2 using Object = UnityEngine.Object;
4 namespace UnityEditor.Experimental.Rendering
6 public static class CameraEditorUtils
8 public delegate Camera GetPreviewCamera(Camera sourceCamera, Vector2 previewSize);
10 const float k_PreviewNormalizedSize = 0.2f;
12 internal static Material s_GUITextureBlit2SRGBMaterial;
13 public static Material GUITextureBlit2SRGBMaterial
17 if (!s_GUITextureBlit2SRGBMaterial)
19 Shader shader = EditorGUIUtility.LoadRequired("SceneView/GUITextureBlit2SRGB.shader") as Shader;
20 s_GUITextureBlit2SRGBMaterial = new Material(shader);
21 s_GUITextureBlit2SRGBMaterial.hideFlags = HideFlags.HideAndDontSave;
23 s_GUITextureBlit2SRGBMaterial.SetFloat("_ManualTex2SRGB", QualitySettings.activeColorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
24 return s_GUITextureBlit2SRGBMaterial;
28 public static void DrawCameraSceneViewOverlay(Object target, SceneView sceneView, GetPreviewCamera previewCameraGetter)
30 if (target == null) return;
32 // cache some deep values
33 var c = (Camera)target;
35 var previewSize = Handles.GetMainGameViewSize();
36 if (previewSize.x < 0f)
38 // Fallback to Scene View of not a valid game view size
39 previewSize.x = sceneView.position.width;
40 previewSize.y = sceneView.position.height;
42 // Apply normalizedviewport rect of camera
43 var normalizedViewPortRect = c.rect;
44 previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f);
45 previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f);
47 // Prevent using invalid previewSize
48 if (previewSize.x <= 0f || previewSize.y <= 0f)
51 var aspect = previewSize.x / previewSize.y;
53 // Scale down (fit to scene view)
54 previewSize.y = k_PreviewNormalizedSize * sceneView.position.height;
55 previewSize.x = previewSize.y * aspect;
56 if (previewSize.y > sceneView.position.height * 0.5f)
58 previewSize.y = sceneView.position.height * 0.5f;
59 previewSize.x = previewSize.y * aspect;
61 if (previewSize.x > sceneView.position.width * 0.5f)
63 previewSize.x = sceneView.position.width * 0.5f;
64 previewSize.y = previewSize.x / aspect;
67 // Get and reserve rect
68 Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y);
70 if (Event.current.type == EventType.Repaint)
72 var previewCamera = previewCameraGetter(c, previewSize);
73 if (previewCamera.targetTexture == null)
75 Debug.LogError("The preview camera must render in a render target");
79 sceneView.drawGizmos = false;
80 previewCamera.Render();
81 sceneView.drawGizmos = true;
82 Graphics.DrawTexture(cameraRect, previewCamera.targetTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, GUITextureBlit2SRGBMaterial);
83 // We set target texture to null after this call otherwise if both sceneview and gameview are visible and we have a preview camera wwe
84 // get this error: "Releasing render texture that is set as Camera.targetTexture!"
85 previewCamera.targetTexture = null;
89 public static bool IsViewPortRectValidToRender(Rect normalizedViewPortRect)
91 if (normalizedViewPortRect.width <= 0f || normalizedViewPortRect.height <= 0f)
93 if (normalizedViewPortRect.x >= 1f || normalizedViewPortRect.xMax <= 0f)
95 if (normalizedViewPortRect.y >= 1f || normalizedViewPortRect.yMax <= 0f)