少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
using UnityEditor;
 
namespace DynamicShadowProjector.Editor {
    [CustomEditor(typeof(MipmappedShadowFallback))]
    public class MipmappedShadowFallbackEditor : EditorBase {
        private bool m_testFallback = false;
        private int      m_mipLevel;
        private int      m_blurLevel;
        private float    m_blurSize;
        private ShadowTextureRenderer.TextureMultiSample m_multiSampling;
        private ShadowTextureRenderer.TextureSuperSample m_superSampling;
        private int      m_textureWidth;
        private int      m_textureHeight;
        private Material m_projectorMaterial;
        private Shader   m_projectorShader;
        private Projector m_projector;
        const string s_defaultFallbackShader = "DynamicShadowProjector/Projector/Shadow With Linear Falloff";
        void OnEnable()
        {
            MipmappedShadowFallback fallback = target as MipmappedShadowFallback;
            m_projector = fallback.GetComponent<Projector>();
            bool modified = false;
            if (fallback.m_tex2DlodCheckShader == null) {
                fallback.m_tex2DlodCheckShader = Shader.Find("Hidden/DynamicShadowProjector/Caps/tex2Dlod");
                modified = true;
            }
            if (fallback.m_glslCheckShader == null) {
                fallback.m_glslCheckShader = Shader.Find("Hidden/DynamicShadowProjector/Caps/GLSL");
                modified = true;
            }
            if (fallback.m_fallbackShaderOrMaterial == null) {
                fallback.m_fallbackShaderOrMaterial = Shader.Find(s_defaultFallbackShader);
                modified = true;
            }
            if (modified) {
                EditorUtility.SetDirty(fallback);
                serializedObject.Update();
            }
        }
        void TestFallback()
        {
            if (!m_testFallback) {
                MipmappedShadowFallback fallback = target as MipmappedShadowFallback;
                ShadowTextureRenderer shadowRenderer = fallback.GetComponent<ShadowTextureRenderer>();
                m_mipLevel = shadowRenderer.mipLevel;
                m_blurLevel = shadowRenderer.blurLevel;
                m_blurSize = shadowRenderer.blurSize;
                m_multiSampling = shadowRenderer.multiSampling;
                m_superSampling = shadowRenderer.superSampling;
                m_textureWidth = shadowRenderer.textureWidth;
                m_textureHeight = shadowRenderer.textureHeight;
                m_projectorShader = m_projector.material.shader;
                m_projectorMaterial = m_projector.material;
                m_testFallback = true;
                fallback.ApplyFallback(m_projector);
                shadowRenderer.hideFlags |= HideFlags.NotEditable;
            }
        }
        void RestoreShadowTextureRenderer()
        {
            if (m_testFallback) {
                m_testFallback = false;
                MipmappedShadowFallback fallback = target as MipmappedShadowFallback;
                ShadowTextureRenderer shadowRenderer = fallback.GetComponent<ShadowTextureRenderer>();
                shadowRenderer.hideFlags &= ~HideFlags.NotEditable;
                shadowRenderer.mipLevel = m_mipLevel;
                shadowRenderer.blurLevel = m_blurLevel;
                shadowRenderer.blurSize = m_blurSize;
                shadowRenderer.multiSampling = m_multiSampling;
                shadowRenderer.superSampling = m_superSampling;
                shadowRenderer.textureWidth = m_textureWidth;
                shadowRenderer.textureHeight = m_textureHeight;
                m_projector.material = m_projectorMaterial;
                m_projector.material.shader = m_projectorShader;
                m_testFallback = false;
            }
        }
        void OnDisable()
        {
            RestoreShadowTextureRenderer();
        }
        public override void OnInspectorGUI ()
        {
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Online Document");
            if (GUILayout.Button("<color=blue>http://nyahoon.com/products/dynamic-shadow-projector/mipmapped-shadow-fallback-component</color>", richTextStyle)) {
                Application.OpenURL("http://nyahoon.com/products/dynamic-shadow-projector/mipmapped-shadow-fallback-component");
            }
            EditorGUILayout.EndHorizontal();
            bool isGUIEnabled = GUI.enabled;
            SerializedProperty prop = serializedObject.FindProperty("m_fallbackShaderOrMaterial");
            Object newObject = EditorGUILayout.ObjectField("Fallback Shader/Material", prop.objectReferenceValue, typeof(Object), false);
            if (newObject != prop.objectReferenceValue) {
                if (newObject == null) {
                    prop.objectReferenceValue = Shader.Find(s_defaultFallbackShader);
                }
                else if (newObject is Shader || newObject is Material) {
                    prop.objectReferenceValue = newObject;
                }
            }
 
            prop = serializedObject.FindProperty("m_blurLevel");
            EditorGUILayout.IntPopup(prop, s_blurLevelDisplayOption, s_blurLevelOption);
            ++EditorGUI.indentLevel;
            GUI.enabled = isGUIEnabled && 0 < prop.intValue;
            EditorGUILayout.Slider(serializedObject.FindProperty("m_blurSize"), 1.0f, 4.0f);
            GUI.enabled = isGUIEnabled;
            --EditorGUI.indentLevel;
 
            prop = serializedObject.FindProperty("m_modifyTextureSize");
            EditorGUILayout.PropertyField(prop);
            ++EditorGUI.indentLevel;
            GUI.enabled = isGUIEnabled && prop.boolValue;
            EditorGUILayout.IntPopup(serializedObject.FindProperty("m_textureWidth"), s_textureSizeDisplayOption, s_textureSizeOption);
            EditorGUILayout.IntPopup(serializedObject.FindProperty("m_textureHeight"), s_textureSizeDisplayOption, s_textureSizeOption);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_multiSampling"));
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_superSampling"));
            GUI.enabled = isGUIEnabled;
            --EditorGUI.indentLevel;
 
            EditorGUILayout.Separator();
            if (m_projector.material != null) {
                bool test = GUILayout.Toggle(m_testFallback, "Test Fallback");
                if (test && !m_testFallback) {
                    TestFallback();
                }
                else if (m_testFallback && !test) {
                    RestoreShadowTextureRenderer();
                }
            }
            if (serializedObject.ApplyModifiedProperties()) {
                if (m_testFallback) {
                    MipmappedShadowFallback fallback = target as MipmappedShadowFallback;
                    fallback.ApplyFallback(m_projector);
                }
            }
        }
    }
}