using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace ToonSketch.Water { public class EditorParams { public const string module = "Water"; public const string version = "1.0"; public static class Styles { public static GUIContent waterTextureText = new GUIContent("Water Texture", "The texture to use for the water effect"); public static GUIContent surfaceTilingText = new GUIContent("Surface Tiling", "The tiling amount to use for surface texture"); public static GUIContent foamTilingText = new GUIContent("Foam Tiling", "The tiling amount to use for foam texture"); public static GUIContent surfaceUseWorldText = new GUIContent("Use World Space?", "Should surface textures use world space"); public static GUIContent waterColorShallowText = new GUIContent("Shallow Color", "The color to use for shallow water"); public static GUIContent waterColorDeepText = new GUIContent("Deep Color", "The color to use for deep water"); public static GUIContent waterColorFoamText = new GUIContent("Foam Color", "The color to use for water foam"); public static GUIContent waterDepthCutoffText = new GUIContent("Depth Cutoff", "The depth cutoff for water color"); public static GUIContent flowVertexDataText = new GUIContent("Use Vertex Color Data?", "Should flow direction be set by vertex color?"); public static GUIContent flowDirectionXText = new GUIContent("Flow Direction X", "Amount that water effect should flow in X direction"); public static GUIContent flowDirectionYText = new GUIContent("Flow Direction Y", "Amount that water effect should flow in Y direction"); public static GUIContent flowWaveFactorText = new GUIContent("Flow Wave Factor", "The amount of effect flow should have on wave distortion"); public static GUIContent waveAmountText = new GUIContent("Wave Noise Amount", "The amount of noise in wave distortion"); public static GUIContent waveSpeedText = new GUIContent("Wave Motion Speed", "The speed of wave distortion"); public static GUIContent waveStrengthText = new GUIContent("Wave Effect Strength", "The overall strength of wave distortion"); public static GUIContent waveUseWorldText = new GUIContent("Use World Space?", "Should wave distortion use world space"); public static GUIContent surfaceDistortText = new GUIContent("Surface Distortion Amount", "Amount of distortion to apply to surface texture effects"); public static GUIContent surfaceSpeedText = new GUIContent("Surface Distortion Speed", "The speed of the surface distortion effect"); public static GUIContent surfaceStrengthText = new GUIContent("Surface Strength", "The overall strength of surface effect"); public static GUIContent foamDistanceText = new GUIContent("Foam Distance", "The distance of the foam effect"); public static GUIContent foamFadeText = new GUIContent("Foam Falloff", "The falloff of the foam effect"); public static GUIContent foamDepthText = new GUIContent("Foam Depth Cutoff", "The min/max depth cutoff to use for foam effect"); public static GUIContent foamDistortText = new GUIContent("Foam Distortion Amount", "Amount of distortion to apply to foam texture effects"); public static GUIContent foamSpeedText = new GUIContent("Foam Distortion Speed", "The speed of the foam distortion effect"); public static GUIContent foamSoftnessText = new GUIContent("Foam Softness", "The softness of the overall foam effect"); public static GUIContent foamSoftNoiseText = new GUIContent("Foam Noise", "The amount of noise in the overall foam effect"); public static GUIContent foamHardEdgeText = new GUIContent("Foam Edge Amount", "The amount of foam at water's edge"); public static GUIContent foamNoiseAmountText = new GUIContent("Foam Edge Noise", "The amount of noise in the edge foam"); public static GUIContent foamStrengthText = new GUIContent("Foam Strength", "The overall strength of foam effect"); } public class Properties { public MaterialProperty surfaceTiling = null; public MaterialProperty foamTiling = null; public MaterialProperty surfaceUseWorld = null; public MaterialProperty waterColorShallow = null; public MaterialProperty waterColorDeep = null; public MaterialProperty waterColorFoam = null; public MaterialProperty waterDepthCutoff = null; public MaterialProperty flowVertexData = null; public MaterialProperty flowDirection = null; public MaterialProperty flowWaveFactor = null; public MaterialProperty waveAmount = null; public MaterialProperty waveSpeed = null; public MaterialProperty waveStrength = null; public MaterialProperty waveUseWorld = null; public MaterialProperty surfaceDistort = null; public MaterialProperty surfaceSpeed = null; public MaterialProperty surfaceStrength = null; public MaterialProperty foamDistance = null; public MaterialProperty foamFade = null; public MaterialProperty foamDepthMin = null; public MaterialProperty foamDepthMax = null; public MaterialProperty foamDistort = null; public MaterialProperty foamSpeed = null; public MaterialProperty foamSoftness = null; public MaterialProperty foamSoftNoise = null; public MaterialProperty foamHardEdge = null; public MaterialProperty foamNoiseAmount = null; public MaterialProperty foamStrength = null; } } }