in unity/Assets/PostProcessingV2/Runtime/PostProcessVolume.cs [156:223]
void OnDrawGizmos()
{
var colliders = m_TempColliders;
GetComponents(colliders);
if (isGlobal || colliders == null)
return;
#if UNITY_EDITOR
// Can't access the UnityEditor.Rendering.PostProcessing namespace from here, so
// we'll get the preferred color manually
unchecked
{
int value = UnityEditor.EditorPrefs.GetInt("PostProcessing.Volume.GizmoColor", (int)0x8033cc1a);
Gizmos.color = ColorUtilities.ToRGBA((uint)value);
}
#endif
var scale = transform.localScale;
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
// Draw a separate gizmo for each collider
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
// We'll just use scaling as an approximation for volume skin. It's far from being
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
// field or at least a tesselate + push modifier on the collider's mesh to get a
// better approximation, but the current Gizmo system is a bit limited and because
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
// track of changes in an elegant way (which we'd need to implement a nice cache
// system for generated volume meshes).
var type = collider.GetType();
if (type == typeof(BoxCollider))
{
var c = (BoxCollider)collider;
Gizmos.DrawCube(c.center, c.size);
Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 4f);
}
else if (type == typeof(SphereCollider))
{
var c = (SphereCollider)collider;
Gizmos.DrawSphere(c.center, c.radius);
Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance * 2f);
}
else if (type == typeof(MeshCollider))
{
var c = (MeshCollider)collider;
// Only convex mesh colliders are allowed
if (!c.convex)
c.convex = true;
// Mesh pivot should be centered or this won't work
Gizmos.DrawMesh(c.sharedMesh);
Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 4f);
}
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
// other colliders...
}
colliders.Clear();
}