class XSGradientEditor : EditorWindow
{
public List<int> gradients_index = new List<int>(new int[1] { 0 });
public List<Gradient> gradients = new List<Gradient>(5);
public Texture2D tex;
private string finalFilePath;
private bool isLinear = false;
private bool manualMaterial = false;
private enum Resolutions
{
Tiny64x8 = 64,
Small128x8 = 128,
Medium256x8 = 256,
Large512x8 = 512
}
private Resolutions res = Resolutions.Tiny64x8;
public static Material focusedMat;
private Material oldFocusedMat;
private Texture oldTexture;
private string rampProperty = "_Ramp";
private ReorderableList grad_index_reorderable;
private bool reorder;
private static GUIContent iconToolbarPlus;
private static GUIContent iconToolbarMinus;
private static GUIStyle preButton;
private static GUIStyle buttonBackground;
private bool changed;
private int loadGradIndex;
private XSMultiGradient xsmg;
private Vector2 scrollPos;
private bool dHelpText = false;
//private bool dAdvanced = false;
[MenuItem("Tools/Xiexe/XSToon/Gradient Editor")]
static public void Init()
{
XSGradientEditor window = EditorWindow.GetWindow<XSGradientEditor>(false, "XSToon: Gradient Editor", true);
window.minSize = new Vector2(450, 390);
}
public void OnGUI()
{
changed = false;
if (focusedMat != null)
{
XSStyles.ShurikenHeader("Current Material: " + focusedMat.name);
}
else
{
XSStyles.ShurikenHeader("Current Material: None");
}
if (preButton == null)
{
iconToolbarPlus = EditorGUIUtility.IconContent("Toolbar Plus", "Add Gradient");
iconToolbarMinus = EditorGUIUtility.IconContent("Toolbar Minus", "Remove Gradient");
preButton = new GUIStyle("RL FooterButton");
buttonBackground = new GUIStyle("RL Header");
}
if (gradients.Count == 0)
{
gradients.Add(new Gradient());
gradients.Add(new Gradient());
gradients.Add(new Gradient());
gradients.Add(new Gradient());
gradients.Add(new Gradient());
}
if (grad_index_reorderable == null)
{
makeReorderedList();
}
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
Rect r = EditorGUILayout.GetControlRect();
float rightEdge = r.xMax;
float leftEdge = rightEdge - 48f;
r = new Rect(leftEdge, r.y, rightEdge - leftEdge, r.height);
if (Event.current.type == EventType.Repaint) buttonBackground.Draw(r, false, false, false, false);
leftEdge += 18f;
EditorGUI.BeginDisabledGroup(gradients_index.Count == 5);
bool addE = GUI.Button(new Rect(leftEdge + 4, r.y, 25, 13), iconToolbarPlus, preButton);
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(gradients_index.Count == 1);
bool removeE = GUI.Button(new Rect(leftEdge - 19, r.y, 25, 13), iconToolbarMinus, preButton);
EditorGUI.EndDisabledGroup();
if (addE)
{
grad_index_reorderable.index++;
int wat = 0;
for (int i = 0; i < 5; i++)
{
if (!gradients_index.Contains(i))
{
wat = i;
break;
}
}
gradients_index.Add(wat);
changed = true;
}
if (removeE)
{
gradients_index.Remove(gradients_index[gradients_index.Count - 1]);
grad_index_reorderable.index--;
changed = true;
}
GUIStyle button = new GUIStyle(EditorStyles.miniButton);
button.normal = !reorder ? EditorStyles.miniButton.normal : EditorStyles.miniButton.onNormal;
if (GUILayout.Button(new GUIContent("Reorder", "Don't use Reorder if you want to undo a gradient change"), button, GUILayout.ExpandWidth(false)))
{
reorder = !reorder;
}
GUILayout.EndHorizontal();
SerializedObject serializedObject = new SerializedObject(this);
if (reorder)
{
grad_index_reorderable.DoLayoutList();
}
else
{
SerializedProperty colorGradients = serializedObject.FindProperty("gradients");
if (colorGradients.arraySize == 5)
{
for (int i = 0; i < gradients_index.Count; i++)
{
Rect _r = EditorGUILayout.GetControlRect();
_r.x += 16f;
_r.width -= 2f + 16f;
_r.height += 5f;
_r.y += 2f + (3f * i);
EditorGUI.PropertyField(_r, colorGradients.GetArrayElementAtIndex(gradients_index[i]), new GUIContent(""));
}
GUILayout.Space(Mathf.Lerp(9f, 24f, gradients_index.Count / 5f));
}
}
if (serializedObject.ApplyModifiedProperties()) changed = true;
if (oldFocusedMat != focusedMat)
{
changed = true;
if (this.oldTexture != null)
{
if (this.oldTexture == EditorGUIUtility.whiteTexture) this.oldTexture = null;
oldFocusedMat.SetTexture(rampProperty, this.oldTexture);
this.oldTexture = null;
}
oldFocusedMat = focusedMat;
}
Resolutions oldRes = res;
res = (Resolutions)EditorGUILayout.EnumPopup("Resolution: ", res);
if (oldRes != res) changed = true;
int width = (int)res;
int height = 30;
if (gradients_index.Count == 1)
{
height = 8;
}
else
{
height = 150;
}
if (tex == null)
{
tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
}
bool old_isLinear = isLinear;
drawAdvancedOptions();
if (old_isLinear != isLinear)
{
changed = true;
}
if (manualMaterial)
{
focusedMat = (Material)EditorGUILayout.ObjectField(new GUIContent("", ""), focusedMat, typeof(Material), true);
}
if (focusedMat != null)
{
if (focusedMat.HasProperty("_Ramp"))
{
rampProperty = "_Ramp";
}
else
{
rampProperty = EditorGUILayout.TextField("Ramp Property Name", rampProperty);
if (!focusedMat.HasProperty(rampProperty))
{
GUILayout.Label("Property not found!");
}
}
}
if (changed)
{
updateTexture(width, height);
if (focusedMat != null)
{
if (focusedMat.HasProperty(rampProperty))
{
if (this.oldTexture == null)
{
if (focusedMat.GetTexture(rampProperty) == null)
{
this.oldTexture = EditorGUIUtility.whiteTexture;
}
else
{
this.oldTexture = focusedMat.GetTexture(rampProperty);
}
}
tex.wrapMode = TextureWrapMode.Clamp;
tex.Apply(false, false);
focusedMat.SetTexture(rampProperty, tex);
}
}
}
XSStyles.Separator();
drawMGInputOutput();
if (GUILayout.Button("Save Ramp"))
{
finalFilePath = XSStyles.findAssetPath(finalFilePath);
string path = EditorUtility.SaveFilePanel("Save Ramp as PNG", finalFilePath + "/Textures/Shadow Ramps/Generated", "gradient", "png");
if (path.Length != 0)
{
updateTexture(width, height);
bool success = GenTexture(tex, path);
if (success)
{
if (focusedMat != null)
{
string s = path.Substring(path.IndexOf("Assets"));
Texture ramp = AssetDatabase.LoadAssetAtPath<Texture>(s);
if (ramp != null)
{
focusedMat.SetTexture(rampProperty, ramp);
this.oldTexture = null;
}
}
}
}
}
drawHelpText();
}
Gradient reflessGradient(Gradient old_grad)
{
Gradient grad = new Gradient();
grad.SetKeys(old_grad.colorKeys, old_grad.alphaKeys);
grad.mode = old_grad.mode;
return grad;
}
List<int> reflessIndexes(List<int> old_indexes)
{
List<int> indexes = new List<int>();
for (int i = 0; i < old_indexes.Count; i++)
{
indexes.Add(old_indexes[i]);
}
return indexes;
}
void makeReorderedList()
{
grad_index_reorderable = new ReorderableList(gradients_index, typeof(int), true, false, false, false);
grad_index_reorderable.headerHeight = 0f;
grad_index_reorderable.footerHeight = 0f;
grad_index_reorderable.showDefaultBackground = true;
grad_index_reorderable.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
if (gradients.Count == 5)
{
Type editorGui = typeof(EditorGUI);
MethodInfo mi = editorGui.GetMethod("GradientField", BindingFlags.NonPublic | BindingFlags.Static, null, new Type[2] { typeof(Rect), typeof(Gradient) }, null);
mi.Invoke(this, new object[2] { rect, gradients[gradients_index[index]] });
if (Event.current.type == EventType.Repaint)
{
changed = true;
}
}
};
grad_index_reorderable.onChangedCallback = (ReorderableList list) =>
{
changed = true;
};
}
void OnDestroy()
{
if (focusedMat != null)
{
if (this.oldTexture != null)
{
if (this.oldTexture == EditorGUIUtility.whiteTexture)
{
this.oldTexture = null;
}
focusedMat.SetTexture(rampProperty, this.oldTexture);
this.oldTexture = null;
}
focusedMat = null;
}
}
void updateTexture(int width, int height)
{
tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (gradients_index.Count != 1)
{
int gradNum = Mathf.FloorToInt(y / 30f);
gradNum = Mathf.Abs(gradNum - 5) - 1;
if (gradNum >= gradients_index.Count)
{
tex.SetPixel(x, y, Color.white);
}
else
{
if (gradients[gradients_index[gradNum]] != null)
{
Color grad_col = gradients[gradients_index[gradNum]].Evaluate((float)x / (float)width);
tex.SetPixel(x, y, isLinear ? grad_col.gamma : grad_col);
}
else
{
tex.SetPixel(x, y, Color.white);
}
}
}
else
{
Color grad_col = gradients[gradients_index[0]].Evaluate((float)x / (float)width);
tex.SetPixel(x, y, isLinear ? grad_col.gamma : grad_col);
}
}
}
}
bool GenTexture(Texture2D tex, string path)
{
var pngData = tex.EncodeToPNG();
if (pngData != null)
{
File.WriteAllBytes(path, pngData);
AssetDatabase.Refresh();
return ChangeImportSettings(path);
}
return false;
}
bool ChangeImportSettings(string path)
{
string s = path.Substring(path.LastIndexOf("Assets"));
TextureImporter texture = (TextureImporter)TextureImporter.GetAtPath(s);
if (texture != null)
{
texture.wrapMode = TextureWrapMode.Clamp;
texture.maxTextureSize = 512;
texture.mipmapEnabled = false;
texture.textureCompression = TextureImporterCompression.Uncompressed;
// texture.sRGBTexture = !isLinear; // We already do the conversion in tex.SetPixel
texture.SaveAndReimport();
AssetDatabase.Refresh();
return true;
// shadowRamp = (Texture)Resources.Load(path);
// Debug.LogWarning(shadowRamp.ToString());
}
else
{
Debug.Log("Asset Path is Null, can't set to Clamped.\n You'll need to do it manually.");
}
return false;
}
void drawMGInputOutput()
{
GUILayout.BeginHorizontal();
XSMultiGradient old_xsmg = xsmg;
xsmg = (XSMultiGradient)EditorGUILayout.ObjectField("MultiGradient Preset", xsmg, typeof(XSMultiGradient), false, null);
if (xsmg != old_xsmg)
{
if (xsmg != null)
{
this.gradients = xsmg.gradients;
this.gradients_index = xsmg.order;
makeReorderedList();
}
else
{
List<Gradient> new_Grads = new List<Gradient>();
for (int i = 0; i < this.gradients.Count; i++)
{
new_Grads.Add(reflessGradient(this.gradients[i]));
}
this.gradients = new_Grads;
this.gradients_index = reflessIndexes(this.gradients_index);
makeReorderedList();
}
changed = true;
}
if (GUILayout.Button("Save New", EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
{
finalFilePath = XSStyles.findAssetPath(finalFilePath);
string path = EditorUtility.SaveFilePanel("Save MultiGradient", (finalFilePath + "/Textures/Shadow Ramps/MGPresets"), "MultiGradient", "asset");
if (path.Length != 0)
{
path = path.Substring(Application.dataPath.Length - "Assets".Length);
XSMultiGradient _xsmg = ScriptableObject.CreateInstance<XSMultiGradient>();
_xsmg.uniqueName = Path.GetFileNameWithoutExtension(path);
foreach (Gradient grad in gradients)
{
_xsmg.gradients.Add(reflessGradient(grad));
}
_xsmg.order.AddRange(gradients_index.ToArray());
xsmg = _xsmg;
AssetDatabase.CreateAsset(_xsmg, path);
this.gradients = xsmg.gradients;
this.gradients_index = xsmg.order;
makeReorderedList();
AssetDatabase.SaveAssets();
}
}
GUILayout.EndHorizontal();
}
void drawAdvancedOptions()
{
GUILayout.BeginHorizontal();
isLinear = GUILayout.Toggle(isLinear, "Make Linear Texture");
manualMaterial = GUILayout.Toggle(manualMaterial, "Manual Material");
GUILayout.EndHorizontal();
}
void drawHelpText()
{
XSStyles.Separator();
dHelpText = XSStyles.ShurikenFoldout("Information", dHelpText);
if(dHelpText)
{
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
XSStyles.HelpBox("You can use this to create a custom shadow ramp in realtime. \nIf you do not save, the ramp will be reverted back to what it was previously. \n\n - Click the Gradient box. \n - Choose resolution of the texture. \n - Save.", MessageType.Info);
XSStyles.HelpBox("Ramp textures support up to 5 ramps in one texture. That means you can have up to 5 ramps on a single material. You will need to author a ramp mask to choose which ramp to sample from. \n\nA texture that is fully black would sample from the bottom ramp, a texture that is fully white would sample from the top ramp, and a texture that is half gray would sample from the middle ramp. \n\n A quick tip would be that you can sample from each of the 5 ramps with 0, 0.25, 0.5, 0.75, and 1 on the texture. \n\nThe order of the gradients on the UI is the order that they will be on the texture.", MessageType.Info);
EditorGUILayout.EndScrollView();
}
}
}
}