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- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class LuxURPDistanceFadeDrawer : MaterialPropertyDrawer {
- public override void OnGUI (Rect position, MaterialProperty prop, string label, MaterialEditor editor) {
-
- // Needed since Unity 2019
- EditorGUIUtility.labelWidth = 0;
- Vector2 vec2value = prop.vectorValue;
-
- vec2value.x = prop.vectorValue.x;
- vec2value.x = Mathf.Sqrt(vec2value.x);
- vec2value.y = 1.0f / vec2value.y;
- vec2value.y = Mathf.Sqrt(vec2value.y);
- vec2value.y *= 0.5f;
- GUILayout.Space(-18);
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.BeginVertical();
- vec2value.x = EditorGUILayout.FloatField("Max Distance", vec2value.x);
- vec2value.y = EditorGUILayout.FloatField("Fade Range", vec2value.y);
- EditorGUILayout.EndVertical();
- if (EditorGUI.EndChangeCheck ()) {
- vec2value.x *= vec2value.x;
- vec2value.y *= 2.0f;
- vec2value.y *= vec2value.y;
- // We use OneOver to get around the division in the shader
- vec2value.y = 1.0f / vec2value.y;
- prop.vectorValue = vec2value;
- }
- //EditorGUILayout.Vector2Field("test", prop.vectorValue);
- }
- }
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