// URP 내장 TrackballUIDrawer(internal)의 복사본. // Hidden/Universal Render Pipeline/Editor/Trackball 셰이더를 재사용합니다. using System; using UnityEngine; using UnityEditor; using UnityEditor.Rendering; namespace YAMO { sealed class YAMOTrackballUIDrawer { static readonly int s_ThumbHash = "yamoColorWheelThumb".GetHashCode(); static GUIStyle s_WheelThumb; static Vector2 s_WheelThumbSize; static Material s_Material; Func m_ComputeFunc; bool m_ResetState; Vector2 m_CursorPos; const string k_ShaderName = "Hidden/Universal Render Pipeline/Editor/Trackball"; public void OnGUI(SerializedProperty property, SerializedProperty overrideState, GUIContent title, Func computeFunc) { if (!CheckMaterialAndShader()) return; if (property.propertyType != SerializedPropertyType.Vector4) { EditorGUILayout.HelpBox("TrackballUIDrawer requires Vector4 property.", MessageType.Warning); return; } m_ComputeFunc = computeFunc; var value = property.vector4Value; using (new EditorGUILayout.VerticalScope()) { bool isOverridden = overrideState?.boolValue ?? true; using (new EditorGUI.DisabledScope(!isOverridden)) DrawWheel(ref value, isOverridden); DrawLabelAndOverride(title, overrideState); } if (m_ResetState) { value = new Vector4(1f, 1f, 1f, 0f); m_ResetState = false; } property.vector4Value = value; } void DrawWheel(ref Vector4 value, bool overrideState) { var wheelRect = GUILayoutUtility.GetAspectRect(1f); float size = wheelRect.width; float hsize = size / 2f; float radius = 0.38f * size; Color.RGBToHSV(value, out float h, out float s, out float _); float offset = value.w; var thumbPos = Vector2.zero; float theta = h * (Mathf.PI * 2f); thumbPos.x = Mathf.Cos(theta + (Mathf.PI / 2f)); thumbPos.y = Mathf.Sin(theta - (Mathf.PI / 2f)); thumbPos *= s * radius; if (Event.current.type == EventType.Repaint) { if (s_WheelThumb == null) { s_WheelThumb = new GUIStyle("ColorPicker2DThumb"); s_WheelThumbSize = new Vector2( !Mathf.Approximately(s_WheelThumb.fixedWidth, 0f) ? s_WheelThumb.fixedWidth : s_WheelThumb.padding.horizontal, !Mathf.Approximately(s_WheelThumb.fixedHeight, 0f) ? s_WheelThumb.fixedHeight : s_WheelThumb.padding.vertical); } float scale = EditorGUIUtility.pixelsPerPoint; var oldRT = RenderTexture.active; var rt = RenderTexture.GetTemporary( (int)(size * scale), (int)(size * scale), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); s_Material.SetFloat("_Offset", offset); s_Material.SetFloat("_DisabledState", overrideState && GUI.enabled ? 1f : 0.5f); s_Material.SetVector("_Resolution", new Vector2(size * scale, size * scale / 2f)); Graphics.Blit(null, rt, s_Material, EditorGUIUtility.isProSkin ? 0 : 1); RenderTexture.active = oldRT; GUI.DrawTexture(wheelRect, rt); RenderTexture.ReleaseTemporary(rt); var thumbSizeH = s_WheelThumbSize / 2f; s_WheelThumb.Draw( new Rect(wheelRect.x + hsize + thumbPos.x - thumbSizeH.x, wheelRect.y + hsize + thumbPos.y - thumbSizeH.y, s_WheelThumbSize.x, s_WheelThumbSize.y), false, false, false, false); } // 마우스 입력 var bounds = wheelRect; bounds.x += hsize - radius; bounds.y += hsize - radius; bounds.width = bounds.height = radius * 2f; var hsv = GetInput(bounds, new Vector3(h, s, 1f), thumbPos, radius); value = Color.HSVToRGB(hsv.x, hsv.y, 1f); value.w = offset; // W 슬라이더 (밝기 오프셋) var sliderRect = GUILayoutUtility.GetRect(1f, 17f); float padding = sliderRect.width * 0.05f; sliderRect.xMin += padding; sliderRect.xMax -= padding; value.w = GUI.HorizontalSlider(sliderRect, value.w, -1f, 1f); // R/G/B 수치 표시 if (m_ComputeFunc != null) { var display = m_ComputeFunc(value); using (new EditorGUI.DisabledGroupScope(true)) { var vr = GUILayoutUtility.GetRect(1f, 17f); vr.width /= 3f; GUI.Label(vr, display.x.ToString("F2"), EditorStyles.centeredGreyMiniLabel); vr.x += vr.width; GUI.Label(vr, display.y.ToString("F2"), EditorStyles.centeredGreyMiniLabel); vr.x += vr.width; GUI.Label(vr, display.z.ToString("F2"), EditorStyles.centeredGreyMiniLabel); } } } void DrawLabelAndOverride(GUIContent title, SerializedProperty overrideState) { var areaRect = GUILayoutUtility.GetRect(1f, 17f); var labelSize = EditorStyles.miniLabel.CalcSize(title); var labelRect = new Rect( areaRect.x + areaRect.width / 2f - labelSize.x / 2f, areaRect.y, labelSize.x, labelSize.y); GUI.Label(labelRect, title, EditorStyles.miniLabel); if (overrideState != null) { var overrideRect = new Rect(labelRect.x - 17f, labelRect.y + 3f, 17f, 17f); overrideState.boolValue = GUI.Toggle( overrideRect, overrideState.boolValue, EditorGUIUtility.TrTextContent("", "Override this setting for this volume."), CoreEditorStyles.smallTickbox); } } Vector3 GetInput(Rect bounds, Vector3 hsv, Vector2 thumbPos, float radius) { var e = Event.current; int id = GUIUtility.GetControlID(s_ThumbHash, FocusType.Passive, bounds); var mousePos = e.mousePosition; if (e.type == EventType.MouseDown && GUIUtility.hotControl == 0 && bounds.Contains(mousePos)) { if (e.button == 0) { var center = new Vector2(bounds.x + radius, bounds.y + radius); float dist = Vector2.Distance(center, mousePos); if (dist <= radius) { e.Use(); m_CursorPos = new Vector2(thumbPos.x + radius, thumbPos.y + radius); GUIUtility.hotControl = id; GUI.changed = true; } } else if (e.button == 1) { e.Use(); GUI.changed = true; m_ResetState = true; } } else if (e.type == EventType.MouseDrag && e.button == 0 && GUIUtility.hotControl == id) { e.Use(); GUI.changed = true; m_CursorPos += e.delta * 0.2f; GetWheelHueSaturation(m_CursorPos.x, m_CursorPos.y, radius, out hsv.x, out hsv.y); } else if (e.rawType == EventType.MouseUp && e.button == 0 && GUIUtility.hotControl == id) { e.Use(); GUIUtility.hotControl = 0; } return hsv; } void GetWheelHueSaturation(float x, float y, float radius, out float hue, out float saturation) { float dx = (x - radius) / radius; float dy = (y - radius) / radius; float d = Mathf.Sqrt(dx * dx + dy * dy); hue = Mathf.Atan2(dx, -dy); hue = 1f - ((hue > 0) ? hue : (Mathf.PI * 2f) + hue) / (Mathf.PI * 2f); saturation = Mathf.Clamp01(d); } bool CheckMaterialAndShader() { if (s_Material != null) return true; var shader = Shader.Find(k_ShaderName); if (shader == null) { Debug.LogError($"[YAMOTrackballUIDrawer] 셰이더를 찾을 수 없습니다: {k_ShaderName}"); return false; } s_Material = new Material(shader); return true; } } }