1
0
mirror of https://github.com/AcChosen/VR-Stage-Lighting.git synced 2024-11-23 23:21:07 +01:00

- Packaged important add-ons such as video players, gpu readback, and screen space shaders into unitypackages along with main VR Stage Light package to reduce confusion and keep things organized.

- Converted shaders and video players to all run on native linear input. This removes many issues and inconsistencies with smoothing and general movement.
- Updated GPU readback to fire events on value change when past a certain threshold for float and int paramater ranges. Added ability to name data points in GPU Readback function script.

- Added component sliders to the VRSL DMX and VRSL AudioLink scripts. These sliders replace the final intensity sliders with sliders that control the intensities of the indivdual components of a light (The volumetric, projection, and fixture mesh).
- Added "Genereate Unique VRSL Materials" menu button to the VRSL drop down menu under "Utilties". This button will search the scene for any VRSL Materials, make a copy of them, save them in your selected folder, and apply them to your VRSL meshes in your scene as well as to the Local UI Control Panel. This will allow users to seperate their VRSL materials from the prefab materials and applying it to the scene, allowing for users to make changes to their VRSL materials without updates resetting their settings. (The AudioLink component sliders are at the bottom of the script.)
- Added the "VRSL GI" toggle prefab toggle to Control Panel. This will allow one to spawn the VRSL GI variants of the standard VRSL prefabs. (VRSL GI 1.2+ Only).

- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or strobe up should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).

- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- Added the ability to export the patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
-Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
-Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.

- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+)
- Increased AudioLink Delay range from 30 to 127

- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
-  VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.

- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.

- Added per fixture toggle to disable black-to-white conversion when texture sampling mode is enabled on audiolink fixtures.

- Added Global Intensity Blend property to all shaders.
- Removed all `.Blend`and `.Blend1` files
This commit is contained in:
AcChosen 2024-06-02 13:24:07 -04:00
parent c030703aa4
commit aa156ddf0b
302 changed files with 9422 additions and 77307 deletions

9
Packages/.gitignore vendored
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@ -1,11 +1,2 @@
/*/
!com.vrchat.core.*
com.vrchat.core.vpm-resolver
manifest.json
packages-lock.json
vpm-manifest.json
# Change this to match your new package name
!com.acchosen.vr-stage-lighting
!com.vrchat.core.*/

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@ -1,5 +1,68 @@
# VR Stage Lighting - Changelog
## 2.7.0 Change Log - June 2nd, 2024
- Packaged important add-ons such as video players, gpu readback, and screen space shaders into unitypackages along with main VR Stage Light package to reduce confusion and keep things organized.
- Converted shaders and video players to all run on native linear input. This removes many issues and inconsistencies with smoothing and general movement.
- Updated GPU readback to fire events on value change when past a certain threshold for float and int paramater ranges. Added ability to name data points in GPU Readback function script.
## 2.6.2 Change Log - May 21st 2024
- Added component sliders to the VRSL DMX and VRSL AudioLink scripts. These sliders replace the final intensity sliders with sliders that control the intensities of the indivdual components of a light (The volumetric, projection, and fixture mesh).
- Added "Genereate Unique VRSL Materials" menu button to the VRSL drop down menu under "Utilties". This button will search the scene for any VRSL Materials, make a copy of them, save them in your selected folder, and apply them to your VRSL meshes in your scene as well as to the Local UI Control Panel. This will allow users to seperate their VRSL materials from the prefab materials and applying it to the scene, allowing for users to make changes to their VRSL materials without updates resetting their settings. (The AudioLink component sliders are at the bottom of the script.)
- Added the "VRSL GI" toggle prefab toggle to Control Panel. This will allow one to spawn the VRSL GI variants of the standard VRSL prefabs. (VRSL GI 1.2+ Only).
## 2.6.1 Change Log - April 6th 2024
- Added global DMX strobe toggle on Local Control Panel asset. Toggling this will disable the strobe channel for the player locally. Useful for those that want to enjoy the light show but can't handle the strobing.
- Adjusted the volumetrics 3D noise to scale properly with the mesh. Scaling a spotlight or strobe up should no longer result in wonky noise tiling.
- Fixed build errors with the DMX patch exporter scripts (again).
## 2.6.0 Change Log - March 25th 2024
- Created Fixture Definition Files and added Fixture Type properties to DMX fixtures. Fixture Definition files are used to create arbitrary data to describe DMX fixture channels. They are mostly cosmetic and used for the DMX patch data exporter.
- Added the ability to save and load DMX Patch Data per scene. This is useful for restoring DMX patch settings to scenes due to corruption.
- Added the ability to export the patch data as a JSON, MVR (My Virtual Rig), or PDF Patch List.
- Added VRSL Manager Window Settings file. This file will start to hold per project data about the VRSL Control Panel. Right now, it holds references to alternate meshes for spotlight and washlight volumetrics.
-Added the ability to switch the volumetric meshes in a scene to lower poly versions on the fly.
-Improved the spin timer shader to have more consistent and smooth DMX gobo spinning.
## 2.5.1 Change Log - February 29th 2024
- Fixed inspector related bugs and improved inspector stability on all VRSL component scripts.
- Added prefab load toggles for VRSL GI prefabs into Control Panel (VRSL GI 1.2.0+)
- Increased AudioLink Delay range from 30 to 127
## 2.5.0 Change Log - February 9th, 2024
- Removed the USharp Video and uDesktopDuplication DMX screen prefabs and placed them in their own packages along with new VideoTXL and ProTV DMX screen prefabs.
- Added ability to add and remove DMX Screen prefab packages. TekOSC is the only DMX reader prefab that now comes pre-installed with VRSL, removing USharp Video as a requirement for VRSL.
- Reduced the precision of majority of the DMX Render Textures to 16-Bit SFLOAT instead of 32-Bit SFLOAT to reduce VRAM usage.
- Auto set all DMX Render Textures to have a period of 0.0 to reduce editor related issues.
- Removed the bloom post processing volume prefab from the VRSL-LocalUIControlPanel prefab.
- VRSL-LocalUIControlPanel will now hide the bloom slider if it cannot find the bloom post processing volume prefab or it's "Bloom Animator" variable is null.
- Fixed bug where you could not edit multiple VRSL scripts at once.
## 2.4.5 Change Log
- Re-Added Texture Sampling features for the AudioLink Discoball.
- Added the "Singal Detection System" for interpolation CRT shaders. This system will allow users to disable VRSL DMX if pixels that are not related to the VRSL DMX Grid node are detected (in cases of the video player freezing or disconnecting or an invalid video format was inputted.) This system is disabled by default but can be enabled in the inspector of any of the interpolation CRTs.
## 2.4.4 Change Log
- Added per fixture toggle to disable black-to-white conversion when texture sampling mode is enabled on audiolink fixtures.
## 2.4.3 Change Log
- Added Global Intensity Blend property to all shaders.
- Removed all `.Blend`and `.Blend1` files
## 2.4.2 Change Log
- Changed Movement smoothing algorithm to be framerate-independent.
- Added smoothing multiplier that works in VRChat only to better match smoothing values in Editor.
- Added extra strobe render textures to reduce the delay between GI and VRSL strobing updates.
- Made version numbers consistent across all editor scripts.
- Fixed package format. (Again)
## 2.4.1 Change Log
- Added ability to switch between dynamic and static strobing for DMX fixtures in the settings of the Strobe Timings CRT. This will switch strobe channels from the smooth variable speed strobing channel to a 3 speed consistent strobe channel. The 3 speed strobing will be slightly more performant and should also appear more consistent at lower frame rates.
- Added the ability to quickly make changes to any of the CRT materials for the DMX and AudioLink Custom Render Textures inside of the VRSL Control Panel. It is listed under options and allows users to view and edit the materials that the custom render textures use. This will allow for adjusting global dmx settings such as range of smoothing for movement on moving heads as well as the maximum and minmum strobe speeds.
- Moved some files around in preperation for the VRSL GI release.
# NOTE: This version of VRSL has changed ALOT of the backend (under-the-hood). If you are production sensitive project, please continue to use [v2.2](https://github.com/AcChosen/VR-Stage-Lighting/releases/tag/v2.2.0) until you feel your project is ready to update to 2.4. If not, please update to this version as soon as you can!~
## v2.3.0 - February 15th, 2023
### New Features
- All DMX Grid textures are now global textures set with VRCShader.SetGlobalTexture(), which gives all shaders in a scene/instance access to all 4 DMX Grid textures at all times. This allows for custom VRSL shaders to be created without having to manage a bunch of render textures in the material's inspector. This also allows avatar shaders to have a wider range of channels to read from and allows a much more performant way of getting the textures to the avatars without relying on a grabpass.

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@ -42,6 +42,8 @@ public class VRSLInspector : ShaderGUI
MaterialProperty _DMXChannel = null;
MaterialProperty _NineUniverseMode = null;
MaterialProperty _SignalDetectionSystem = null;
MaterialProperty _SignalDetectionSensativity = null;
MaterialProperty _EnableDMX = null;
MaterialProperty _EnableExtraChannels = null;
// MaterialProperty _Udon_DMXGridRenderTextureMovement = null;
@ -114,7 +116,7 @@ public class VRSLInspector : ShaderGUI
MaterialProperty _Noise2Stretch = null;
MaterialProperty _Noise2StretchInside = null;
MaterialProperty _Noise2Power = null;
MaterialProperty _UseTraditionalSampling = null;
MaterialProperty _Noise2XDefault = null;
@ -1723,6 +1725,10 @@ public class VRSLInspector : ShaderGUI
matEditor.ShaderProperty(_TextureColorSampleX, new GUIContent("X UV Coordinate", "The x uv coordinate for where on the texture to sample from (0 to 1)."));
matEditor.ShaderProperty(_TextureColorSampleY, new GUIContent("Y UV Coordinate", "The y uv coordinate for where on the texture to sample from (0 to 1)."));
matEditor.ShaderProperty(_RenderTextureMultiplier, new GUIContent("Render Texture Multiplier", "Increase the strength of the render texture color"));
if(_RenderTextureMultiplier.floatValue > 0f)
{
matEditor.ShaderProperty(_UseTraditionalSampling, new GUIContent("Use Traditional Texture Sampling", "Disable Black to white conversion in texture sampling"));
}
EditorGUI.indentLevel--;
GUILayout.Space(5);
@ -1801,6 +1807,7 @@ public class VRSLInspector : ShaderGUI
VRSLStyles.PartingLine();
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_Emission, new GUIContent("Emission Color", "The overall emissive color of the shader. Use this to tint the shader."));
ColorTextureSamplingGUI(matEditor, props, target);
matEditor.TexturePropertySingleLine(new GUIContent("Discoball Projection Cube Map", "The cube map used to project a 360 degree image from the center of the object onto other objects."), _Cube);
matEditor.TextureScaleOffsetProperty(_Cube);
matEditor.ShaderProperty(_RotationSpeed, new GUIContent("Discoball Rotation Speed", "The speed at which the discoball spins."));
@ -1830,6 +1837,9 @@ public class VRSLInspector : ShaderGUI
matEditor.ShaderProperty(_SmoothValue, new GUIContent("Smoothness Level", "Changes how much interpolated smoothing is applied to the texture. The closer to 0, the more smoothing applied, the closer to 1, the less smoothing applied. \nThis value is usually controlled by a seperate DMX signal to control the movement speed of the movers. "));
matEditor.ShaderProperty(_MinimumSmoothnessDMX, new GUIContent("Minimum Smoothness Value", "Sets the minimum amount of smoothing applied to the texture by default."));
matEditor.ShaderProperty(_MaximumSmoothnessDMX, new GUIContent("Maximum Smoothness Value", "Sets the maximum amount of smoothing applied to the texture by default."));
GUILayout.Space(5);
matEditor.ShaderProperty(_SignalDetectionSystem, new GUIContent("Enable Signal Detection System", "Enables the auto signal detection system. If certain pixels in the grid node (that aren't DMX Channels) aren't black, this texture will output black. This prevents unwanted pixel data coming in and disrupting a show."));
matEditor.ShaderProperty(_SignalDetectionSensativity, new GUIContent("Signal Detection System Sensativity", "How close to black does the signal need to be before it activates."));
matEditor.RenderQueueField();
EditorGUI.indentLevel--;
GUILayout.Space(5);

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@ -598,11 +598,13 @@ public class AudioLinkListItem
// }
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
public class VRSL_ManagerWindow : EditorWindow {
private static VRSL_ManagerWindowSettings settings;
static float panRangeOff = 180f;
static float tiltRangeOff = -180f;
public static Texture logo, github, twitter, discord;
public bool legacyFixtures;
//public static string ver = "VR Stage Lighting ver:" + " <b><color=#6a15ce> 2.4.1</color></b>";
public static bool useGIPrefabs;
public static bool hasLocalPanel, hasDepthLight;
private static VRSL_LocalUIControlPanel panel;
@ -625,7 +627,8 @@ public class VRSL_ManagerWindow : EditorWindow {
private string[] materialChooserList = new string[]{"Off","Intensity+Color", "Movement", "Spin", "Strobe Timing", "Strobe Output", "AudioLink Interpolation"};
private string [] dmxGizmoInfo = new string[]{"None", "Channel Only", "Universe + Channel"};
private static UnityEngine.Object controlPanelUiPrefab, directionalLightPrefab, uDesktopHorizontalPrefab, uDesktopVerticalPrefab, uDesktopLegacyPrefab, uVidHorizontalPrefab, uVidVerticalPrefab, uVidLegacyPrefab,
audioLinkPrefab, audioLinkControllerPrefab, standardAudioLinkControllerPrefab, oscGridReaderHorizontalPrefab, oscGridReaderVerticalPrefab, audioLinkVRSLPrefab, cubeMask, cylinderMask, capsuleMask, sphereMask;
audioLinkPrefab, audioLinkControllerPrefab, standardAudioLinkControllerPrefab, oscGridReaderHorizontalPrefab, oscGridReaderVerticalPrefab, audioLinkVRSLPrefab, cubeMask, cylinderMask, capsuleMask, sphereMask,
proTVVertical, proTVHorizontal, videoTXLVertical, videoTXLHorizontal;
private static bool dmxSpawnsFoldout, audioLinkSpawnsFoldout, mainOptionsFoldout, stencilFoldout;
Vector2 dmxScrollPos, audioLinkScrollPos, mainScrollPos;
private static bool dmxHover, audioLinkHover;
@ -633,12 +636,18 @@ public class VRSL_ManagerWindow : EditorWindow {
private static bool lastDepthLightRequirement, lastVolumetricNoiseToggle;
private static UnityEngine.Object spotlight_h, spotlight_v, spotlight_l, spotlight_a;
private static UnityEngine.Object gi_spotlight_h, gi_spotlight_v, gi_spotlight_a;
private static UnityEngine.Object washlight_h, washlight_v, washlight_l, washlight_a;
private static UnityEngine.Object gi_washlight_h, gi_washlight_v, gi_washlight_a;
private static UnityEngine.Object blinder_h, blinder_v, blinder_l, blinder_a;
private static UnityEngine.Object gi_blinder_h, gi_blinder_v, gi_blinder_a;
private static UnityEngine.Object flasher_h, flasher_v, flasher_l, flasher_a;
private static UnityEngine.Object gi_flasher_h, gi_flasher_v, gi_flasher_a;
private static UnityEngine.Object parlight_h, parlight_v, parlight_l, parlight_a;
private static UnityEngine.Object gi_parlight_h, gi_parlight_v, gi_parlight_a;
private static UnityEngine.Object lightbar_h, lightbar_v, lightbar_l, lightbar_a;
private static UnityEngine.Object discoball_h, discoball_v, discoball_l, discoball_a;
private static UnityEngine.Object gi_lightbar_h, gi_lightbar_v, gi_lightbar_a;
private static UnityEngine.Object discoball_h, discoball_v, discoball_l, discoball_a;
private static UnityEngine.Object laser_h, laser_v, laser_l, laser_a;
private static UnityEngine.Object sixFour_h, sixFour_v, sixFour_l;
private static UnityEngine.Object multiLightbar_h, multiLightbar_v, multiLightbar_l;
@ -648,6 +657,8 @@ public class VRSL_ManagerWindow : EditorWindow {
dmx_H_CRT_StrobeTime_Mat, dmx_V_CRT_StrobeTime_Mat, dmx_L_CRT_StrobeTime_Mat,
dmx_H_CRT_StrobeOut_Mat, dmx_V_CRT_StrobeOut_Mat, dmx_L_CRT_StrobeOut_Mat,
audiolink_CRT_InterpolationMat;
string[] volumetricMeshQualityNames = new string[] {"High", "Medium", "Low"};
int[] volumetricMeshQualityValues = {0, 1, 2};
private MaterialEditor _materialEditor;
private bool showMaterialEditor;
@ -658,12 +669,14 @@ public class VRSL_ManagerWindow : EditorWindow {
private static Shader GIDMXLightTextureShader;
private static bool hasDMXGI;
private static bool hasUsharpVideo, hasDesktop, hasProTV, hasVideoTXL;
private int materialChooser;
// private float panRangeTarget = 90f;
// private float tiltRangeTarget = -90f;
[MenuItem("VRSL/Control Panel")]
[MenuItem("VRSL/Control Panel", priority = 250)]
static void ShowWindow() {
EditorWindow window = GetWindow<VRSL_ManagerWindow>();
window.titleContent = new GUIContent("VRSL Control Panel");
@ -684,8 +697,14 @@ public class VRSL_ManagerWindow : EditorWindow {
lastVolumetricNoiseToggle = panel.VolumetricNoise;
MassHideShowProjections();
panel._CheckDepthLightStatus();
}
}
CheckDesktopDuplication();
CheckUSharpVideo();
CheckVideoTXL();
CheckProTV();
LoadPrefabs();
GetManagerSettings();
//Debug.Log("VRSL Control Panel: Initializing!");
ApplyChangesToFixtures(true, true, false);
}
@ -702,6 +721,15 @@ public class VRSL_ManagerWindow : EditorWindow {
}
static void GetManagerSettings()
{
if(settings == null)
{
settings = (VRSL_ManagerWindowSettings) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("9d76acca48d75144d934f63fba1b5adf"), typeof(VRSL_ManagerWindowSettings));
}
}
public static string GetVersion()
{
string path = Application.dataPath;
@ -718,6 +746,7 @@ public class VRSL_ManagerWindow : EditorWindow {
static bool CheckIfDMXGIAvailable()
{
string path = "Packages/com.acchosen.vrsl-dmx-gi/Runtime/Shaders/VRSL_GI_LightTexture.shader";
bool wasSuccessful = false;
try{
GIDMXLightTextureShader = (Shader)AssetDatabase.LoadAssetAtPath(path, typeof(Shader));
@ -727,7 +756,15 @@ public class VRSL_ManagerWindow : EditorWindow {
{
e.GetType();
wasSuccessful = false;
return wasSuccessful;
}
string path2 = Application.dataPath;
path2 = path2.Replace("Assets","");
path2 += "Packages" + "\\" + "com.acchosen.vrsl-dmx-gi" + "\\";
path2 += "Runtime" + "\\" + "Scripts" + "\\" + "VRSL_GI_VenueStateController.cs";
wasSuccessful = File.Exists(path2);
return wasSuccessful;
}
@ -738,37 +775,36 @@ public class VRSL_ManagerWindow : EditorWindow {
// }
static void CheckUSharpVideo()
{
string path = Application.dataPath;
path += "/VRSL Addons/VRSL-USharpVideo Package/VERSION.txt";
hasUsharpVideo = File.Exists(path);
}
static void CheckDesktopDuplication()
{
string path = Application.dataPath;
path += "/VRSL Addons/VRSL-DesktopDuplication Package/VERSION.txt";
hasDesktop = File.Exists(path);
}
static void CheckProTV()
{
string path = Application.dataPath;
path += "/VRSL Addons/VRSL-ProTV Package/VERSION.txt";
hasProTV = File.Exists(path);
}
static void CheckVideoTXL()
{
string path = Application.dataPath;
path += "/VRSL Addons/VRSL-VideoTXL Package/VERSION.txt";
hasVideoTXL = File.Exists(path);
}
static bool LoadPrefabs()
{
bool result = true;
// string controlPanelPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/VRSL-LocalUIControlPanel.prefab";
// string directionalLightPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/Directional Light (For Depth).prefab";
// string udeskHorizontalPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Horizontal Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReaderScreen-Horizontal.prefab";
// string udeskVerticalPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Vertical Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReaderScreen-Vertical.prefab";
// string udeskLegacyPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Legacy Mode/DMX Reader Screens/VRSL-DMX-uDesktopDuplicationReader-Legacy.prefab";
// string vidHorizontalPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Horizontal Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Horizontal.prefab";
// string vidVerticalPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Vertical Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Vertical.prefab";
// string vidLegacyPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Legacy Mode/DMX Reader Screens/VRSL-DMX-USharpVideoReaderScreen-Legacy.prefab";
// string audioLinkPath = "Assets/AudioLink/Audiolink.prefab";
// string audioLinkPathAlt = "Packages/com.llealloo.audiolink/Runtime/Audiolink.prefab";
// string audioLinkControllerPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/AudioLink/VRSL-AudioLinkControllerWithSmoothing/AudioLinkController-WithVRSLSmoothing.prefab";
// string standardAudioLinkControllerPath = "Assets/AudioLink/AudioLinkController.prefab";
// string standardAudioLinkControllerPathAlt = "Packages/com.llealloo.audiolink/Runtime/AudioLinkController.prefab";
// string oscGridReadHPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/GridReader/VRSL-DMX-TekOSCGridReader-H.prefab";
// string oscGridReadVPath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/GridReader/VRSL-DMX-TekOSCGridReader-V.prefab";
// controlPanelUiPrefab = AssetDatabase.LoadAssetAtPath(controlPanelPath, typeof(GameObject));
// directionalLightPrefab = AssetDatabase.LoadAssetAtPath(directionalLightPath, typeof(GameObject));
// oscGridReaderHorizontalPrefab = AssetDatabase.LoadAssetAtPath(oscGridReadHPath, typeof(GameObject));
// oscGridReaderVerticalPrefab = AssetDatabase.LoadAssetAtPath(oscGridReadVPath, typeof(GameObject));
// uDesktopHorizontalPrefab = AssetDatabase.LoadAssetAtPath(udeskHorizontalPath, typeof(GameObject));
// uDesktopVerticalPrefab = AssetDatabase.LoadAssetAtPath(udeskVerticalPath, typeof(GameObject));
// uDesktopLegacyPrefab = AssetDatabase.LoadAssetAtPath(udeskLegacyPath, typeof(GameObject));
// uVidHorizontalPrefab = AssetDatabase.LoadAssetAtPath(vidHorizontalPath, typeof(GameObject));
// uVidVerticalPrefab = AssetDatabase.LoadAssetAtPath(vidVerticalPath, typeof(GameObject));
// uVidLegacyPrefab = AssetDatabase.LoadAssetAtPath(vidLegacyPath, typeof(GameObject));
// audioLinkPrefab = AssetDatabase.LoadAssetAtPath(audioLinkPath, typeof(GameObject));
// audioLinkControllerPrefab = AssetDatabase.LoadAssetAtPath(audioLinkControllerPath, typeof(GameObject));
// standardAudioLinkControllerPrefab = AssetDatabase.LoadAssetAtPath(standardAudioLinkControllerPath, typeof(GameObject));
controlPanelUiPrefab = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("dedfba01424b93148b3d9a42e95ed2f7"), typeof(GameObject));
directionalLightPrefab = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("dc2b8d13712a0f3488413e49afae73ef"), typeof(GameObject));
oscGridReaderHorizontalPrefab = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("f37d8aba2d9398d4aa2fc86f7d8c0cd4"), typeof(GameObject));
@ -787,6 +823,10 @@ public class VRSL_ManagerWindow : EditorWindow {
cylinderMask = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("de5b252ed1e43b14a9f655ac98144fff"), typeof(GameObject));
capsuleMask = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("29158ac9808b32541ba787435bdfa109"), typeof(GameObject));
sphereMask = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("fa0972d9c823bcf4293febe61ff79da6"), typeof(GameObject));
proTVVertical = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("e4fe596a841f2d449aab8a480115a03d"), typeof(GameObject));
proTVHorizontal = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("d58eb5975ef68b8448ae81cd41c1b615"), typeof(GameObject));
videoTXLVertical = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("30c965f2294a39b4c83772e8aa63f69d"), typeof(GameObject));
videoTXLHorizontal = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("b815c24c9fa26f04e9d441922ce84968"), typeof(GameObject));
if(controlPanelUiPrefab == null)
{
@ -808,36 +848,36 @@ public class VRSL_ManagerWindow : EditorWindow {
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("2ed7323806c632f4294ff51d8af9a2b2"));
result = false;
}
if(uDesktopHorizontalPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("d8bedad6090068740a8d3d9de3c84ea4"));
result = false;
}
if(uDesktopVerticalPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("b55309c416955b044a48bbced977331d"));
result = false;
}
if(uDesktopLegacyPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("a6013d8268c98274386159517c50aa09"));
result = false;
}
if(uVidHorizontalPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("e62fe963d8da32147bbd2f1caa73a0de"));
result = false;
}
if(uVidVerticalPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("91a099dcf3cff864a9bc08584904554a"));
result = false;
}
if(uVidLegacyPrefab == null)
{
Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("dd476adc52e8f374da7dd7e4e9274f71"));
result = false;
}
// if(uDesktopHorizontalPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("d8bedad6090068740a8d3d9de3c84ea4"));
// result = false;
// }
// if(uDesktopVerticalPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("b55309c416955b044a48bbced977331d"));
// result = false;
// }
// if(uDesktopLegacyPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("a6013d8268c98274386159517c50aa09"));
// result = false;
// }
// if(uVidHorizontalPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("e62fe963d8da32147bbd2f1caa73a0de"));
// result = false;
// }
// if(uVidVerticalPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("91a099dcf3cff864a9bc08584904554a"));
// result = false;
// }
// if(uVidLegacyPrefab == null)
// {
// Debug.LogError("VRSL Control Panel: Failed to load " + AssetDatabase.GUIDToAssetPath("dd476adc52e8f374da7dd7e4e9274f71"));
// result = false;
// }
if(audioLinkPrefab == null)
{
// audioLinkPrefab = AssetDatabase.LoadAssetAtPath(audioLinkPathAlt, typeof(GameObject));
@ -1216,6 +1256,7 @@ public class VRSL_ManagerWindow : EditorWindow {
g.fixedHeight = 45;
//g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
g.hover.textColor = Color.white;
g.alignment = TextAnchor.MiddleCenter;
return g;
}
@ -1226,6 +1267,7 @@ public class VRSL_ManagerWindow : EditorWindow {
g.fixedHeight = 35;
//g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
g.hover.textColor = Color.white;
g.alignment = TextAnchor.MiddleCenter;
return g;
}
@ -1236,6 +1278,7 @@ public class VRSL_ManagerWindow : EditorWindow {
// g.fixedHeight = 35;
// g.fontStyle = FontStyle.Italic;
g.normal.textColor = Color.white;
g.hover.textColor = Color.white;
g.alignment = TextAnchor.MiddleCenter;
return g;
}
@ -1246,7 +1289,8 @@ public class VRSL_ManagerWindow : EditorWindow {
// g.fixedHeight = 35;
// g.fontStyle = FontStyle.Italic;
g.normal.textColor = Color.white;
g.alignment = TextAnchor.MiddleLeft;
g.hover.textColor = Color.white;
g.alignment = TextAnchor.MiddleCenter;
return g;
}
public static GUIStyle Title1Foldout()
@ -1334,6 +1378,7 @@ public class VRSL_ManagerWindow : EditorWindow {
// EditorApplication.playModeStateChanged += LogPlayModeState;
SceneView.duringSceneGui += this.OnSceneGUI;
LoadMaterials();
GetManagerSettings();
hasDMXGI = CheckIfDMXGIAvailable();
}
void OnDisable( )
@ -1538,6 +1583,76 @@ public class VRSL_ManagerWindow : EditorWindow {
}
}
}
static void SetVolumetricMeshes(Mesh spotMesh, Mesh washMesh, Mesh audioSpotMesh, Mesh audioWashMesh)
{
if(settings != null)
{
for(int i = 0; i < universes.Length; i++)
{
if(universes[i] == null)
{
continue;
}
foreach(DMXListItem fixture in universes[i])
{
if(fixture == null)
{
continue;
}
if(fixture.light == null)
{
continue;
}
foreach(MeshRenderer rend in fixture.light.objRenderers)
{
int type = fixture.light.gameObject.name.Contains("Spot") ? 1 : 0;
type = fixture.light.gameObject.name.Contains("Wash") ? 2 : type;
if(type > 0)
{
if(rend.gameObject.name.Contains("Volumetric"))
{
MeshFilter mf = rend.gameObject.GetComponent<MeshFilter>();
if(mf)
{
mf.mesh = type == 1 ? spotMesh : washMesh;
}
}
}
}
}
}
foreach(AudioLinkListItem fixture in audioLinkLights)
{
if(fixture == null)
{
continue;
}
if(fixture.light == null)
{
continue;
}
foreach(MeshRenderer rend in fixture.light.objRenderers)
{
int type = fixture.light.gameObject.name.Contains("Spot") ? 1 : 0;
type = fixture.light.gameObject.name.Contains("Wash") ? 2 : type;
if(type > 0)
{
if(rend.gameObject.name.Contains("Volumetric"))
{
MeshFilter mf = rend.gameObject.GetComponent<MeshFilter>();
if(mf)
{
mf.mesh = type == 1 ? audioSpotMesh : audioWashMesh;
}
}
}
}
}
}
}
static void MassApplyIDs()
{
int prefabID = 100;
@ -1588,10 +1703,13 @@ public class VRSL_ManagerWindow : EditorWindow {
private static void SpawnPrefabWithUndo(UnityEngine.Object obj, string undoMessage, bool isFixture, bool isAudioLinkFixture)
{
GameObject instance = (GameObject) PrefabUtility.InstantiatePrefab(obj as GameObject);
Undo.RegisterCreatedObjectUndo (instance, undoMessage);
Selection.SetActiveObjectWithContext(instance, null);
//MassHideShowProjections();
if(obj != null)
{
GameObject instance = (GameObject) PrefabUtility.InstantiatePrefab(obj as GameObject);
Undo.RegisterCreatedObjectUndo (instance, undoMessage);
Selection.SetActiveObjectWithContext(instance, null);
//MassHideShowProjections();
}
}
private static void ApplyChangesToFixtures(bool acceptChanges, bool initialize, bool closeMenus)
@ -2055,108 +2173,6 @@ public class VRSL_ManagerWindow : EditorWindow {
{
bool loadSuccessful = true;
// string horizontalpath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Horizontal Mode/";
// string verticalpath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Vertical Mode/";
// string legacypath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Legacy Mode/";
// string audiopath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/AudioLink/";
// string spot_h_path = horizontalpath + "VRSL-DMX-Mover-Spotlight-H-13CH.prefab";
// string spot_v_path = verticalpath + "VRSL-DMX-Mover-Spotlight-V-13CH.prefab";
// string spot_l_path = legacypath + "VRSL-DMX-Mover-Spotlight-L-13CH.prefab";
// string spot_a_path = audiopath + "VRSL-AudioLink-Mover-Spotlight.prefab";
// string wash_h_path = horizontalpath + "VRSL-DMX-Mover-WashLight-H-13CH.prefab";
// string wash_v_path = verticalpath + "VRSL-DMX-Mover-WashLight-V-13CH.prefab";
// string wash_l_path = legacypath + "VRSL-DMX-Mover-WashLight-L-13CH.prefab";
// string wash_a_path = audiopath + "VRSL-AudioLink-Mover-Washlight.prefab";
// string blind_h_path, blind_v_path, blind_l_path, blind_a_path;
// string par_h_path, par_v_path, par_l_path, par_a_path;
// string bar_h_path, bar_v_path, bar_l_path, bar_a_path;
// string six_h_path, six_v_path, six_l_path;
// string multibar_h_path, multibar_v_path, multibar_l_path;
// if(legacyFixtures)
// {
// blind_h_path = horizontalpath + "VRSL-DMX-Static-Blinder-H-13CH.prefab";
// blind_v_path = verticalpath + "VRSL-DMX-Static-Blinder-V-13CH.prefab";
// blind_l_path = legacypath + "VRSL-DMX-Static-Blinder-L-13CH.prefab";
// blind_a_path = audiopath + "VRSL-AudioLink-Static-Blinder.prefab";
// par_h_path = horizontalpath + "VRSL-DMX-Static-ParLight-H-13CH.prefab";
// par_v_path = verticalpath + "VRSL-DMX-Static-ParLight-V-13CH.prefab";
// par_l_path = legacypath + "VRSL-DMX-Static-ParLight-L-13CH.prefab";
// par_a_path = audiopath + "VRSL-AudioLink-Static-ParLight.prefab";
// bar_h_path = horizontalpath + "VRSL-DMX-Static-LightBar-H-13CH.prefab";
// bar_v_path = verticalpath + "VRSL-DMX-Static-LightBar-V-13CH.prefab";
// bar_l_path = legacypath + "VRSL-DMX-Static-LightBar-L-13CH.prefab";
// bar_a_path = audiopath + "VRSL-AudioLink-Static-Lightbar.prefab";
// six_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-H-5CH.prefab";
// six_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-V-5CH.prefab";
// six_l_path = legacypath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-L-5CH.prefab";
// multibar_h_path = horizontalpath + "VRSL-DMX-Static-MultiLightBar-H-15CH.prefab";
// multibar_v_path = verticalpath + "VRSL-DMX-Static-MultiLightBar-V-15CH.prefab";
// multibar_l_path = legacypath + "VRSL-DMX-Static-MultiLightBar-L-15CH.prefab";
// }
// else
// {
// blind_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-Blinder-H-5CH.prefab";
// blind_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-Blinder-V-5CH.prefab";
// blind_l_path = legacypath + "VRSL-DMX-Static-Blinder-L-13CH.prefab";
// blind_a_path = audiopath + "VRSL-AudioLink-Static-Blinder.prefab";
// par_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-ParLight-H-5CH.prefab";
// par_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-ParLight-V-5CH.prefab";
// par_l_path = legacypath + "VRSL-DMX-Static-ParLight-L-13CH.prefab";
// par_a_path = audiopath + "VRSL-AudioLink-Static-ParLight.prefab";
// bar_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-LightBar-H-5CH.prefab";
// bar_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-LightBar-V-5CH.prefab";
// bar_l_path = legacypath + "VRSL-DMX-Static-LightBar-L-13CH.prefab";
// bar_a_path = audiopath + "VRSL-AudioLink-Static-Lightbar.prefab";
// six_h_path = horizontalpath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-H-5CH.prefab";
// six_v_path = verticalpath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-V-5CH.prefab";
// six_l_path = legacypath + "5-Channel Statics/" + "VRSL-DMX-Static-6x4StrobeLight-L-5CH.prefab";
// multibar_h_path = horizontalpath + "VRSL-DMX-Static-MultiLightBar-H-15CH.prefab";
// multibar_v_path = verticalpath + "VRSL-DMX-Static-MultiLightBar-V-15CH.prefab";
// multibar_l_path = legacypath + "VRSL-DMX-Static-MultiLightBar-L-15CH.prefab";
// }
// string flash_h_path = horizontalpath + "VRSL-DMX-Static-Flasher-H-1CH.prefab";
// string flash_v_path = verticalpath + "VRSL-DMX-Static-Flasher-V-1CH.prefab";
// string flash_l_path = legacypath + "VRSL-DMX-Static-Flasher-L-1CH.prefab";
// string flash_a_path = audiopath + "VRSL-AudioLink-Static-Flasher.prefab";
// string disco_h_path = horizontalpath + "VRSL-DMX-Static-DiscoBall-H-1CH.prefab";
// string disco_v_path = verticalpath + "VRSL-DMX-Static-DiscoBall-V-1CH.prefab";
// string disco_l_path = legacypath + "VRSL-DMX-Static-DiscoBall-L-1CH.prefab";
// string disco_a_path = audiopath + "VRSL-AudioLink-DiscoBall.prefab";
// string laser_h_path = horizontalpath + "VRSL-DMX-Static-Laser-H-13CH.prefab";
// string laser_v_path = verticalpath + "VRSL-DMX-Static-Laser-V-13CH.prefab";
// string laser_l_path = legacypath + "VRSL-DMX-Static-Laser-L-13CH.prefab";
// string laser_a_path = audiopath + "VRSL-AudioLink-BasicLaser.prefab";
// string horizontalpath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Horizontal Mode/";
// string verticalpath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Vertical Mode/";
// string legacypath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/DMX/Legacy Mode/";
// string audiopath = "Assets/VR-Stage-Lighting/Runtime/Prefabs/AudioLink/";
string spot_h_path = AssetDatabase.GUIDToAssetPath("f5be3cfe3f15bfb4e9477904c5af9daf");
string spot_v_path = AssetDatabase.GUIDToAssetPath("9a6d4144bda0d3c4ba95593af446b653");
string spot_l_path = AssetDatabase.GUIDToAssetPath("d9cab657bd2dff14ea5425c2c4c4679e");
@ -2242,6 +2258,8 @@ public class VRSL_ManagerWindow : EditorWindow {
string laser_a_path = AssetDatabase.GUIDToAssetPath("75c269de381facb4cae616c67f83f519");
@ -2260,6 +2278,8 @@ public class VRSL_ManagerWindow : EditorWindow {
multiLightbar_h = AssetDatabase.LoadAssetAtPath(multibar_h_path, typeof(GameObject));
discoball_h = AssetDatabase.LoadAssetAtPath(disco_h_path, typeof(GameObject));
laser_h = AssetDatabase.LoadAssetAtPath(laser_h_path, typeof(GameObject));
}
catch(Exception e)
{
@ -2332,6 +2352,102 @@ public class VRSL_ManagerWindow : EditorWindow {
default:
break;
}
if(hasDMXGI)
{
bool dmxGIloadSuccessful = true;
string gi_spot_h_path = AssetDatabase.GUIDToAssetPath("c20cd40cd85b4b747a3998287dd4315c");
string gi_spot_v_path = AssetDatabase.GUIDToAssetPath("7398a8df967e86343a17f8f8c9d029fd");
string gi_spot_a_path = AssetDatabase.GUIDToAssetPath("47d88ad3422bdd348914b248f8f31f8c");
string gi_wash_h_path = AssetDatabase.GUIDToAssetPath("8fc2a753a63d13b45a00dfe19eba9a57");
string gi_wash_v_path = AssetDatabase.GUIDToAssetPath("57c3c125669558749824834e79a988f9");
string gi_wash_a_path = AssetDatabase.GUIDToAssetPath("f6d1cef32f9700d428a781ad0dd85f58");
string gi_blind_h_path = AssetDatabase.GUIDToAssetPath("339dc1942b2c0a748a00fc7aa50fca41");
string gi_blind_v_path = AssetDatabase.GUIDToAssetPath("8a0855893cfd2fd40ab7eeabdc41677e");
string gi_blind_a_path = AssetDatabase.GUIDToAssetPath("a616cb360164b324494bbebdc3aa2940");
string gi_par_h_path = AssetDatabase.GUIDToAssetPath("8aea333a2600a55409ee9a1b6cba5edd");
string gi_par_v_path = AssetDatabase.GUIDToAssetPath("30de11795f206c24c91d74a52e7c373b");
string gi_par_a_path = AssetDatabase.GUIDToAssetPath("087a8c4137e1b214197a4c087d5a31fc");
string gi_bar_h_path = AssetDatabase.GUIDToAssetPath("3da5fec912938ed45a84e7abd88efd3f");
string gi_bar_v_path = AssetDatabase.GUIDToAssetPath("867d86b7458bfce478b2a589e88b0dac");
string gi_bar_a_path = AssetDatabase.GUIDToAssetPath("2ba9a269d4a89d04aba7cbc83bb860f0");
string gi_flash_h_path = AssetDatabase.GUIDToAssetPath("3bec86cdf8a5ea1459db2779371eeb4c");
string gi_flash_v_path = AssetDatabase.GUIDToAssetPath("2d68c4597200c67409c35edc5499aff1");
string gi_flash_a_path = AssetDatabase.GUIDToAssetPath("5a8fad0952385634d822ef1085856919");
try{
switch(a)
{
case 0:
gi_spotlight_h = AssetDatabase.LoadAssetAtPath(gi_spot_h_path, typeof(GameObject));
gi_washlight_h = AssetDatabase.LoadAssetAtPath(gi_wash_h_path, typeof(GameObject));
gi_blinder_h = AssetDatabase.LoadAssetAtPath(gi_blind_h_path, typeof(GameObject));
gi_flasher_h = AssetDatabase.LoadAssetAtPath(gi_flash_h_path, typeof(GameObject));
gi_parlight_h = AssetDatabase.LoadAssetAtPath(gi_par_h_path, typeof(GameObject));
gi_lightbar_h = AssetDatabase.LoadAssetAtPath(gi_bar_h_path, typeof(GameObject));
break;
case 1:
gi_spotlight_v = AssetDatabase.LoadAssetAtPath(gi_spot_v_path, typeof(GameObject));
gi_washlight_v = AssetDatabase.LoadAssetAtPath(gi_wash_v_path, typeof(GameObject));
gi_blinder_v = AssetDatabase.LoadAssetAtPath(gi_blind_v_path, typeof(GameObject));
gi_flasher_v = AssetDatabase.LoadAssetAtPath(gi_flash_v_path, typeof(GameObject));
gi_parlight_v = AssetDatabase.LoadAssetAtPath(gi_par_v_path, typeof(GameObject));
gi_lightbar_v = AssetDatabase.LoadAssetAtPath(gi_bar_v_path, typeof(GameObject));
break;
case 3:
gi_spotlight_a = AssetDatabase.LoadAssetAtPath(gi_spot_a_path, typeof(GameObject));
gi_washlight_a = AssetDatabase.LoadAssetAtPath(gi_wash_a_path, typeof(GameObject));
gi_blinder_a = AssetDatabase.LoadAssetAtPath(gi_blind_a_path, typeof(GameObject));
gi_flasher_a = AssetDatabase.LoadAssetAtPath(gi_flash_a_path, typeof(GameObject));
gi_parlight_a = AssetDatabase.LoadAssetAtPath(gi_par_a_path, typeof(GameObject));
gi_lightbar_a = AssetDatabase.LoadAssetAtPath(gi_bar_a_path, typeof(GameObject));
break;
default:
break;
}
}
catch(Exception e)
{
dmxGIloadSuccessful = false;
Debug.Log("Could not load fixture prefab!");
e.ToString();
}
if(useGIPrefabs && dmxGIloadSuccessful)
{
spotlight_h = gi_spotlight_h;
spotlight_v = gi_spotlight_v;
spotlight_a = gi_spotlight_a;
washlight_h = gi_washlight_h;
washlight_v = gi_washlight_v;
washlight_a = gi_washlight_a;
blinder_h = gi_blinder_h;
blinder_v = gi_blinder_v;
blinder_a = gi_blinder_a;
flasher_h = gi_flasher_h;
flasher_v = gi_flasher_v;
flasher_a = gi_flasher_a;
lightbar_h = gi_lightbar_h;
lightbar_v = gi_lightbar_v;
lightbar_a = gi_lightbar_v;
parlight_h = gi_parlight_h;
parlight_v = gi_parlight_v;
parlight_a = gi_parlight_a;
}
}
return loadSuccessful;
}
@ -2427,7 +2543,7 @@ public class VRSL_ManagerWindow : EditorWindow {
var so = new SerializedObject(panel);
EditorGUI.indentLevel++;
so.FindProperty("_requireDepthLight").boolValue = EditorGUILayout.ToggleLeft(Label("Require Depth Light (Recommended: Enable on PC. Required: Disable on Quest)", "Require The Depth Texture to be used in this scene. This will remove the requirement for a directional light in the scene to generate a depth texture for the shaders. WARNING: This will remove the ability to use projections and make volumetrics clip through objects more aggressively. Disabling this is required for VRSL to work on Quest."),panel.RequireDepthLight);
so.FindProperty("_volumetricNoise").boolValue = EditorGUILayout.ToggleLeft(Label("Use Volumetric Noise (Recomended: Enable on PC and Disable on Quest)", "Disables both 3D and 2D noise effects on all volumetric VRSL shaders in this scene at the shader level. Disable this for more performance if you do not care for the noise effect. Disabling this is highly recommend for quest."),panel.VolumetricNoise);
so.FindProperty("_volumetricNoise").boolValue = EditorGUILayout.ToggleLeft(Label("Use Volumetric Noise (Recommended: Enable on PC and Disable on Quest)", "Disables both 3D and 2D noise effects on all volumetric VRSL shaders in this scene at the shader level. Disable this for more performance if you do not care for the noise effect. Disabling this is highly recommend for quest."),panel.VolumetricNoise);
EditorGUI.indentLevel--;
so.ApplyModifiedProperties();
if((so.FindProperty("_requireDepthLight").boolValue != lastDepthLightRequirement) || (so.FindProperty("_volumetricNoise").boolValue != lastVolumetricNoiseToggle))
@ -2570,7 +2686,7 @@ public class VRSL_ManagerWindow : EditorWindow {
ResetItems(false);
Repaint();
}
EditorGUILayout.EndHorizontal();
@ -2585,10 +2701,52 @@ public class VRSL_ManagerWindow : EditorWindow {
ResetItems(false);
Repaint();
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.LabelField("", GUILayout.Width(50f));
soptr.FindProperty("volumetricMeshQuality").intValue = EditorGUILayout.IntPopup(panel.volumetricMeshQuality, volumetricMeshQualityNames, volumetricMeshQualityValues, GUILayout.MaxWidth(100f));
if(GUILayout.Button(Label("Set Volumetric Mesh Quality", "Changes out the volumetric mesh for each fixture in the scene to a either a high, medium, or low poly mesh."), GUILayout.MaxWidth(170f)))
{
if(settings)
{
Debug.Log("Setting all volumetric meshes to: " + volumetricMeshQualityNames[panel.volumetricMeshQuality]);
SetVolumetricMeshes(settings.GetSpotLightMesh(panel.volumetricMeshQuality), settings.GetWashLightMesh(panel.volumetricMeshQuality), settings.GetAudioLinkSpotLightMesh(panel.volumetricMeshQuality), settings.GetAudioLinkWashLightMesh(panel.volumetricMeshQuality));
}
else
{
GetManagerSettings();
}
}
EditorGUILayout.EndHorizontal();
EditorGUI.BeginDisabledGroup(!panel.isUsingDMX);
EditorGUILayout.BeginVertical("box");
string fixtureDefGUID = so.FindProperty("fixtureDefGUID").stringValue;
VRSL_FixtureDefinitions fixDefAsset = (VRSL_FixtureDefinitions) EditorGUILayout.ObjectField("DMX Fixture Definitions", AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(fixtureDefGUID), typeof(VRSL_FixtureDefinitions)), typeof(VRSL_FixtureDefinitions), false, GUILayout.Width(400f));
so.FindProperty("fixtureDefGUID").stringValue = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(fixDefAsset));
so.ApplyModifiedProperties();
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.UpdateProxy();
#pragma warning restore 0618 //suppressing obsoletion warnings
panel.fixtureDefGUID = so.FindProperty("fixtureDefGUID").stringValue;
#pragma warning disable 0618 //suppressing obsoletion warnings
panel.ApplyProxyModifications();
#pragma warning restore 0618 //suppressing obsoletion warnings
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndVertical();
if(fixtureDefGUID != so.FindProperty("fixtureDefGUID").stringValue)
{
VRStageLighting_DMX_Static_Editor[] editors = (VRStageLighting_DMX_Static_Editor[])Resources.FindObjectsOfTypeAll(typeof(VRStageLighting_DMX_Static_Editor));
if (editors.Length > 0)
{
// Debug.Log("Changed Fixture Definitions!");
editors[0].GetPanel();
editors[0].Repaint();
}
}
@ -2796,85 +2954,147 @@ public class VRSL_ManagerWindow : EditorWindow {
t = "Hide DMX Prefab Spawn Buttons";
EditorGUILayout.BeginVertical("box", GUILayout.MaxWidth(((position.width/2f)-30f)));
dmxSpawnsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(dmxSpawnsFoldout,Label(t, "Show/Hide DMX Prefab Spawn Buttons!"), Title2Foldout());
//EditorGUILayout.BeginVertical("box");
if(dmxSpawnsFoldout)
{
GUILayout.Label("DMX Direct Readers (TekOSC To Editor)", Title3());
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the TekOSC DMX Reader! Use this to send DMX to the Unity Editor through OSC without OBS!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal OSC Grid Reader...");
if(LoadPrefabs())
SpawnPrefabWithUndo(oscGridReaderHorizontalPrefab, "Spawn OSC Grid Reader", false, false);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the TekOSC DMX Reader! Use this to send DMX to the Unity Editor through OSC without OBS!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical OSC Grid Reader...");
if(LoadPrefabs())
SpawnPrefabWithUndo(oscGridReaderVerticalPrefab, "Spawn OSC Grid Reader", false, false);
Repaint();
}
EditorGUILayout.EndHorizontal();
GUILayout.Label("DMX Reader Screens (Desktop To Editor)", Title3());
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the uDesktop DMX Reader screen! Use this send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopHorizontalPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopVerticalPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopVerticalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Legacy Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopLegacyPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopLegacyPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
{
EditorGUILayout.BeginVertical("box", GUILayout.MaxWidth(((position.width/2f)-32f)));
GUILayout.Label("DMX Screens & Readers", Title4());
GUILayout.Label("TekOSC To Editor", Title3());
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the TekOSC DMX Reader! Use this to send DMX to the Unity Editor through OSC without OBS!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal OSC Grid Reader...");
if(LoadPrefabs())
SpawnPrefabWithUndo(oscGridReaderHorizontalPrefab, "Spawn OSC Grid Reader", false, false);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the TekOSC DMX Reader! Use this to send DMX to the Unity Editor through OSC without OBS!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical OSC Grid Reader...");
if(LoadPrefabs())
SpawnPrefabWithUndo(oscGridReaderVerticalPrefab, "Spawn OSC Grid Reader", false, false);
Repaint();
}
EditorGUILayout.EndHorizontal();
// GUILayout.Label("DMX Reader Screens", Title2());
if(hasDesktop)
{
GUILayout.Label("uDesktopDuplication (Desktop To Editor)", Title3());
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the uDesktop DMX Reader screen! Use this send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopHorizontalPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopVerticalPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopVerticalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the uDesktop DMX Reader screen! Use send your DMX stream directly to the Unity Editor by copying your screen!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Legacy Desktop to Editor DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uDesktopLegacyPrefab, "Spawn Desktop To Editor Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uDesktopLegacyPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
}
// EditorGUILayout.EndVertical();
if(hasUsharpVideo)
{
GUILayout.Label("USharpVideo Player", Title3());
//EditorGUILayout.BeginVertical("box");
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the USharpVideo Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal USharpVideo DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidHorizontalPrefab, "Spawn USharpVideo DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the USharpVideo Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical USharp Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidVerticalPrefab, "Spawn USharp Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidVerticalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the USharpVideo Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Legacy USharpVideo DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidLegacyPrefab, "Spawn USharpVideo DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidLegacyPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
}
if(hasVideoTXL)
{
GUILayout.Label("VideoTXL Player", Title3());
//EditorGUILayout.BeginVertical("box");
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the VideoTXL Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal VideoTXL Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(videoTXLHorizontal, "Spawn VideoTXL Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the VideoTXL Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical VideoTXL Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(videoTXLVertical, "Spawn VideoTXL Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidVerticalPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
}
if(hasVideoTXL)
{
GUILayout.Label("ProTV Player", Title3());
//EditorGUILayout.BeginVertical("box");
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the ProTV Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal ProTV DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(proTVHorizontal, "Spawn ProTV DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the ProTV Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical ProTV DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(proTVVertical, "Spawn ProTV DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidVerticalPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
}
// EditorGUILayout.EndVertical();
GUILayout.Label("DMX Reader Screens (USharp Video Player)", Title3());
//EditorGUILayout.BeginVertical("box");
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
if(GUILayout.Button(Label("Horizontal", "Spawn the horizontal version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Horizontal Usharp Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidHorizontalPrefab, "Spawn Usharp Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidHorizontalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Vertical", "Spawn the vertical version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Vertical Usharp Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidVerticalPrefab, "Spawn Usharp Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidVerticalPrefab as GameObject), null);
Repaint();
}
if(GUILayout.Button(Label("Legacy", "Spawn the legacy version of the USharp Video Player DMX Reader Screen. Use this video player prefab to stream DMX data to VRChat via Twitch/VRCDN! You can replace the video player in this prefab with any other video player you want as long as the screen gets duplicated to the larger plane!"), HalfButton()))
{
Debug.Log("VRSL Control Panel: Spawning Legacy Usharp Video DMX Screen...");
if(LoadPrefabs())
SpawnPrefabWithUndo(uVidLegacyPrefab, "Spawn Usharp Video DMX Screen", false, false);
//Selection.SetActiveObjectWithContext(PrefabUtility.InstantiatePrefab(uVidLegacyPrefab as GameObject), null);
Repaint();
}
EditorGUILayout.EndHorizontal();
string fp = "";
switch(panel.DMXMode)
{
@ -2891,12 +3111,15 @@ public class VRSL_ManagerWindow : EditorWindow {
break;
}
//EditorGUILayout.BeginHorizontal();
GUILayout.Label("Fixture Prefabs: " + fp, Title3());
GuiLine();
GUILayout.Label("Fixture Prefabs: " + fp, Title4());
//EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth((position.width/2f)));
int mode = panel.DMXMode;
string legacyfixString = legacyFixtures || mode == 2 ? "(13CH)" : "(5CH)";
string giSuffix = (hasDMXGI && useGIPrefabs) ? "+GI" : "";
//legacyfixString = legacyfixString + giSuffix;
if(GUILayout.Button(Label("SpotLight (13CH)", "Spawn the " + fp + " version of the DMX Spotlight prefab!"), HalfButton()))
@ -3200,6 +3423,10 @@ public class VRSL_ManagerWindow : EditorWindow {
EditorGUILayout.BeginHorizontal();
soptr.FindProperty("useLegacyStaticLights").boolValue = EditorGUILayout.ToggleLeft("Use Old 13 Channel Static Lights (Not Recommended)", panel.useLegacyStaticLights);
if(hasDMXGI)
{
useGIPrefabs = EditorGUILayout.ToggleLeft("Use VRSL GI Prefabs", useGIPrefabs);
}
// if(hasDMXGI)
// {
// soptr.FindProperty("useDMXGI").boolValue = EditorGUILayout.ToggleLeft("Enable DMX GI Prefabs", panel.useDMXGI);
@ -3402,8 +3629,14 @@ public class VRSL_ManagerWindow : EditorWindow {
}
}
EditorGUILayout.EndHorizontal();
if(hasDMXGI)
{
useGIPrefabs = EditorGUILayout.ToggleLeft("Use VRSL GI Prefabs", useGIPrefabs);
}
}
EditorGUILayout.EndFoldoutHeaderGroup();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
@ -3479,7 +3712,7 @@ public class VRSL_ManagerWindow : EditorWindow {
so.FindProperty("isUsingDMX").boolValue = GUI.Toggle(dmxRect, panel.isUsingDMX, dmxRectText, NormalButtonToggle(panel.isUsingDMX, dmxHover));
//so.FindProperty("isUsingDMX").boolValue = GUILayout.Toggle(panel.isUsingDMX, ToggleText(panel.isUsingDMX,"DMX"), NormalButtonToggle(panel.isUsingDMX, dmxHover));
GUIContent audioRectText = new GUIContent(ToggleText(panel.isUsingAudioLink,"AUDIOLINK (" + audioLinkCount + ")"), "Enable/Disable AudioLink MOde from this scene. This will diable all corresponding AudioLink render textures and prevent them from updating at runtime.");
GUIContent audioRectText = new GUIContent(ToggleText(panel.isUsingAudioLink,"AUDIOLINK (" + audioLinkCount + ")"), "Enable/Disable AudioLink mode from this scene. This will diable all corresponding AudioLink render textures and prevent them from updating at runtime.");
Rect audioRect = GUILayoutUtility.GetRect(audioRectText, NormalButtonToggle(panel.isUsingAudioLink, audioLinkHover));
if (Event.current.type == EventType.Repaint && audioRect.Contains(Event.current.mousePosition))
{
@ -3659,9 +3892,9 @@ public class VRSL_ManagerWindow : EditorWindow {
// EditorGUILayout.EndVertical();
// EditorGUILayout.EndHorizontal();
}
universeFourFold = EditorGUILayout.BeginFoldoutHeaderGroup(universeFourFold, Label("Universe 10 (Experimental)", "DMX Universe 10 is an experimental universe used for testing out the new DMX via Audio Amplitude feature. Any Audio Amplitude based scripts will appear here."), Title1Foldout());
GuiLine();
EditorGUILayout.EndFoldoutHeaderGroup();
//universeFourFold = EditorGUILayout.BeginFoldoutHeaderGroup(universeFourFold, Label("Universe 10 (Experimental)", "DMX Universe 10 is an experimental universe used for testing out the new DMX via Audio Amplitude feature. Any Audio Amplitude based scripts will appear here."), Title1Foldout());
// GuiLine();
//EditorGUILayout.EndFoldoutHeaderGroup();
}
EditorGUILayout.EndScrollView();
audioLinkScrollPos = EditorGUILayout.BeginScrollView(audioLinkScrollPos, true, true,GUILayout.MaxWidth((position.width / 2)));

View File

@ -4,6 +4,8 @@ using VRC.SDKBase;
using VRC.Udon;
using UnityEngine.UI;
using System.Threading;
using VRC.SDKBase.Midi;
#if !COMPILER_UDONSHARP && UNITY_EDITOR
using UnityEditor;
@ -15,12 +17,14 @@ using VRC.Udon.Common.Interfaces;
using System.Collections.Immutable;
using System;
using System.IO;
using System.Collections.Generic;
#endif
namespace VRSL.EditorScripts
{
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CanEditMultipleObjects]
public class VRSL_UdonEditor : Editor
{
public static Texture logo;
@ -76,19 +80,14 @@ namespace VRSL.EditorScripts
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CustomEditor(typeof(VRStageLighting_DMX_Static))]
[CanEditMultipleObjects]
public class VRStageLighting_DMX_Static_Editor : VRSL_UdonEditor
{
GUIStyle l, I;
GUIContent colorLabel;
VRSL_LocalUIControlPanel panel;
string[] fixDefinitionNames = new string[1];
// SerializedProperty _globalIntensity;
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 15;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
return g;
}
public static GUIStyle InfoLabel()
{
GUIStyle g = new GUIStyle();
@ -98,6 +97,14 @@ namespace VRSL.EditorScripts
return g;
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 15;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
return g;
}
public new void OnEnable()
{
base.OnEnable();
@ -107,13 +114,48 @@ namespace VRSL.EditorScripts
colorLabel.text = "Emission Color";
// _globalIntensity = serializedObject.FindProperty("globalIntensity");
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
GetPanel();
}
void OnSceneGUI(SceneView sceneView)
{
}
string[] GetFixtureOptions(string fixtureDefGUID)
{
VRSL_FixtureDefinitions fixDefAsset = (VRSL_FixtureDefinitions) AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(fixtureDefGUID), typeof(VRSL_FixtureDefinitions));
return fixDefAsset.GetNames();
}
public void GetPanel()
{
List<GameObject> sceneObjects = GetAllObjectsOnlyInScene();
foreach(GameObject go in sceneObjects)
{
panel = go.GetComponent<VRSL_LocalUIControlPanel>();
if(panel != null)
{
fixDefinitionNames = GetFixtureOptions(panel.fixtureDefGUID);
break;
}
}
}
static List<GameObject> GetAllObjectsOnlyInScene()
{
List<GameObject> objectsInScene = new List<GameObject>();
foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[])
{
if (!EditorUtility.IsPersistent(go.transform.root.gameObject) && !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave))
objectsInScene.Add(go);
}
return objectsInScene;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
private void HierarchyChanged()
{
@ -154,6 +196,8 @@ namespace VRSL.EditorScripts
}
}
public override void OnInspectorGUI()
{
serializedObject.Update();
@ -174,6 +218,12 @@ namespace VRSL.EditorScripts
GUILayout.Label("DMX Settings", l);
serializedObject.FindProperty("enableDMXChannels").boolValue = EditorGUILayout.Toggle(new GUIContent("Enable DMX",
"The industry standard DMX Channel this fixture begins on. Most standard VRSL fixtures are 13 channels"), fixture.enableDMXChannels);
if(serializedObject.FindProperty("enableDMXChannels").boolValue && panel != null)
{
EditorGUI.indentLevel++;
serializedObject.FindProperty("fixtureDefintion").intValue = EditorGUILayout.Popup("Fixture Type",serializedObject.FindProperty("fixtureDefintion").intValue, fixDefinitionNames);
EditorGUI.indentLevel--;
}
serializedObject.FindProperty("nineUniverseMode").boolValue = EditorGUILayout.Toggle(new GUIContent("Extended Universe Mode",
"Enables 9-Universe mode for this fixture. The grid will be split up by RGB channels with each section and color representing a universe." +
@ -217,8 +267,24 @@ namespace VRSL.EditorScripts
GUILayout.Label("General Settings", l);
serializedObject.FindProperty("globalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Global Intensity",
"Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."), fixture.globalIntensity, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity",
"Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f);
EditorGUILayout.PropertyField( serializedObject.FindProperty("finalIntensityComponentMode"), new GUIContent("Control Component Intensities"));
EditorGUI.indentLevel++;
if(serializedObject.FindProperty("finalIntensityComponentMode").boolValue){
serializedObject.FindProperty("finalIntensityVolumetric").floatValue = EditorGUILayout.Slider(new GUIContent("Volumetric Intensity",
"Sets the maximum brightness value of Global Intensity for volumetric meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityVolumetric, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityProjection").floatValue = EditorGUILayout.Slider(new GUIContent("Projection Intensity",
"Sets the maximum brightness value of Global Intensity for projection meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityProjection, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityFixture").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture/Other Intensity",
"Sets the maximum brightness value of Global Intensity for everything else. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityFixture, 0.0f, 1.0f);
}
else{
serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity",
"Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f);
}
EditorGUI.indentLevel--;
serializedObject.FindProperty("lightColorTint").colorValue = EditorGUILayout.ColorField(colorLabel, fixture.lightColorTint, true, true, true);
EditorGUILayout.Space();
EditorGUILayout.Space();
@ -272,19 +338,26 @@ namespace VRSL.EditorScripts
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[CustomEditor(typeof(VRStageLighting_AudioLink_Laser))]
[CanEditMultipleObjects]
public class VRStageLighting_AudioLink_Laser_Editor : VRSL_UdonEditor
{
void OnSceneGUI(SceneView sceneView)
{
}
new void OnEnable( )
{
base.OnEnable();
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
private void HierarchyChanged( )
@ -323,7 +396,14 @@ namespace VRSL.EditorScripts
}
}
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 15;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = Color.white;
return g;
}
public override void OnInspectorGUI()
{
@ -348,19 +428,27 @@ namespace VRSL.EditorScripts
#if !COMPILER_UDONSHARP && UNITY_EDITOR
[InitializeOnLoad]
[CustomEditor(typeof(VRStageLighting_AudioLink_Static))]
[CanEditMultipleObjects]
public class VRStageLighting_AudioLink_Static_Editor : VRSL_UdonEditor
{
void OnSceneGUI(SceneView sceneView)
{
}
new void OnEnable( )
{
base.OnEnable();
EditorApplication.hierarchyChanged += HierarchyChanged;
SceneView.duringSceneGui += this.OnSceneGUI;
}
void OnDisable( )
{
EditorApplication.hierarchyChanged -= HierarchyChanged;
SceneView.duringSceneGui -= this.OnSceneGUI;
}
void UpdateSettings(VRStageLighting_AudioLink_Static fixture)
@ -403,8 +491,36 @@ namespace VRSL.EditorScripts
VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target;
UpdateSettings(fixture);
}
public static GUIStyle SectionLabel()
{
GUIStyle g = new GUIStyle();
g.fontSize = 14;
g.fontStyle = FontStyle.Bold;
g.normal.textColor = new Color(0.8f, 0.8f, 0.8f);
return g;
}
void GuiLine( int i_height = 1 )
{
try{
//GUIStyle g = GUIStyle.none;
//g.fixedHeight = 6;
Rect rect = EditorGUILayout.GetControlRect(false, i_height);
rect.height = i_height;
EditorGUI.DrawRect(rect, new Color ( 0.5f,0.5f,0.5f, 1 ) );
}
catch(Exception e)
{
e.GetType();
}
}
public override void OnInspectorGUI()
{
if (UdonSharpGUI.DrawDefaultUdonSharpBehaviourHeader(target)) return;
DrawLogo();
ShurikenHeaderCentered(GetVersion());
@ -414,10 +530,40 @@ namespace VRSL.EditorScripts
VRStageLighting_AudioLink_Static fixture = (VRStageLighting_AudioLink_Static)target;
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
EditorGUILayout.Space();
GuiLine();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Fine Intensity Controls", SectionLabel());
serializedObject.Update();
EditorGUILayout.PropertyField( serializedObject.FindProperty("finalIntensityComponentMode"), new GUIContent("Control Component Intensities"));
EditorGUI.indentLevel++;
if(serializedObject.FindProperty("finalIntensityComponentMode").boolValue){
serializedObject.FindProperty("finalIntensityVolumetric").floatValue = EditorGUILayout.Slider(new GUIContent("Volumetric Intensity",
"Sets the maximum brightness value of Global Intensity for volumetric meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityVolumetric, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityProjection").floatValue = EditorGUILayout.Slider(new GUIContent("Projection Intensity",
"Sets the maximum brightness value of Global Intensity for projection meshes only. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityProjection, 0.0f, 1.0f);
serializedObject.FindProperty("finalIntensityFixture").floatValue = EditorGUILayout.Slider(new GUIContent("Fixture/Other Intensity",
"Sets the maximum brightness value of Global Intensity for everything else. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensityFixture, 0.0f, 1.0f);
}
else{
serializedObject.FindProperty("finalIntensity").floatValue = EditorGUILayout.Slider(new GUIContent("Final Intensity",
"Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."), fixture.finalIntensity, 0.0f, 1.0f);
}
if(EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
UpdateSettings(fixture);
//EditorGUIUtility.LookLikeControls();
}
}
}
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