using UnityEngine; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [VolumeComponentEditor(typeof(FilmGrain))] sealed class FilmGrainEditor : VolumeComponentEditor { SerializedDataParameter m_Type; SerializedDataParameter m_Intensity; SerializedDataParameter m_Response; SerializedDataParameter m_Texture; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); m_Type = Unpack(o.Find(x => x.type)); m_Intensity = Unpack(o.Find(x => x.intensity)); m_Response = Unpack(o.Find(x => x.response)); m_Texture = Unpack(o.Find(x => x.texture)); } public override void OnInspectorGUI() { if (UniversalRenderPipeline.asset?.postProcessingFeatureSet == PostProcessingFeatureSet.PostProcessingV2) { EditorGUILayout.HelpBox(UniversalRenderPipelineAssetEditor.Styles.postProcessingGlobalWarning, MessageType.Warning); return; } PropertyField(m_Type); if (m_Type.value.intValue == (int)FilmGrainLookup.Custom) { PropertyField(m_Texture); var texture = (target as FilmGrain).texture.value; if (texture != null) { var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter; // Fails when using an internal texture as you can't change import settings on // builtin resources, thus the check for null if (importer != null) { bool valid = importer.mipmapEnabled == false && importer.alphaSource == TextureImporterAlphaSource.FromGrayScale && importer.filterMode == FilterMode.Point && importer.textureCompression == TextureImporterCompression.Uncompressed && importer.textureType == TextureImporterType.SingleChannel; if (!valid) CoreEditorUtils.DrawFixMeBox("Invalid texture import settings.", () => SetTextureImportSettings(importer)); } } } PropertyField(m_Intensity); PropertyField(m_Response); } static void SetTextureImportSettings(TextureImporter importer) { importer.textureType = TextureImporterType.SingleChannel; importer.alphaSource = TextureImporterAlphaSource.FromGrayScale; importer.mipmapEnabled = false; importer.filterMode = FilterMode.Point; importer.textureCompression = TextureImporterCompression.Uncompressed; importer.SaveAndReimport(); AssetDatabase.Refresh(); } } }