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			1364 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			1364 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C#
		
	
| #if UNITY_EDITOR
 | |
| using System;
 | |
| using System.IO;
 | |
| using System.Linq;
 | |
| using UnityEditor;
 | |
| using UnityEngine;
 | |
| using UnityEngine.Experimental.Rendering;
 | |
| using UnityEngine.Rendering;
 | |
| using Object = UnityEngine.Object;
 | |
| 
 | |
| namespace AllIn1VfxToolkit
 | |
| {
 | |
|     public class AllIn1VfxWindow : EditorWindow
 | |
|     {
 | |
|         [MenuItem("Window/AllIn1VfxToolkitWindow")]
 | |
|         public static void ShowAllIn1VfxToolkitWindowWindow()
 | |
|         {
 | |
|             GetWindow<AllIn1VfxWindow>("All In 1 VFX Toolkit Window");
 | |
|         }
 | |
| 
 | |
|         public static readonly string materialsSavesPath = "Assets/AllIn1VfxToolkit/MaterialSaves";
 | |
|         public static readonly string particlePresetsSavesPath = "Assets/AllIn1VfxToolkit/ParticlePresets/Resources";
 | |
|         public static readonly string renderImagesSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Textures";
 | |
|         public static readonly string normalMapSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Textures/Distortion Normal Maps";
 | |
|         public static readonly string gradientSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Textures/Color Gradients";
 | |
|         public static readonly string noiseSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Textures/Noise";
 | |
|         public static readonly string atlasSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Textures/Shapes";
 | |
|         public static readonly string materialAutoSetupSavesPath = "Assets/AllIn1VfxToolkit/Demo & Assets/Demo/Materials";
 | |
| 
 | |
|         private const string Version = "1.4";
 | |
|         public Vector2 scrollPosition = Vector2.zero;
 | |
| 
 | |
|         private DefaultAsset materialTargetFolder = null;
 | |
|         private GUIStyle style, bigLabel = new GUIStyle();
 | |
|         private const int BigFontSize = 16;
 | |
| 
 | |
|         private enum TextureSizes
 | |
|         {
 | |
|             _2 = 2,
 | |
|             _4 = 4,
 | |
|             _8 = 8,
 | |
|             _16 = 16,
 | |
|             _32 = 32,
 | |
|             _64 = 64,
 | |
|             _128 = 128,
 | |
|             _256 = 256,
 | |
|             _512 = 512,
 | |
|             _1024 = 1024,
 | |
|             _2048 = 2048
 | |
|         }
 | |
| 
 | |
|         private TextureSizes gradientSizes = TextureSizes._128;
 | |
|         [SerializeField] private Gradient gradient = new Gradient();
 | |
|         private FilterMode gradientFiltering = FilterMode.Bilinear;
 | |
|         
 | |
|         private TextureSizes atlasSizesX = TextureSizes._512;
 | |
|         private TextureSizes atlasSizesY = TextureSizes._512;
 | |
|         private FilterMode atlasFiltering = FilterMode.Bilinear;
 | |
| 
 | |
|         private Texture2D targetNormalImage;
 | |
|         private float normalStrength = 5f;
 | |
|         private int normalSmoothing = 1;
 | |
|         private int isComputingNormals = 0;
 | |
|         private int currTab = 0;
 | |
| 
 | |
|         private Texture2D editorTex, editorTexInput, cleanEditorTex;
 | |
| 
 | |
|         private void OnGUI()
 | |
|         {
 | |
|             style = new GUIStyle(EditorStyles.helpBox);
 | |
|             style.margin = new RectOffset(0, 0, 0, 0);
 | |
|             bigLabel = new GUIStyle(EditorStyles.boldLabel);
 | |
|             bigLabel.fontSize = BigFontSize;
 | |
| 
 | |
|             using(var scrollView = new EditorGUILayout.ScrollViewScope(scrollPosition, GUILayout.Width(position.width), GUILayout.Height(position.height)))
 | |
|             {
 | |
|                 scrollPosition = scrollView.scrollPosition;
 | |
| 
 | |
|                 Texture2D imageInspector = Resources.Load<Texture2D>("CustomEditorTransparent");
 | |
|                 if(imageInspector)
 | |
|                 {
 | |
|                     Rect rect = EditorGUILayout.GetControlRect(GUILayout.Height(50));
 | |
|                     GUI.DrawTexture(rect, imageInspector, ScaleMode.ScaleToFit, true);
 | |
|                 }
 | |
| 
 | |
|                 DrawLine(Color.grey, 1, 3);
 | |
|                 currTab = GUILayout.Toolbar(currTab, new string[] {"Save Paths", "Texture Editor", "Texture Creators", "Other"});
 | |
|                 DrawLine(Color.grey, 1, 3);
 | |
| 
 | |
|                 if(currTab == 0)
 | |
|                 {
 | |
|                     SavePaths();
 | |
|                 }
 | |
|                 else if(currTab == 1)
 | |
|                 {
 | |
|                     TextureEditor();
 | |
|                 }
 | |
|                 else if(currTab == 2)
 | |
|                 {
 | |
|                     NormalMapCreator();
 | |
|                     DrawLine(Color.grey, 1, 3);
 | |
|                     GradientCreator();
 | |
|                     DrawLine(Color.grey, 1, 3);
 | |
|                     TextureAtlasPacker();
 | |
|                     DrawLine(Color.grey, 1, 3);
 | |
|                     NoiseCreator();
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     OtherTab();
 | |
|                 }
 | |
| 
 | |
|                 GUILayout.Space(10);
 | |
|                 DrawLine(Color.grey, 1, 3);
 | |
|                 GUILayout.Label("Current asset version is " + Version, EditorStyles.boldLabel);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private void SavePaths()
 | |
|         {
 | |
|             GUILayout.Label("Material Save Path", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Materials will be saved when the Save Material To Folder button of the asset component is pressed", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxMaterials", materialsSavesPath, "Material");
 | |
| 
 | |
|             DrawLine(Color.grey, 1, 3);
 | |
|             GUILayout.Label("Particle Presets Save Path", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Particle Helper Preset or Particle System Preset is saved with the Particle Helper Component", EditorStyles.boldLabel);
 | |
|             GUILayout.Label("*Use a folder named Resources", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxParticlePresets", particlePresetsSavesPath, "Presets");
 | |
| 
 | |
|             DrawLine(Color.grey, 1, 3);
 | |
|             GUILayout.Label("Render Material to Image Save Path", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 float scaleSlider = 1;
 | |
|                 if(PlayerPrefs.HasKey("All1VfxRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1VfxRenderImagesScale");
 | |
|                 GUILayout.Label("Rendered Image Texture Scale", GUILayout.MaxWidth(190));
 | |
|                 scaleSlider = EditorGUILayout.Slider(scaleSlider, 0.2f, 5f, GUILayout.MaxWidth(200));
 | |
|                 if(GUILayout.Button("Default Value", GUILayout.MaxWidth(100))) PlayerPrefs.SetFloat("All1VfxRenderImagesScale", 1f);
 | |
|                 else PlayerPrefs.SetFloat("All1VfxRenderImagesScale", scaleSlider);
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             GUILayout.Label("Select the folder where new Images will be saved when the Render Material To Image button of the asset component is pressed", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxRenderImages", renderImagesSavesPath, "Images");
 | |
|         }
 | |
| 
 | |
|         private void HandleSaveFolderEditorPref(string keyName, string defaultPath, string logsFeatureName)
 | |
|         {
 | |
|             if(!PlayerPrefs.HasKey(keyName)) PlayerPrefs.SetString(keyName, defaultPath);
 | |
|             materialTargetFolder = (DefaultAsset) AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
 | |
|             if(materialTargetFolder == null)
 | |
|             {
 | |
|                 PlayerPrefs.SetString(keyName, defaultPath);
 | |
|                 materialTargetFolder = (DefaultAsset) AssetDatabase.LoadAssetAtPath(PlayerPrefs.GetString(keyName), typeof(DefaultAsset));
 | |
|                 if(materialTargetFolder == null)
 | |
|                 {
 | |
|                     materialTargetFolder = (DefaultAsset) AssetDatabase.LoadAssetAtPath("Assets/", typeof(DefaultAsset));
 | |
|                     if(materialTargetFolder == null) Debug.LogWarning("The desired save folder doesn't exist. " + PlayerPrefs.GetString(keyName) +
 | |
|                                                                     "\n Go to Window -> AllIn1VfxToolkitWindow and set a valid folder");
 | |
|                     else PlayerPrefs.SetString("Assets/", defaultPath);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             materialTargetFolder = (DefaultAsset) EditorGUILayout.ObjectField("New " + logsFeatureName + " Folder", materialTargetFolder, typeof(DefaultAsset), false);
 | |
| 
 | |
|             if(materialTargetFolder != null && IsAssetAFolder(materialTargetFolder))
 | |
|             {
 | |
|                 string path = AssetDatabase.GetAssetPath(materialTargetFolder);
 | |
|                 PlayerPrefs.SetString(keyName, path);
 | |
|                 EditorGUILayout.HelpBox("Valid folder! " + logsFeatureName + " save path: " + path, MessageType.Info, true);
 | |
|             }
 | |
|             else EditorGUILayout.HelpBox("Select the new " + logsFeatureName + " Folder", MessageType.Warning, true);
 | |
|         }
 | |
| 
 | |
|         private void NormalMapCreator()
 | |
|         {
 | |
|             GUILayout.Label("Normal/Distortion Map Creator", bigLabel);
 | |
| 
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Normal Maps will be saved when the Create Normal Map button of the asset component is pressed", EditorStyles.boldLabel);
 | |
|             GUILayout.Label("*These Normal Maps can then be used with the Screen Distortion effect", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxNormals", normalMapSavesPath, "Normal Maps");
 | |
| 
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Assign a sprite you want to create a normal map from. Choose the normal map settings and press the 'Create And Save Normal Map' button", EditorStyles.boldLabel);
 | |
|             targetNormalImage = (Texture2D) EditorGUILayout.ObjectField("Target Image", targetNormalImage, typeof(Texture2D), false, GUILayout.MaxWidth(225));
 | |
| 
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUILayout.Label("Normal Strength:", GUILayout.MaxWidth(150));
 | |
|                 normalStrength = EditorGUILayout.Slider(normalStrength, 1f, 20f, GUILayout.MaxWidth(400));
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
| 
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUILayout.Label("Normal Smoothing:", GUILayout.MaxWidth(150));
 | |
|                 normalSmoothing = EditorGUILayout.IntSlider(normalSmoothing, 0, 3, GUILayout.MaxWidth(400));
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
| 
 | |
|             if(isComputingNormals == 0)
 | |
|             {
 | |
|                 if(targetNormalImage != null)
 | |
|                 {
 | |
|                     if(GUILayout.Button("Create And Save Normal Map"))
 | |
|                     {
 | |
|                         isComputingNormals = 1;
 | |
|                         return;
 | |
|                     }
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     GUILayout.Label("Add a Target Image to use this feature", EditorStyles.boldLabel);
 | |
|                 }
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 GUILayout.Label("Normal Map is currently being created, be patient", EditorStyles.boldLabel, GUILayout.Height(40));
 | |
|                 Repaint();
 | |
|                 isComputingNormals++;
 | |
|                 if(isComputingNormals > 5)
 | |
|                 {
 | |
|                     SetTextureReadWrite(AssetDatabase.GetAssetPath(targetNormalImage), true);
 | |
| 
 | |
|                     Texture2D normalToSave = CreateNormalMap(targetNormalImage, normalStrength, normalSmoothing);
 | |
| 
 | |
|                     string prefSavedPath = PlayerPrefs.GetString("All1VfxNormals") + "/";
 | |
|                     string path = prefSavedPath + "NormalMap.png";
 | |
|                     if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
 | |
|                     string texName = path.Replace(prefSavedPath, "");
 | |
| 
 | |
|                     path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
 | |
|                     if(path.Length != 0)
 | |
|                     {
 | |
|                         byte[] pngData = normalToSave.EncodeToPNG();
 | |
|                         if(pngData != null) File.WriteAllBytes(path, pngData);
 | |
|                         AssetDatabase.Refresh();
 | |
| 
 | |
|                         if(path.IndexOf("Assets/") >= 0)
 | |
|                         {
 | |
|                             string subPath = path.Substring(path.IndexOf("Assets/"));
 | |
|                             TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
 | |
|                             if(importer != null)
 | |
|                             {
 | |
|                                 Debug.Log("Normal Map saved inside the project: " + subPath);
 | |
|                                 importer.filterMode = FilterMode.Bilinear;
 | |
|                                 importer.textureType = TextureImporterType.NormalMap;
 | |
|                                 importer.wrapMode = TextureWrapMode.Repeat;
 | |
|                                 importer.SaveAndReimport();
 | |
|                                 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
 | |
|                             }
 | |
|                         }
 | |
|                         else Debug.Log("Normal Map saved outside the project: " + path);
 | |
|                     }
 | |
| 
 | |
|                     isComputingNormals = 0;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             GUILayout.Label("*This process will freeze the editor for some seconds, larger images will take longer", EditorStyles.boldLabel);
 | |
|         }
 | |
| 
 | |
|         private static void SetTextureReadWrite(string assetPath, bool enable)
 | |
|         {
 | |
|             TextureImporter tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
 | |
|             if(tImporter != null)
 | |
|             {
 | |
|                 tImporter.isReadable = enable;
 | |
|                 tImporter.SaveAndReimport();
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private void GradientCreator()
 | |
|         {
 | |
|             GUILayout.Label("Color Gradient Creator", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("This feature can be used to create textures for the Color Ramp Effect", EditorStyles.boldLabel);
 | |
| 
 | |
|             EditorGUILayout.GradientField("Color Gradient: ", gradient, GUILayout.Height(25));
 | |
| 
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUILayout.Label("Texture Size:", GUILayout.MaxWidth(145));
 | |
|                 gradientSizes = (TextureSizes) EditorGUILayout.EnumPopup(gradientSizes, GUILayout.MaxWidth(200));
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUILayout.Label("New Textures Filtering: ", GUILayout.MaxWidth(145));
 | |
|                 gradientFiltering = (FilterMode) EditorGUILayout.EnumPopup(gradientFiltering, GUILayout.MaxWidth(200));
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
| 
 | |
|             int textureSize = (int) gradientSizes;
 | |
|             Texture2D gradTex = new Texture2D(textureSize, 1, TextureFormat.RGBA32, false);
 | |
|             for(int i = 0; i < textureSize; i++) gradTex.SetPixel(i, 0, gradient.Evaluate((float) i / (float) textureSize));
 | |
|             gradTex.Apply();
 | |
| 
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Color Gradient Textures will be saved", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxGradients", gradientSavesPath, "Gradients");
 | |
| 
 | |
|             string prefSavedPath = PlayerPrefs.GetString("All1VfxGradients") + "/";
 | |
|             if(Directory.Exists(prefSavedPath))
 | |
|             {
 | |
|                 if(GUILayout.Button("Save Color Gradient Texture"))
 | |
|                 {
 | |
|                     string path = prefSavedPath + "ColorGradient.png";
 | |
|                     if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
 | |
|                     string texName = path.Replace(prefSavedPath, "");
 | |
| 
 | |
|                     path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
 | |
|                     if(path.Length != 0)
 | |
|                     {
 | |
|                         byte[] pngData = gradTex.EncodeToPNG();
 | |
|                         if(pngData != null) File.WriteAllBytes(path, pngData);
 | |
|                         AssetDatabase.Refresh();
 | |
| 
 | |
|                         if(path.IndexOf("Assets/") >= 0)
 | |
|                         {
 | |
|                             string subPath = path.Substring(path.IndexOf("Assets/"));
 | |
|                             TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
 | |
|                             if(importer != null)
 | |
|                             {
 | |
|                                 Debug.Log("Gradient saved inside the project: " + subPath);
 | |
|                                 importer.filterMode = gradientFiltering;
 | |
|                                 importer.SaveAndReimport();
 | |
|                                 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
 | |
|                             }
 | |
|                         }
 | |
|                         else Debug.Log("Gradient saved outside the project: " + path);
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public Texture2D[] Atlas = Array.Empty<Texture2D>();
 | |
|         private int atlasXCount = 1;
 | |
|         private int atlasYCount = 1;
 | |
|         private bool squareAtlas = true;
 | |
|         private void TextureAtlasPacker()
 | |
|         {
 | |
|             GUILayout.Label("Texture Atlas / Spritesheet Packer", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Add Textures to the Atlas array", EditorStyles.boldLabel);
 | |
|             
 | |
|             ScriptableObject target = this;
 | |
|             SerializedObject so = new SerializedObject(target);
 | |
|             SerializedProperty stringsProperty = so.FindProperty("Atlas");
 | |
|             EditorGUILayout.PropertyField(stringsProperty, true);
 | |
|             so.ApplyModifiedProperties();
 | |
| 
 | |
|             squareAtlas = EditorGUILayout.Toggle("Square Atlas?", squareAtlas, GUILayout.MaxWidth(200));
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 if(squareAtlas)
 | |
|                 {
 | |
|                     atlasXCount = EditorGUILayout.IntSlider("Column and Row Count", atlasXCount, 1, 8, GUILayout.MaxWidth(302));
 | |
|                     atlasYCount = atlasXCount;
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     atlasXCount = EditorGUILayout.IntSlider("Column Count", atlasXCount, 1, 8, GUILayout.MaxWidth(302));
 | |
|                     GUILayout.Space(10);
 | |
|                     atlasYCount = EditorGUILayout.IntSlider("Row Count", atlasYCount, 1, 8, GUILayout.MaxWidth(302));   
 | |
|                 }
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 if(squareAtlas)
 | |
|                 {
 | |
|                     GUILayout.Label("Atlas Size:", GUILayout.MaxWidth(100));
 | |
|                     atlasSizesX = (TextureSizes) EditorGUILayout.EnumPopup(atlasSizesX, GUILayout.MaxWidth(200));
 | |
|                     atlasSizesY = atlasSizesX;
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     GUILayout.Label("Atlas Size X:", GUILayout.MaxWidth(100));
 | |
|                     atlasSizesX = (TextureSizes) EditorGUILayout.EnumPopup(atlasSizesX, GUILayout.MaxWidth(200));
 | |
|                     GUILayout.Space(10);
 | |
|                     GUILayout.Label("Atlas Size Y:", GUILayout.MaxWidth(100));
 | |
|                     atlasSizesY = (TextureSizes) EditorGUILayout.EnumPopup(atlasSizesY, GUILayout.MaxWidth(200));   
 | |
|                 }
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUILayout.Label("Atlas Filtering: ", GUILayout.MaxWidth(100));
 | |
|                 atlasFiltering = (FilterMode) EditorGUILayout.EnumPopup(atlasFiltering, GUILayout.MaxWidth(200));
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             
 | |
|             int atlasElements = atlasXCount * atlasYCount;
 | |
|             int atlasWidth = (int) atlasSizesX;
 | |
|             int atlasHeight = (int) atlasSizesY;
 | |
|             GUILayout.Label("Output will be a " + atlasXCount + " X " + atlasYCount + " atlas, " + atlasElements + " elements in total. In a " +
 | |
|                             atlasWidth + "pixels X " + atlasHeight + "pixels texture", EditorStyles.boldLabel);
 | |
| 
 | |
|             int usedAtlasSlots = 0;
 | |
|             for(int i = 0; i < Atlas.Length; i++) if(Atlas[i] != null) usedAtlasSlots++;
 | |
|             if(usedAtlasSlots > atlasElements) GUILayout.Label("*Please reduce the Atlas texture slots by " + Mathf.Abs(atlasElements - Atlas.Length) + " (extra textures will be ignored)", EditorStyles.boldLabel);
 | |
|             if(atlasElements > usedAtlasSlots) GUILayout.Label("*" + (atlasElements - usedAtlasSlots) + " atlas slots unused or null (it will be filled with black)", EditorStyles.boldLabel);
 | |
| 
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Atlases will be saved", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxAtlas", atlasSavesPath, "Atlas");
 | |
| 
 | |
|             string prefSavedPath = PlayerPrefs.GetString("All1VfxAtlas") + "/";
 | |
|             if(Directory.Exists(prefSavedPath))
 | |
|             {
 | |
|                 if(GUILayout.Button("Create And Save Atlas Texture"))
 | |
|                 {
 | |
|                     string path = prefSavedPath + "Atlas.png";
 | |
|                     if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
 | |
|                     string texName = path.Replace(prefSavedPath, "");
 | |
| 
 | |
|                     path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
 | |
|                     if(path.Length != 0)
 | |
|                     {
 | |
|                         Texture2D[] AtlasCopy = (Texture2D[]) Atlas.Clone();
 | |
|                         int textureXTargetWidth = atlasWidth / atlasXCount;
 | |
|                         int textureYTargetHeight = atlasHeight / atlasYCount;
 | |
|                         Texture2D newAtlas = new Texture2D(atlasWidth, atlasHeight);
 | |
|                         for(int i = 0; i < atlasYCount; i++)
 | |
|                         {
 | |
|                             for(int j = 0; j < atlasXCount; j++)
 | |
|                             {
 | |
|                                 int currIndex = (i * atlasXCount) + j;
 | |
|                                 bool hasImageForThisIndex = currIndex < AtlasCopy.Length && AtlasCopy[currIndex] != null;
 | |
|                                 if(hasImageForThisIndex)
 | |
|                                 {
 | |
|                                     SetTextureReadWrite(AssetDatabase.GetAssetPath(AtlasCopy[currIndex]), true);
 | |
|                                     Texture2D copyTexture = new Texture2D(AtlasCopy[currIndex].width, AtlasCopy[currIndex].height);
 | |
|                                     copyTexture.SetPixels(AtlasCopy[currIndex].GetPixels());
 | |
|                                     copyTexture.Apply();
 | |
|                                     AtlasCopy[currIndex] = copyTexture;
 | |
|                                     AtlasCopy[currIndex] = ScaleTexture(AtlasCopy[currIndex], textureXTargetWidth, textureYTargetHeight);
 | |
|                                     AtlasCopy[currIndex].Apply();
 | |
|                                 }
 | |
| 
 | |
|                                 for(int y = 0; y < textureYTargetHeight; y++)
 | |
|                                 {
 | |
|                                     for(int x = 0; x < textureXTargetWidth; x++)
 | |
|                                     {
 | |
|                                         if(hasImageForThisIndex) newAtlas.SetPixel((j * textureXTargetWidth) + x, (i * textureYTargetHeight) + y, AtlasCopy[currIndex].GetPixel(x, y));
 | |
|                                         else newAtlas.SetPixel((j * textureXTargetWidth) + x, (i * textureYTargetHeight) + y, new Color(0, 0, 0, 1));
 | |
|                                     }
 | |
|                                 }
 | |
|                             }
 | |
|                         }
 | |
|                         newAtlas.Apply();
 | |
|                         
 | |
|                         byte[] pngData = newAtlas.EncodeToPNG();
 | |
|                         if(pngData != null) File.WriteAllBytes(path, pngData);
 | |
|                         AssetDatabase.Refresh();
 | |
| 
 | |
|                         if(path.IndexOf("Assets/") >= 0)
 | |
|                         {
 | |
|                             string subPath = path.Substring(path.IndexOf("Assets/"));
 | |
|                             TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
 | |
|                             if(importer != null)
 | |
|                             {
 | |
|                                 Debug.Log("Atlas saved inside the project: " + subPath);
 | |
|                                 importer.filterMode = atlasFiltering;
 | |
|                                 importer.SaveAndReimport();
 | |
|                                 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
 | |
|                             }
 | |
|                         }
 | |
|                         else Debug.Log("Atlas saved outside the project: " + path);
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         
 | |
|         private Texture2D noisePreview = null;
 | |
|         RenderTexture noiseRenderTarget = null;
 | |
|         Material noiseMaterial;
 | |
|         private float noiseScaleX = 10f, noiseScaleY = 10f, noiseContrast = 1f, noiseBrightness = 0f;
 | |
|         private float noiseFractalAmount = 1f, noiseJitter = 1f;
 | |
|         private int noiseSeed = 0;
 | |
|         private bool noiseSquareScale = false, noiseInverted = false, isFractalNoise;
 | |
|         private void CheckCreationNoiseTextures()
 | |
|         {
 | |
|             if(noisePreview == null) noisePreview = new Texture2D(256, 256);
 | |
|             if(noiseRenderTarget == null) noiseRenderTarget = new RenderTexture(noisePreview.width, noisePreview.height, 0, RenderTextureFormat.ARGB32);
 | |
|         }
 | |
|         private void NoiseSetMaterial()
 | |
|         {
 | |
|             if(noiseType == NoiseTypes.Fractal || noiseType == NoiseTypes.Perlin || noiseType == NoiseTypes.Billow)
 | |
|             {
 | |
|                 isFractalNoise = true;
 | |
|                 noiseMaterial = new Material(Resources.Load("AllIn1VfxFractalNoise", typeof(Shader)) as Shader);
 | |
|                 noiseScaleX = 4f;
 | |
|                 noiseScaleY = 4f;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 isFractalNoise = false;
 | |
|                 noiseMaterial = new Material(Resources.Load("AllIn1VfxWorleyNoise", typeof(Shader)) as Shader);
 | |
|                 noiseScaleX = 10f;
 | |
|                 noiseScaleY = 10f;
 | |
|             }
 | |
| 
 | |
|             switch(noiseType)
 | |
|             {
 | |
|                 case NoiseTypes.Fractal:
 | |
|                     noiseFractalAmount = 8f;
 | |
|                     noiseMaterial.SetFloat("_Fractal", 1);
 | |
|                     break;
 | |
|                 case NoiseTypes.Perlin:
 | |
|                     noiseFractalAmount = 1f;
 | |
|                     noiseMaterial.SetFloat("_Fractal", 1);
 | |
|                     break;
 | |
|                 case NoiseTypes.Billow:
 | |
|                     noiseFractalAmount = 4f;
 | |
|                     noiseMaterial.SetFloat("_Fractal", 0);
 | |
|                     break;
 | |
|                 case NoiseTypes.Voronoi:
 | |
|                     noiseMaterial.SetFloat("_NoiseType", 0f);
 | |
|                     break;
 | |
|                 case NoiseTypes.Water:
 | |
|                     noiseMaterial.SetFloat("_NoiseType", 3f);
 | |
|                     break;
 | |
|                 case NoiseTypes.Cellular:
 | |
|                     noiseMaterial.SetFloat("_NoiseType", 4f);
 | |
|                     break;
 | |
|                 case NoiseTypes.Cells1:
 | |
|                     noiseMaterial.SetFloat("_NoiseType", 1f);
 | |
|                     break;
 | |
|                 case NoiseTypes.Cells2:
 | |
|                     noiseMaterial.SetFloat("_NoiseType", 2f);
 | |
|                     break;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private TextureSizes noiseSize = TextureSizes._512;
 | |
|         private FilterMode noiseFiltering = FilterMode.Bilinear;
 | |
| 
 | |
|         private enum NoiseTypes
 | |
|         {
 | |
|             Fractal,
 | |
|             Perlin,
 | |
|             Billow,
 | |
|             Voronoi,
 | |
|             Water,
 | |
|             Cellular,
 | |
|             Cells1,
 | |
|             Cells2
 | |
|         }
 | |
|         private NoiseTypes noiseType = NoiseTypes.Fractal;
 | |
|         
 | |
|         private void NoiseCreator()
 | |
|         {
 | |
|             GUILayout.Label("Tileable Noise Creator", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 EditorGUILayout.BeginVertical(GUILayout.MaxWidth(550));
 | |
|                 {
 | |
|                     if(noisePreview == null) GUILayout.Label("*Change a property to start editing a Noise texture", EditorStyles.boldLabel);
 | |
|                     
 | |
|                     EditorGUI.BeginChangeCheck();
 | |
|                     EditorGUILayout.BeginHorizontal();
 | |
|                     {
 | |
|                         GUILayout.Label("Noise Type:", GUILayout.MaxWidth(145));
 | |
|                         noiseType = (NoiseTypes) EditorGUILayout.EnumPopup(noiseType, GUILayout.MaxWidth(200));
 | |
|                     }
 | |
|                     EditorGUILayout.EndHorizontal();
 | |
|                     if(EditorGUI.EndChangeCheck())
 | |
|                     {
 | |
|                         NoiseSetMaterial();
 | |
|                         CheckCreationNoiseTextures();
 | |
|                         UpdateNoiseMatAndRender();
 | |
|                     }
 | |
| 
 | |
|                     EditorGUI.BeginChangeCheck();
 | |
|                     if(isFractalNoise)
 | |
|                     {
 | |
|                         TextureEditorFloatParameter("Scale X", ref noiseScaleX, 0.1f, 50f, 4f);
 | |
|                         if(!noiseSquareScale) TextureEditorFloatParameter("Scale Y", ref noiseScaleY, 0.1f, 50f, 4f); 
 | |
|                     }
 | |
|                     else
 | |
|                     {
 | |
|                         TextureEditorFloatParameter("Scale X", ref noiseScaleX, 0.1f, 50f, 10f);
 | |
|                         if(!noiseSquareScale) TextureEditorFloatParameter("Scale Y", ref noiseScaleY, 0.1f, 50f, 10f);
 | |
|                     }
 | |
|                     noiseSquareScale = EditorGUILayout.Toggle("Square Scale?", noiseSquareScale, GUILayout.MaxWidth(200));
 | |
|                     if(noiseSquareScale) noiseScaleY = noiseScaleX;
 | |
|                     if(noiseType == NoiseTypes.Fractal) TextureEditorFloatParameter("Fractal Amount", ref noiseFractalAmount, 1f, 10f, 8f);
 | |
|                     else if(noiseType == NoiseTypes.Perlin) TextureEditorFloatParameter("Fractal Amount", ref noiseFractalAmount, 1f, 10f, 1f);
 | |
|                     else if(noiseType == NoiseTypes.Billow) TextureEditorFloatParameter("Fractal Amount", ref noiseFractalAmount, 1f, 10f, 4f);
 | |
|                     else TextureEditorFloatParameter("Jitter", ref noiseJitter, 0.0f, 2f, 1f);
 | |
|                     TextureEditorFloatParameter("Contrast", ref noiseContrast, 0.1f, 10f, 1f);
 | |
|                     TextureEditorFloatParameter("Brightness", ref noiseBrightness, -1f, 1f, 0f);
 | |
|                     TextureEditorIntParameter("Random Seed", ref noiseSeed, 0, 100, 0);
 | |
|                     noiseInverted = EditorGUILayout.Toggle("Inverted?", noiseInverted);
 | |
| 
 | |
|                     if(EditorGUI.EndChangeCheck())
 | |
|                     {
 | |
|                         if(noiseMaterial == null) NoiseSetMaterial();
 | |
|                         CheckCreationNoiseTextures();
 | |
| 
 | |
|                         UpdateNoiseMatAndRender();
 | |
|                     }
 | |
|                     
 | |
|                     GUILayout.Space(20);
 | |
|                     EditorGUILayout.BeginHorizontal();
 | |
|                     {
 | |
|                         GUILayout.Label("Noise Size:", GUILayout.MaxWidth(145));
 | |
|                         noiseSize = (TextureSizes) EditorGUILayout.EnumPopup(noiseSize, GUILayout.MaxWidth(200));
 | |
|                     }
 | |
|                     EditorGUILayout.EndHorizontal();
 | |
|                     EditorGUILayout.BeginHorizontal();
 | |
|                     {
 | |
|                         GUILayout.Label("New Noise Filtering: ", GUILayout.MaxWidth(145));
 | |
|                         noiseFiltering = (FilterMode) EditorGUILayout.EnumPopup(noiseFiltering, GUILayout.MaxWidth(200));
 | |
|                     }
 | |
|                     EditorGUILayout.EndHorizontal();
 | |
|                 }
 | |
|                 EditorGUILayout.EndVertical();
 | |
|                 
 | |
|                 if(noisePreview != null) GUILayout.Label(noisePreview);
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|             
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where new Noise Textures will be saved", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxNoise", noiseSavesPath, "Noises");
 | |
| 
 | |
|             string prefSavedPath = PlayerPrefs.GetString("All1VfxNoise") + "/";
 | |
|             if(Directory.Exists(prefSavedPath) && noisePreview != null)
 | |
|             {
 | |
|                 if(GUILayout.Button("Save Noise Texture"))
 | |
|                 {
 | |
|                     string path = prefSavedPath + "Noise.png";
 | |
|                     if(System.IO.File.Exists(path)) path = GetNewValidPath(path);
 | |
|                     string texName = path.Replace(prefSavedPath, "");
 | |
| 
 | |
|                     path = EditorUtility.SaveFilePanel("Save texture as PNG", prefSavedPath, texName, "png");
 | |
|                     if(path.Length != 0)
 | |
|                     {
 | |
|                         int texSize = (int)noiseSize;
 | |
|                         Texture2D finalNoiseTex = new Texture2D(texSize, texSize);
 | |
|                         RenderTexture finalRenderTarget = new RenderTexture(finalNoiseTex.width, finalNoiseTex.height, 0, RenderTextureFormat.ARGB32);
 | |
|                         Graphics.Blit(finalNoiseTex, finalRenderTarget, noiseMaterial);
 | |
|                         finalNoiseTex.ReadPixels(new Rect(0, 0, finalRenderTarget.width, finalRenderTarget.height), 0, 0);
 | |
|                         finalNoiseTex.Apply();
 | |
|                         
 | |
|                         byte[] pngData = finalNoiseTex.EncodeToPNG();
 | |
|                         if(pngData != null) File.WriteAllBytes(path, pngData);
 | |
|                         AssetDatabase.Refresh();
 | |
| 
 | |
|                         if(path.IndexOf("Assets/") >= 0)
 | |
|                         {
 | |
|                             string subPath = path.Substring(path.IndexOf("Assets/"));
 | |
|                             TextureImporter importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
 | |
|                             if(importer != null)
 | |
|                             {
 | |
|                                 Debug.Log("Noise saved inside the project: " + subPath);
 | |
|                                 importer.filterMode = noiseFiltering;
 | |
|                                 importer.SaveAndReimport();
 | |
|                                 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
 | |
|                             }
 | |
|                         }
 | |
|                         else Debug.Log("Noise saved outside the project: " + path);
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private void UpdateNoiseMatAndRender()
 | |
|         {        
 | |
|             if(noiseType == NoiseTypes.Fractal || noiseType == NoiseTypes.Perlin || noiseType == NoiseTypes.Billow)
 | |
|             {
 | |
|                 noiseMaterial.SetFloat("_EndBand", noiseFractalAmount);
 | |
|             }
 | |
|             else noiseMaterial.SetFloat("_Jitter", noiseJitter);
 | |
|             
 | |
|             noiseMaterial.SetFloat("_ScaleX", noiseScaleX);
 | |
|             noiseMaterial.SetFloat("_ScaleY", noiseScaleY);
 | |
|             noiseMaterial.SetFloat("_Offset", (float) noiseSeed);
 | |
|             noiseMaterial.SetFloat("_Contrast", noiseContrast);
 | |
|             noiseMaterial.SetFloat("_Brightness", noiseBrightness);
 | |
|             noiseMaterial.SetFloat("_Invert", noiseInverted ? 1f : 0f);
 | |
|             
 | |
|             Graphics.Blit(noisePreview, noiseRenderTarget, noiseMaterial);
 | |
|             noisePreview.ReadPixels(new Rect(0, 0, noiseRenderTarget.width, noiseRenderTarget.height), 0, 0);
 | |
|             noisePreview.Apply();
 | |
|         }
 | |
| 
 | |
|         private void OtherTab()
 | |
|         {
 | |
|             GUILayout.Label("AllIn1Vfx Materials Shader Auto Setup", bigLabel);
 | |
|             GUILayout.Space(20);
 | |
|             GUILayout.Label("Select the folder where AllIn1Vfx materials are contained", EditorStyles.boldLabel);
 | |
|             HandleSaveFolderEditorPref("All1VfxAutoSetup", materialAutoSetupSavesPath, "Auto Setup");
 | |
|             
 | |
|             GUILayout.Space(20);
 | |
|             if(GUILayout.Button("Auto Setup Shaders for Materials in selected folder"))
 | |
|             {
 | |
|                 string autoSetupPath = PlayerPrefs.GetString("All1VfxAutoSetup");
 | |
|                 Debug.Log("Starting Material Auto Setup at: " + autoSetupPath);
 | |
|                 string[] filePaths = System.IO.Directory.GetFiles(autoSetupPath);
 | |
| 
 | |
|                 if (filePaths != null && filePaths.Length > 0)
 | |
|                 {
 | |
|                     for (int i = 0; i < filePaths.Length; i++)
 | |
|                     {
 | |
|                         Object obj = UnityEditor.AssetDatabase.LoadAssetAtPath(filePaths[i], typeof(Material));
 | |
|                         if (obj is Material mat)
 | |
|                         {
 | |
|                             string shaderName = mat.shader.name;
 | |
|                             if(shaderName.Contains("AllIn1Vfx/"))
 | |
|                             {
 | |
|                                 shaderName = shaderName.Replace("AllIn1Vfx/", "");
 | |
|                                 if(shaderName.Contains("Vfx")) //Means is a variation of the asset main shader
 | |
|                                 {
 | |
|                                     SetShaderBasedOnEffectsAndPipeline(mat);
 | |
|                                 }
 | |
|                             }
 | |
|                         }
 | |
|                     }
 | |
|                 }
 | |
|                 
 | |
|                 AssetDatabase.SaveAssets();
 | |
|                 AssetDatabase.Refresh();
 | |
|                 
 | |
|                 Debug.Log("Material Auto Setup finished");
 | |
|             }
 | |
|         }
 | |
|         
 | |
|         private void SetShaderBasedOnEffectsAndPipeline(Material targetMat)
 | |
|         {
 | |
|             string[] oldKeyWords = targetMat.shaderKeywords;
 | |
|             string targetShader = "AllIn1Vfx";
 | |
|         
 | |
|             string pipeline = "Built-In";
 | |
|             RenderPipelineAsset renderPipelineAsset = GraphicsSettings.renderPipelineAsset;
 | |
|             if(renderPipelineAsset != null) {
 | |
|                 switch(renderPipelineAsset.GetType().Name) {
 | |
|                     case "UniversalRenderPipelineAsset": pipeline = "URP";
 | |
|                         break;
 | |
|                     case "HDRenderPipelineAsset": pipeline = "HDRP";
 | |
|                         break;
 | |
|                 }
 | |
|             }
 | |
|         
 | |
|             if(pipeline.Equals("Built-In"))
 | |
|             {
 | |
|                 if(oldKeyWords.Contains("SCREENDISTORTION_ON")) targetShader = "AllIn1VfxGrabPass";
 | |
|                 else if(oldKeyWords.Contains("FOG_ON") || oldKeyWords.Contains("SHAPE1SCREENUV_ON") || oldKeyWords.Contains("SHAPE2SCREENUV_ON") ||
 | |
|                         oldKeyWords.Contains("SHAPE3SCREENUV_ON") || oldKeyWords.Contains("SOFTPART_ON") || oldKeyWords.Contains("DEPTHGLOW_ON")) targetShader = "AllIn1VfxBuiltIn";
 | |
|             }
 | |
|             else if(pipeline.Equals("URP"))
 | |
|             {
 | |
|                 targetShader = "AllIn1VfxURP";
 | |
|             }
 | |
|             else if(pipeline.Equals("HDRP"))
 | |
|             {
 | |
|                 targetShader = "AllIn1VfxHDRP";
 | |
|             }
 | |
| 
 | |
|             if(!targetMat.shader.name.Equals(targetShader))
 | |
|             {
 | |
|                 int renderingQueue = targetMat.renderQueue;
 | |
|                 targetMat.shader = Resources.Load(targetShader, typeof(Shader)) as Shader;
 | |
|                 targetMat.renderQueue = renderingQueue;
 | |
|                 EditorUtility.SetDirty(targetMat);
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private static bool IsAssetAFolder(Object obj)
 | |
|         {
 | |
|             string path = "";
 | |
| 
 | |
|             if(obj == null) return false;
 | |
| 
 | |
|             path = AssetDatabase.GetAssetPath(obj.GetInstanceID());
 | |
| 
 | |
|             if(path.Length > 0)
 | |
|             {
 | |
|                 if(Directory.Exists(path)) return true;
 | |
|                 else return false;
 | |
|             }
 | |
| 
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
|         private void DrawLine(Color color, int thickness = 2, int padding = 10)
 | |
|         {
 | |
|             Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness));
 | |
|             r.height = thickness;
 | |
|             r.y += (padding / 2);
 | |
|             r.x -= 2;
 | |
|             r.width += 6;
 | |
|             EditorGUI.DrawRect(r, color);
 | |
|         }
 | |
| 
 | |
|         private void OnFocus()
 | |
|         {
 | |
|             currTab = PlayerPrefs.GetInt("AllIn1VfxWindowTab");
 | |
|         }
 | |
| 
 | |
|         private void OnLostFocus()
 | |
|         {
 | |
|             PlayerPrefs.SetInt("AllIn1VfxWindowTab", currTab);
 | |
|         }
 | |
| 
 | |
|         private Texture2D ScaleTexture(Texture2D source, int targetWidth, int targetHeight)
 | |
|         {
 | |
|             targetWidth = Mathf.ClosestPowerOfTwo(targetWidth);
 | |
|             targetHeight = Mathf.ClosestPowerOfTwo(targetHeight);
 | |
|             
 | |
|             Texture2D result = new Texture2D(targetWidth, targetHeight, source.format, true);
 | |
|             Color[] scaledPixels = result.GetPixels(0);
 | |
|             float incX = ((float) 1 / source.width) * ((float) source.width / targetWidth);
 | |
|             float incY = ((float) 1 / source.height) * ((float) source.height / targetHeight);
 | |
|             for(int px = 0; px < scaledPixels.Length; px++) scaledPixels[px] = source.GetPixelBilinear(incX * ((float) px % targetWidth), incY * (float) Mathf.Floor(px / targetWidth));
 | |
| 
 | |
|             result.SetPixels(scaledPixels, 0);
 | |
|             result.Apply();
 | |
|             return result;
 | |
|         }
 | |
| 
 | |
|         private Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0)
 | |
|         {
 | |
|             Color[] pixels = new Color[t.width * t.height];
 | |
|             Texture2D texNormal = new Texture2D(t.width, t.height, TextureFormat.RGB24, false, false);
 | |
|             Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
 | |
| 
 | |
|             for(int y = 0; y < t.height; y++)
 | |
|             {
 | |
|                 for(int x = 0; x < t.width; x++)
 | |
|                 {
 | |
|                     Color tc = t.GetPixel(x - 1, y - 1);
 | |
|                     Vector3 cSampleNegXNegY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x, y - 1);
 | |
|                     Vector3 cSampleZerXNegY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x + 1, y - 1);
 | |
|                     Vector3 cSamplePosXNegY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x - 1, y);
 | |
|                     Vector3 cSampleNegXZerY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x + 1, y);
 | |
|                     Vector3 cSamplePosXZerY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x - 1, y + 1);
 | |
|                     Vector3 cSampleNegXPosY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x, y + 1);
 | |
|                     Vector3 cSampleZerXPosY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     tc = t.GetPixel(x + 1, y + 1);
 | |
|                     Vector3 cSamplePosXPosY = new Vector3(tc.r, tc.g, tc.g);
 | |
|                     float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
 | |
|                     float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
 | |
|                     float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
 | |
|                     float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
 | |
|                     float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
 | |
|                     float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
 | |
|                     float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
 | |
|                     float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
 | |
|                     float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
 | |
|                     float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
 | |
|                     Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult;
 | |
|                     Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
 | |
|                     Color c = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
 | |
|                     pixels[x + y * t.width] = c;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if(normalSmooth > 0f)
 | |
|             {
 | |
|                 float step = 0.00390625f * normalSmooth;
 | |
|                 for(int y = 0; y < t.height; y++)
 | |
|                 {
 | |
|                     for(int x = 0; x < t.width; x++)
 | |
|                     {
 | |
|                         float pixelsToAverage = 0.0f;
 | |
|                         Color c = pixels[(x + 0) + ((y + 0) * t.width)];
 | |
|                         pixelsToAverage++;
 | |
|                         if(x - normalSmooth > 0)
 | |
|                         {
 | |
|                             if(y - normalSmooth > 0)
 | |
|                             {
 | |
|                                 c += pixels[(x - normalSmooth) + ((y - normalSmooth) * t.width)];
 | |
|                                 pixelsToAverage++;
 | |
|                             }
 | |
| 
 | |
|                             c += pixels[(x - normalSmooth) + ((y + 0) * t.width)];
 | |
|                             pixelsToAverage++;
 | |
|                             if(y + normalSmooth < t.height)
 | |
|                             {
 | |
|                                 c += pixels[(x - normalSmooth) + ((y + normalSmooth) * t.width)];
 | |
|                                 pixelsToAverage++;
 | |
|                             }
 | |
|                         }
 | |
| 
 | |
|                         if(y - normalSmooth > 0)
 | |
|                         {
 | |
|                             c += pixels[(x + 0) + ((y - normalSmooth) * t.width)];
 | |
|                             pixelsToAverage++;
 | |
|                         }
 | |
| 
 | |
|                         if(y + normalSmooth < t.height)
 | |
|                         {
 | |
|                             c += pixels[(x + 0) + ((y + normalSmooth) * t.width)];
 | |
|                             pixelsToAverage++;
 | |
|                         }
 | |
| 
 | |
|                         if(x + normalSmooth < t.width)
 | |
|                         {
 | |
|                             if(y - normalSmooth > 0)
 | |
|                             {
 | |
|                                 c += pixels[(x + normalSmooth) + ((y - normalSmooth) * t.width)];
 | |
|                                 pixelsToAverage++;
 | |
|                             }
 | |
| 
 | |
|                             c += pixels[(x + normalSmooth) + ((y + 0) * t.width)];
 | |
|                             pixelsToAverage++;
 | |
|                             if(y + normalSmooth < t.height)
 | |
|                             {
 | |
|                                 c += pixels[(x + normalSmooth) + ((y + normalSmooth) * t.width)];
 | |
|                                 pixelsToAverage++;
 | |
|                             }
 | |
|                         }
 | |
| 
 | |
|                         pixels[x + y * t.width] = c / pixelsToAverage;
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             texNormal.SetPixels(pixels);
 | |
|             texNormal.Apply();
 | |
|             return texNormal;
 | |
|         }
 | |
| 
 | |
|         private Color editorColorTint = Color.white;
 | |
|         private float brightness = 0f, contrast = 1f, gamma = 1f, exposure = 0f, saturation = 1f, hue = 0f;
 | |
|         private bool invert = false, greyscale = false, fullWhite = false, blackBackground = false, alphaGreyscale = false, showOriginalImage = false;
 | |
|         private bool isFlipHorizontal = false, isFlipVertical = false;
 | |
|         private int rotationAmount = 0;
 | |
|         private float exportScale = 1f;
 | |
| 
 | |
|         private void TextureEditor()
 | |
|         {
 | |
|             EditorGUI.BeginChangeCheck();
 | |
|             editorTexInput = EditorGUILayout.ObjectField("Image to Edit", editorTexInput, typeof(Texture2D), false, GUILayout.Width(300), GUILayout.Height(50)) as Texture2D;
 | |
|             if(EditorGUI.EndChangeCheck())
 | |
|             {
 | |
|                 if(editorTexInput != null)
 | |
|                 {
 | |
|                     SetTextureReadWrite(AssetDatabase.GetAssetPath(editorTexInput), true);
 | |
| 
 | |
|                     editorTex = new Texture2D(editorTexInput.width, editorTexInput.height);
 | |
|                     editorTex.SetPixels(editorTexInput.GetPixels());
 | |
|                     editorTex.Apply();
 | |
| 
 | |
|                     float aspectRatio = (float) editorTex.width / (float) editorTex.height;
 | |
|                     int width = Mathf.Min(editorTex.width, 256);
 | |
|                     editorTex = ScaleTexture(editorTex, width, (int) (width / aspectRatio));
 | |
| 
 | |
|                     cleanEditorTex = new Texture2D(editorTex.width, editorTex.height);
 | |
|                     cleanEditorTex.SetPixels(editorTex.GetPixels());
 | |
|                     cleanEditorTex.Apply();
 | |
| 
 | |
|                     SetTextureEditorDefaultValues();
 | |
|                     RecalculateEditorTexture();
 | |
|                 }
 | |
|                 else editorTex = null;
 | |
|             }
 | |
| 
 | |
|             DrawLine(Color.grey, 1, 3);
 | |
| 
 | |
|             if(editorTex != null)
 | |
|             {
 | |
|                 EditorGUILayout.BeginHorizontal();
 | |
|                 {
 | |
|                     if(!showOriginalImage) GUILayout.Label(editorTex);
 | |
|                     else GUILayout.Label(cleanEditorTex);
 | |
|                     EditorGUILayout.BeginVertical();
 | |
|                     {
 | |
|                         EditorGUI.BeginChangeCheck();
 | |
|                         TextureEditorColorParameter("Color Tint", ref editorColorTint, Color.white);
 | |
|                         TextureEditorFloatParameter("Brightness", ref brightness, -1f, 5f);
 | |
|                         TextureEditorFloatParameter("Contrast", ref contrast, 0.0f, 5.0f, 1f);
 | |
|                         TextureEditorFloatParameter("Gamma", ref gamma, 0.0f, 10f, 1f);
 | |
|                         TextureEditorFloatParameter("Exposure", ref exposure, -5f, 5f, 0f);
 | |
|                         TextureEditorFloatParameter("Saturation", ref saturation, 0f, 5f, 1f);
 | |
|                         TextureEditorFloatParameter("Hue", ref hue, 0f, 360f, 0f);
 | |
|                         
 | |
|                         EditorGUILayout.BeginHorizontal();
 | |
|                         {
 | |
|                             invert = EditorGUILayout.Toggle("Invert", invert, GUILayout.Width(253));
 | |
|                             greyscale = EditorGUILayout.Toggle("Greyscale", greyscale);
 | |
|                         }
 | |
|                         EditorGUILayout.EndHorizontal();
 | |
|                         
 | |
|                         EditorGUILayout.BeginHorizontal();
 | |
|                         {
 | |
|                             fullWhite = EditorGUILayout.Toggle("Fully white", fullWhite, GUILayout.Width(253));
 | |
|                             blackBackground = EditorGUILayout.Toggle("Black background", blackBackground);
 | |
|                         }
 | |
|                         EditorGUILayout.EndHorizontal();
 | |
|                         alphaGreyscale = EditorGUILayout.Toggle("Greyscale is alpha", alphaGreyscale);
 | |
|                         if(EditorGUI.EndChangeCheck()) RecalculateEditorTexture();
 | |
| 
 | |
|                         EditorGUILayout.Space();
 | |
|                         EditorGUILayout.BeginHorizontal();
 | |
|                         {
 | |
|                             if (GUILayout.Button("Rotate Left 90°", GUILayout.MaxWidth(210))) RotateEditorTextureLeft();
 | |
|                             if(GUILayout.Button("Rotate Right 90°", GUILayout.MaxWidth(210))) for (int i = 0; i < 3; i++) RotateEditorTextureLeft();
 | |
|                         }
 | |
|                         EditorGUILayout.EndHorizontal();
 | |
|                         
 | |
|                         EditorGUILayout.BeginHorizontal();
 | |
|                         {
 | |
|                             if(GUILayout.Button("Flip Horizontal", GUILayout.MaxWidth(210))) FlipEditorTexture(true);
 | |
|                             if(GUILayout.Button("Flip Vertical", GUILayout.MaxWidth(210))) FlipEditorTexture(false);
 | |
|                         }
 | |
|                         EditorGUILayout.EndHorizontal();
 | |
|                         
 | |
|                         EditorGUILayout.Space();
 | |
|                         if(!showOriginalImage)
 | |
|                         {
 | |
|                             if(GUILayout.Button("Press to show Original Image", GUILayout.MaxWidth(425))) showOriginalImage = true;
 | |
|                         }
 | |
|                         else
 | |
|                         {
 | |
|                             Color backgroundColor = GUI.backgroundColor;
 | |
|                             GUI.backgroundColor = Color.red;
 | |
|                             if(GUILayout.Button("Press to show Editor Image",  GUILayout.MaxWidth(425))) showOriginalImage = false;
 | |
|                             GUI.backgroundColor = backgroundColor;
 | |
|                         }
 | |
|                     }
 | |
|                     EditorGUILayout.EndVertical();
 | |
|                 }
 | |
|                 EditorGUILayout.EndHorizontal();
 | |
|                 GUILayout.Label("*Preview is locked to 256px maximum (bigger textures are scaled down), but the image will be saved to its full resolution", EditorStyles.boldLabel);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 GUILayout.Label("Please select an Image to Edit above", EditorStyles.boldLabel);
 | |
|                 return;
 | |
|             }
 | |
| 
 | |
|             DrawLine(Color.grey, 1, 3);
 | |
|             EditorGUILayout.Space();
 | |
|             TextureEditorFloatParameter("Export Scale", ref exportScale, 0.01f, 2f, 1f);
 | |
|             int currWidth = Mathf.ClosestPowerOfTwo((int)(editorTexInput.width * exportScale));
 | |
|             int currHeight = Mathf.ClosestPowerOfTwo((int)(editorTexInput.height * exportScale));
 | |
|             GUILayout.Label("Current export size is: "+ currWidth + " x " + currHeight + " (size snaps to the closest power of 2)", EditorStyles.boldLabel);
 | |
|             if(GUILayout.Button("Save Resulting Image as PNG file"))
 | |
|             {
 | |
|                 string fullPath = AssetDatabase.GetAssetPath(editorTexInput);
 | |
|                 string path = fullPath.Replace(Path.GetFileName(fullPath), "");
 | |
| 
 | |
|                 if(File.Exists(fullPath)) fullPath = GetNewValidPath(path + Path.GetFileName(fullPath));
 | |
| 
 | |
|                 string fileName = fullPath.Replace(path, "");
 | |
|                 fileName = fileName.Replace(".png", "");
 | |
|                 fullPath = EditorUtility.SaveFilePanel("Save Render Image", path, fileName, "png");
 | |
|                 if(fullPath.Length == 0) return;
 | |
|                 string pingPath = fullPath;
 | |
|                 
 | |
|                 ComputeFinalTexture();
 | |
| 
 | |
|                 byte[] bytes = editorTexInput.EncodeToPNG();
 | |
|                 File.WriteAllBytes(pingPath, bytes);
 | |
|                 AssetDatabase.ImportAsset(pingPath);
 | |
|                 AssetDatabase.Refresh();
 | |
|                 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(pingPath, typeof(Texture)));
 | |
|                 Debug.Log("Edited Image saved to: " + fullPath);
 | |
|                 
 | |
|                 editorTexInput = null;
 | |
|                 editorTex = null;
 | |
|                 cleanEditorTex = null;
 | |
|                 SetTextureEditorDefaultValues();
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private void ComputeFinalTexture()
 | |
|         {
 | |
|             Color[] pixels;
 | |
|             int texWidth, texHeight;
 | |
|             
 | |
|             for(int i = 0; i < rotationAmount; i++)
 | |
|             {
 | |
|                 texWidth = editorTexInput.width;
 | |
|                 texHeight = editorTexInput.height;
 | |
|                 pixels = editorTexInput.GetPixels();
 | |
|                 pixels = RotateClockWise(pixels, texWidth, texHeight);
 | |
|                 editorTexInput = new Texture2D(texHeight, texWidth);
 | |
|                 editorTexInput.SetPixels(pixels);
 | |
|                 editorTexInput.Apply();
 | |
|             }
 | |
| 
 | |
|             pixels = editorTexInput.GetPixels();
 | |
|             texWidth = editorTexInput.width;
 | |
|             texHeight = editorTexInput.height;
 | |
|             if(isFlipHorizontal) pixels = FlipHorizontal(pixels, texWidth, texHeight);
 | |
|             if(isFlipVertical) pixels = FlipVertical(pixels, texWidth, texHeight);
 | |
|             
 | |
|             ComputeImageColorFilters(pixels);
 | |
|             editorTexInput = new Texture2D(texWidth, texHeight);
 | |
|             editorTexInput.SetPixels(pixels);
 | |
|             editorTexInput.Apply();
 | |
| 
 | |
|             if(Math.Abs(exportScale - 1f) > 0.05f) editorTexInput = ScaleTexture(editorTexInput, (int)(texWidth * exportScale), (int)(texHeight * exportScale));
 | |
|         }
 | |
| 
 | |
|         private void SetTextureEditorDefaultValues()
 | |
|         {
 | |
|             editorColorTint = Color.white;
 | |
|             brightness = 0f;
 | |
|             contrast = 1f;
 | |
|             gamma = 1f;
 | |
|             exposure = 0f;
 | |
|             saturation = 1f;
 | |
|             hue = 0f;
 | |
|             invert = false;
 | |
|             greyscale = false;
 | |
|             fullWhite = false;
 | |
|             blackBackground = false;
 | |
|             alphaGreyscale = false;
 | |
|             showOriginalImage = false;
 | |
|             isFlipHorizontal = false;
 | |
|             isFlipVertical = false;
 | |
|             rotationAmount = 0;
 | |
|             exportScale = 1f;
 | |
|         }
 | |
| 
 | |
|         private string GetNewValidPath(string path, int i = 1)
 | |
|         {
 | |
|             int number = i;
 | |
|             path = path.Replace(".png", "");
 | |
|             string newPath = path + "_" + number.ToString();
 | |
|             string fullPath = newPath + ".png";
 | |
|             if(System.IO.File.Exists(fullPath))
 | |
|             {
 | |
|                 number++;
 | |
|                 fullPath = GetNewValidPath(path, number);
 | |
|             }
 | |
| 
 | |
|             return fullPath;
 | |
|         }
 | |
| 
 | |
|         private void RecalculateEditorTexture()
 | |
|         {
 | |
|             Color[] pixels = cleanEditorTex.GetPixels();
 | |
|             int texWidth = cleanEditorTex.width;
 | |
|             int texHeight = cleanEditorTex.height;
 | |
| 
 | |
|             ComputeImageColorFilters(pixels);
 | |
| 
 | |
|             editorTex = new Texture2D(texWidth, texHeight);
 | |
|             editorTex.SetPixels(pixels);
 | |
|             editorTex.Apply();
 | |
|         }
 | |
| 
 | |
|         private void ComputeImageColorFilters(Color[] pixels)
 | |
|         {
 | |
|             float cosHsv = saturation * Mathf.Cos(hue * 3.14159265f / 180f);
 | |
|             float sinHsv = saturation * Mathf.Sin(hue * 3.14159265f / 180f);
 | |
| 
 | |
|             for(int i = 0; i < pixels.Length; i++)
 | |
|             {
 | |
|                 pixels[i].r = Mathf.Clamp01(((pixels[i].r - 0.5f) * contrast) + 0.5f);
 | |
|                 pixels[i].g = Mathf.Clamp01(((pixels[i].g - 0.5f) * contrast) + 0.5f);
 | |
|                 pixels[i].b = Mathf.Clamp01(((pixels[i].b - 0.5f) * contrast) + 0.5f);
 | |
| 
 | |
|                 pixels[i] = new Color(Mathf.Clamp01(pixels[i].r * (1 + brightness)), Mathf.Clamp01(pixels[i].g * (1 + brightness)), Mathf.Clamp01(pixels[i].b * (1 + brightness)), pixels[i].a);
 | |
| 
 | |
|                 pixels[i].r = Mathf.Pow(Mathf.Abs(pixels[i].r), gamma);
 | |
|                 pixels[i].g = Mathf.Pow(Mathf.Abs(pixels[i].g), gamma);
 | |
|                 pixels[i].b = Mathf.Pow(Mathf.Abs(pixels[i].b), gamma);
 | |
| 
 | |
|                 pixels[i].r = Mathf.Clamp01(pixels[i].r * Mathf.Pow(2, exposure));
 | |
|                 pixels[i].g = Mathf.Clamp01(pixels[i].g * Mathf.Pow(2, exposure));
 | |
|                 pixels[i].b = Mathf.Clamp01(pixels[i].b * Mathf.Pow(2, exposure));
 | |
| 
 | |
|                 pixels[i] *= editorColorTint;
 | |
| 
 | |
|                 Color hueShiftColor = pixels[i];
 | |
|                 hueShiftColor.r = Mathf.Clamp01((.299f + .701f * cosHsv + .168f * sinHsv) * pixels[i].r + (.587f - .587f * cosHsv + .330f * sinHsv) * pixels[i].g + (.114f - .114f * cosHsv - .497f * sinHsv) * pixels[i].b);
 | |
|                 hueShiftColor.g = Mathf.Clamp01((.299f - .299f * cosHsv - .328f * sinHsv) * pixels[i].r + (.587f + .413f * cosHsv + .035f * sinHsv) * pixels[i].g + (.114f - .114f * cosHsv + .292f * sinHsv) * pixels[i].b);
 | |
|                 hueShiftColor.b = Mathf.Clamp01((.299f - .3f * cosHsv + 1.25f * sinHsv) * pixels[i].r + (.587f - .588f * cosHsv - 1.05f * sinHsv) * pixels[i].g + (.114f + .886f * cosHsv - .203f * sinHsv) * pixels[i].b);
 | |
|                 pixels[i] = hueShiftColor;
 | |
| 
 | |
|                 if(invert) pixels[i] = new Color(1 - pixels[i].r, 1 - pixels[i].g, 1 - pixels[i].b, pixels[i].a);
 | |
| 
 | |
|                 if(greyscale || fullWhite || alphaGreyscale)
 | |
|                 {
 | |
|                     float greyScale = pixels[i].r * 0.59f + pixels[i].g * 0.3f + pixels[i].b * 0.11f;
 | |
|                     
 | |
|                     if(fullWhite) pixels[i] = new Color(1, 1, 1, greyScale);
 | |
|                     else if(greyscale) pixels[i] = new Color(greyScale, greyScale, greyScale, pixels[i].a);
 | |
|                     
 | |
|                     if(alphaGreyscale) pixels[i] = new Color(pixels[i].r, pixels[i].g, pixels[i].b, greyScale);
 | |
|                 }
 | |
| 
 | |
|                 if(blackBackground)
 | |
|                 {
 | |
|                     if(pixels[i].a < 0.05f)  pixels[i] = new Color(pixels[i].a, pixels[i].a, pixels[i].a, 1);
 | |
|                     else pixels[i] = new Color(pixels[i].r, pixels[i].g, pixels[i].b, 1);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         private void TextureEditorFloatParameter(string parameterName, ref float parameter, float rangeMin = -100f, float rangeMax = 100f, float resetValue = 0f)
 | |
|         {
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 parameter = EditorGUILayout.Slider(parameterName, parameter, rangeMin, rangeMax, GUILayout.MaxWidth(400));
 | |
|                 GUIContent resetButtonLabel = new GUIContent
 | |
|                 {
 | |
|                     text = "R",
 | |
|                     tooltip = "Resets to default value"
 | |
|                 };
 | |
|                 if(GUILayout.Button(resetButtonLabel, GUILayout.Width(20))) parameter = resetValue;
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|         }
 | |
|         
 | |
|         private void TextureEditorIntParameter(string parameterName, ref int parameter, int rangeMin = -100, int rangeMax = 100, int resetValue = 0)
 | |
|         {
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 parameter = EditorGUILayout.IntSlider(parameterName, parameter, rangeMin, rangeMax, GUILayout.MaxWidth(400));
 | |
|                 GUIContent resetButtonLabel = new GUIContent
 | |
|                 {
 | |
|                     text = "R",
 | |
|                     tooltip = "Resets to default value"
 | |
|                 };
 | |
|                 if(GUILayout.Button(resetButtonLabel, GUILayout.Width(20))) parameter = resetValue;
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|         }
 | |
|         
 | |
|         private void TextureEditorColorParameter(string parameterName, ref Color parameter, Color resetValue)
 | |
|         {
 | |
|             EditorGUILayout.BeginHorizontal();
 | |
|             {
 | |
|                 GUIContent colorLabel = new GUIContent
 | |
|                 {
 | |
|                     text = parameterName,
 | |
|                     tooltip = parameterName
 | |
|                 };
 | |
|                 parameter = EditorGUILayout.ColorField(colorLabel, parameter, true, true, true, GUILayout.MaxWidth(400));
 | |
|                 GUIContent resetButtonLabel = new GUIContent
 | |
|                 {
 | |
|                     text = "R",
 | |
|                     tooltip = "Resets to default value"
 | |
|                 };
 | |
|                 if(GUILayout.Button(resetButtonLabel, GUILayout.Width(20))) parameter = resetValue;
 | |
|             }
 | |
|             EditorGUILayout.EndHorizontal();
 | |
|         }
 | |
| 
 | |
|         private void RotateEditorTextureLeft()
 | |
|         {
 | |
|             Color[] pixels = editorTex.GetPixels();
 | |
|             Color[] pixelsClean = cleanEditorTex.GetPixels();
 | |
|             int texWidth = editorTex.width;
 | |
|             int texHeight = editorTex.height;
 | |
| 
 | |
|             pixels = RotateClockWise(pixels, texWidth, texHeight);
 | |
|             pixelsClean = RotateClockWise(pixelsClean, texWidth, texHeight);
 | |
| 
 | |
|             editorTex = new Texture2D(texHeight, texWidth); //Width and Height get swapped to account for rotation
 | |
|             editorTex.SetPixels(pixels);
 | |
|             editorTex.Apply();
 | |
|             cleanEditorTex = new Texture2D(texHeight, texWidth); //Width and Height get swapped to account for rotation
 | |
|             cleanEditorTex.SetPixels(pixelsClean);
 | |
|             cleanEditorTex.Apply();
 | |
| 
 | |
|             rotationAmount = (rotationAmount + 1) % 4;
 | |
|         }
 | |
| 
 | |
|         private Color[] RotateClockWise(Color[] pixels, int width, int height)
 | |
|         {
 | |
|             Color[] outputPixels = new Color[pixels.Length];
 | |
|             for(int y = 0; y < height; y++)
 | |
|             {
 | |
|                 for(int x = 0; x < width; x++)
 | |
|                 {
 | |
|                     int i1 = GetPixelIndex(x, height - y - 1, width);
 | |
|                     int i2 = GetPixelIndex(y, x, height);
 | |
|                     outputPixels[i2] = pixels[i1];
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             return outputPixels;
 | |
|         }
 | |
| 
 | |
|         private void FlipEditorTexture(bool isHorizontal)
 | |
|         {
 | |
|             Color[] pixels = editorTex.GetPixels();
 | |
|             Color[] pixelsClean = cleanEditorTex.GetPixels();
 | |
|             int texWidth = editorTex.width;
 | |
|             int texHeight = editorTex.height;
 | |
| 
 | |
|             if(isHorizontal)
 | |
|             {
 | |
|                 pixels = FlipHorizontal(pixels, texWidth, texHeight);
 | |
|                 pixelsClean = FlipHorizontal(pixelsClean, texWidth, texHeight);
 | |
|                 isFlipHorizontal = !isFlipHorizontal;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 pixels = FlipVertical(pixels, texWidth, texHeight);
 | |
|                 pixelsClean = FlipVertical(pixelsClean, texWidth, texHeight);
 | |
|                 isFlipVertical = !isFlipVertical;
 | |
|             }
 | |
| 
 | |
|             editorTex = new Texture2D(texWidth, texHeight);
 | |
|             editorTex.SetPixels(pixels);
 | |
|             editorTex.Apply();
 | |
|             cleanEditorTex = new Texture2D(texWidth, texHeight);
 | |
|             cleanEditorTex.SetPixels(pixelsClean);
 | |
|             cleanEditorTex.Apply();
 | |
|         }
 | |
| 
 | |
|         private Color[] FlipHorizontal(Color[] pixels, int width, int height)
 | |
|         {
 | |
|             Color[] outputPixels = new Color[pixels.Length];
 | |
|             for(int y = 0; y < height; y++)
 | |
|             {
 | |
|                 for(int x = 0; x < width; x++)
 | |
|                 {
 | |
|                     int i1 = GetPixelIndex(x, y, width);
 | |
|                     int i2 = GetPixelIndex(width - 1 - x, y, width);
 | |
|                     outputPixels[i1] = pixels[i2];
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             return outputPixels;
 | |
|         }
 | |
| 
 | |
|         private Color[] FlipVertical(Color[] pixels, int width, int height)
 | |
|         {
 | |
|             Color[] outputPixels = new Color[pixels.Length];
 | |
|             for(int y = 0; y < height; y++)
 | |
|             {
 | |
|                 for(int x = 0; x < width; x++)
 | |
|                 {
 | |
|                     int i1 = GetPixelIndex(x, y, width);
 | |
|                     int i2 = GetPixelIndex(x, height - 1 - y, width);
 | |
|                     outputPixels[i1] = pixels[i2];
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             return outputPixels;
 | |
|         }
 | |
| 
 | |
|         private int GetPixelIndex(int x, int y, int width)
 | |
|         {
 | |
|             return y * width + x;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| #endif |