Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
using UnityEditorInternal;
namespace UnityEditor.Rendering.Universal
{
[CustomEditor(typeof(UniversalRenderPipelineAsset))]
[MovedFrom("UnityEditor.Rendering.LWRP")] public class UniversalRenderPipelineAssetEditor : Editor
{
internal class Styles
{
// Groups
public static GUIContent generalSettingsText = EditorGUIUtility.TrTextContent("General");
public static GUIContent qualitySettingsText = EditorGUIUtility.TrTextContent("Quality");
public static GUIContent lightingSettingsText = EditorGUIUtility.TrTextContent("Lighting");
public static GUIContent shadowSettingsText = EditorGUIUtility.TrTextContent("Shadows");
public static GUIContent postProcessingSettingsText = EditorGUIUtility.TrTextContent("Post-processing");
public static GUIContent advancedSettingsText = EditorGUIUtility.TrTextContent("Advanced");
// General
public static GUIContent rendererHeaderText = EditorGUIUtility.TrTextContent("Renderer List", "This list contains all the renderers available to this pipeline asset");
public static GUIContent rendererDefaultText = EditorGUIUtility.TrTextContent("Default", "This renderer is currently the default");
public static GUIContent rendererSetDefaultText = EditorGUIUtility.TrTextContent("Set Default", "Click this to make the renderer the default");
public static GUIContent rendererSettingsText = EditorGUIUtility.TrIconContent("Settings", "Click this to make the renderer the default");
public static GUIContent rendererMissingText = EditorGUIUtility.TrIconContent("console.warnicon.sml", "Renderer missing, click this to select a new renderer");
public static GUIContent rendererDefaultMissingText = EditorGUIUtility.TrIconContent("console.erroricon.sml", "Defaut renderer missing, click this to select a new renderer");
public static GUIContent requireDepthTextureText = EditorGUIUtility.TrTextContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture.");
public static GUIContent requireOpaqueTextureText = EditorGUIUtility.TrTextContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
public static GUIContent opaqueDownsamplingText = EditorGUIUtility.TrTextContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
// Quality
public static GUIContent hdrText = EditorGUIUtility.TrTextContent("HDR", "Controls the global HDR settings.");
public static GUIContent msaaText = EditorGUIUtility.TrTextContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
public static GUIContent renderScaleText = EditorGUIUtility.TrTextContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When VR is enabled, this is overridden by XRSettings.");
// Main light
public static GUIContent mainLightRenderingModeText = EditorGUIUtility.TrTextContent("Main Light", "Main light is the brightest directional light.");
public static GUIContent supportsMainLightShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled the main light can be a shadow casting light.");
public static GUIContent mainLightShadowmapResolutionText = EditorGUIUtility.TrTextContent("Shadow Resolution", "Resolution of the main light shadowmap texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the maximum shadows atlas resolution.");
// Additional lights
public static GUIContent addditionalLightsRenderingModeText = EditorGUIUtility.TrTextContent("Additional Lights", "Additional lights support.");
public static GUIContent perObjectLimit = EditorGUIUtility.TrTextContent("Per Object Limit", "Maximum amount of additional lights. These lights are sorted and culled per-object.");
public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled shadows will be supported for spot lights.\n");
public static GUIContent additionalLightsShadowmapResolution = EditorGUIUtility.TrTextContent("Shadow Resolution", "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size.");
// Shadow settings
public static GUIContent shadowDistanceText = EditorGUIUtility.TrTextContent("Distance", "Maximum shadow rendering distance.");
public static GUIContent shadowCascadesText = EditorGUIUtility.TrTextContent("Cascades", "Number of cascade splits used in for directional shadows");
public static GUIContent shadowDepthBias = EditorGUIUtility.TrTextContent("Depth Bias", "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts.");
public static GUIContent shadowNormalBias = EditorGUIUtility.TrTextContent("Normal Bias", "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts.");
public static GUIContent supportsSoftShadows = EditorGUIUtility.TrTextContent("Soft Shadows", "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample.");
// Post-processing
public static GUIContent colorGradingMode = EditorGUIUtility.TrTextContent("Grading Mode", "Defines how color grading will be applied. Operators will react differently depending on the mode.");
public static GUIContent colorGradingLutSize = EditorGUIUtility.TrTextContent("LUT size", "Sets the size of the internal and external color grading lookup textures (LUTs).");
public static string colorGradingModeWarning = "HDR rendering is required to use the high dynamic range color grading mode. The low dynamic range will be used instead.";
public static string colorGradingModeSpecInfo = "The high dynamic range color grading mode works best on platforms that support floating point textures.";
public static string colorGradingLutSizeWarning = "The minimal recommended LUT size for the high dynamic range color grading mode is 32. Using lower values will potentially result in color banding and posterization effects.";
// Advanced settings
public static GUIContent srpBatcher = EditorGUIUtility.TrTextContent("SRP Batcher", "If enabled, the render pipeline uses the SRP batcher.");
public static GUIContent dynamicBatching = EditorGUIUtility.TrTextContent("Dynamic Batching", "If enabled, the render pipeline will batch drawcalls with few triangles together by copying their vertex buffers into a shared buffer on a per-frame basis.");
public static GUIContent mixedLightingSupportLabel = EditorGUIUtility.TrTextContent("Mixed Lighting", "Support for mixed light mode.");
public static GUIContent shaderVariantLogLevel = EditorGUIUtility.TrTextContent("Shader Variant Log Level", "Controls the level logging in of shader variants information is outputted when a build is performed. Information will appear in the Unity console when the build finishes.");
// Renderer List Messages
public static GUIContent rendererListDefaultMessage =
EditorGUIUtility.TrTextContent("Cannot remove Default Renderer",
"Removal of the Default Renderer is not allowed. To remove, set another Renderer to be the new Default and then remove.");
public static GUIContent rendererMissingDefaultMessage =
EditorGUIUtility.TrTextContent("Missing Default Renderer\nThe default renderer is not assigned, no rendering can be performed. Set another renderer to be the new Default or assign a renderer to the default slot.");
public static GUIContent rendererMissingMessage =
EditorGUIUtility.TrTextContent("Missing Renderer(s)\nThere are missing renderers not assigned. Switching to these renderers at runtime will have unforeseen consequences.");
// Dropdown menu options
public static string[] mainLightOptions = { "Disabled", "Per Pixel" };
public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
}
SavedBool m_GeneralSettingsFoldout;
SavedBool m_QualitySettingsFoldout;
SavedBool m_LightingSettingsFoldout;
SavedBool m_ShadowSettingsFoldout;
SavedBool m_PostProcessingSettingsFoldout;
SavedBool m_AdvancedSettingsFoldout;
SerializedProperty m_RendererDataProp;
SerializedProperty m_DefaultRendererProp;
ReorderableList m_RendererDataList;
SerializedProperty m_RequireDepthTextureProp;
SerializedProperty m_RequireOpaqueTextureProp;
SerializedProperty m_OpaqueDownsamplingProp;
SerializedProperty m_HDR;
SerializedProperty m_MSAA;
SerializedProperty m_RenderScale;
SerializedProperty m_MainLightRenderingModeProp;
SerializedProperty m_MainLightShadowsSupportedProp;
SerializedProperty m_MainLightShadowmapResolutionProp;
SerializedProperty m_AdditionalLightsRenderingModeProp;
SerializedProperty m_AdditionalLightsPerObjectLimitProp;
SerializedProperty m_AdditionalLightShadowsSupportedProp;
SerializedProperty m_AdditionalLightShadowmapResolutionProp;
SerializedProperty m_ShadowDistanceProp;
SerializedProperty m_ShadowCascadesProp;
SerializedProperty m_ShadowCascade2SplitProp;
SerializedProperty m_ShadowCascade4SplitProp;
SerializedProperty m_ShadowDepthBiasProp;
SerializedProperty m_ShadowNormalBiasProp;
SerializedProperty m_SoftShadowsSupportedProp;
SerializedProperty m_SRPBatcher;
SerializedProperty m_SupportsDynamicBatching;
SerializedProperty m_MixedLightingSupportedProp;
SerializedProperty m_ShaderVariantLogLevel;
LightRenderingMode selectedLightRenderingMode;
SerializedProperty m_ColorGradingMode;
SerializedProperty m_ColorGradingLutSize;
public override void OnInspectorGUI()
{
serializedObject.Update();
DrawGeneralSettings();
DrawQualitySettings();
DrawLightingSettings();
DrawShadowSettings();
DrawPostProcessingSettings();
DrawAdvancedSettings();
serializedObject.ApplyModifiedProperties();
}
void OnEnable()
{
m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false);
m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false);
m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false);
m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false);
m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false);
m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false);
m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList");
m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRenderer");
m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, false, true, true, true);
DrawRendererListLayout(m_RendererDataList, m_RendererDataProp);
m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
m_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode");
m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported");
m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");
m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");
m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias");
m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias");
m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel");
m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode");
m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");
selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue;
}
void DrawGeneralSettings()
{
m_GeneralSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_GeneralSettingsFoldout.value, Styles.generalSettingsText);
if (m_GeneralSettingsFoldout.value)
{
EditorGUI.indentLevel++;
EditorGUILayout.Space();
EditorGUI.indentLevel--;
m_RendererDataList.DoLayoutList();
EditorGUI.indentLevel++;
UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
if (!asset.ValidateRendererData(-1))
EditorGUILayout.HelpBox(Styles.rendererMissingDefaultMessage.text, MessageType.Error, true);
else if (!asset.ValidateRendererDataList(true))
EditorGUILayout.HelpBox(Styles.rendererMissingMessage.text, MessageType.Warning, true);
EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTextureText);
EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTextureText);
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(!m_RequireOpaqueTextureProp.boolValue);
EditorGUILayout.PropertyField(m_OpaqueDownsamplingProp, Styles.opaqueDownsamplingText);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawQualitySettings()
{
m_QualitySettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_QualitySettingsFoldout.value, Styles.qualitySettingsText);
if (m_QualitySettingsFoldout.value)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_HDR, Styles.hdrText);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaText);
EditorGUI.BeginDisabledGroup(XRGraphics.enabled);
m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleText, m_RenderScale.floatValue, UniversalRenderPipeline.minRenderScale, UniversalRenderPipeline.maxRenderScale);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawLightingSettings()
{
m_LightingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_LightingSettingsFoldout.value, Styles.lightingSettingsText);
if (m_LightingSettingsFoldout.value)
{
EditorGUI.indentLevel++;
// Main Light
bool disableGroup = false;
EditorGUI.BeginDisabledGroup(disableGroup);
CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, m_MainLightRenderingModeProp, Styles.mainLightOptions);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel++;
disableGroup |= !m_MainLightRenderingModeProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(m_MainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText);
EditorGUI.EndDisabledGroup();
disableGroup |= !m_MainLightShadowsSupportedProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(m_MainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// Additional light
selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode);
m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode;
EditorGUI.indentLevel++;
disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;
EditorGUI.BeginDisabledGroup(disableGroup);
m_AdditionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, m_AdditionalLightsPerObjectLimitProp.intValue, 0, UniversalRenderPipeline.maxPerObjectLights);
EditorGUI.EndDisabledGroup();
disableGroup |= (m_AdditionalLightsPerObjectLimitProp.intValue == 0 || m_AdditionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel);
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(m_AdditionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText);
EditorGUI.EndDisabledGroup();
disableGroup |= !m_AdditionalLightShadowsSupportedProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(m_AdditionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawShadowSettings()
{
m_ShadowSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_ShadowSettingsFoldout.value, Styles.shadowSettingsText);
if (m_ShadowSettingsFoldout.value)
{
EditorGUI.indentLevel++;
m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistanceText, m_ShadowDistanceProp.floatValue));
CoreEditorUtils.DrawPopup(Styles.shadowCascadesText, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
ShadowCascadesOption cascades = (ShadowCascadesOption)m_ShadowCascadesProp.intValue;
if (cascades == ShadowCascadesOption.FourCascades)
EditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
else if (cascades == ShadowCascadesOption.TwoCascades)
EditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
m_ShadowDepthBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowDepthBias, m_ShadowDepthBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
m_ShadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, m_ShadowNormalBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawPostProcessingSettings()
{
m_PostProcessingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_PostProcessingSettingsFoldout.value, Styles.postProcessingSettingsText);
if (m_PostProcessingSettingsFoldout.value)
{
bool isHdrOn = m_HDR.boolValue;
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_ColorGradingMode, Styles.colorGradingMode);
if (!isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
EditorGUILayout.HelpBox(Styles.colorGradingModeWarning, MessageType.Warning);
else if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
EditorGUILayout.HelpBox(Styles.colorGradingModeSpecInfo, MessageType.Info);
EditorGUILayout.DelayedIntField(m_ColorGradingLutSize, Styles.colorGradingLutSize);
m_ColorGradingLutSize.intValue = Mathf.Clamp(m_ColorGradingLutSize.intValue, UniversalRenderPipelineAsset.k_MinLutSize, UniversalRenderPipelineAsset.k_MaxLutSize);
if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange && m_ColorGradingLutSize.intValue < 32)
EditorGUILayout.HelpBox(Styles.colorGradingLutSizeWarning, MessageType.Warning);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawAdvancedSettings()
{
m_AdvancedSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdvancedSettingsFoldout.value, Styles.advancedSettingsText);
if (m_AdvancedSettingsFoldout.value)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_SRPBatcher, Styles.srpBatcher);
EditorGUILayout.PropertyField(m_SupportsDynamicBatching, Styles.dynamicBatching);
EditorGUILayout.PropertyField(m_MixedLightingSupportedProp, Styles.mixedLightingSupportLabel);
EditorGUILayout.PropertyField(m_ShaderVariantLogLevel, Styles.shaderVariantLogLevel);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
void DrawRendererListLayout(ReorderableList list, SerializedProperty prop)
{
list.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
rect.y += 2;
Rect indexRect = new Rect(rect.x, rect.y, 14, EditorGUIUtility.singleLineHeight);
EditorGUI.LabelField(indexRect, index.ToString());
Rect objRect = new Rect(rect.x + indexRect.width, rect.y, rect.width - 134, EditorGUIUtility.singleLineHeight);
EditorGUI.BeginChangeCheck();
EditorGUI.ObjectField(objRect, prop.GetArrayElementAtIndex(index), GUIContent.none);
if(EditorGUI.EndChangeCheck())
EditorUtility.SetDirty(target);
Rect defaultButton = new Rect(rect.width - 90, rect.y, 86, EditorGUIUtility.singleLineHeight);
var defaultRenderer = m_DefaultRendererProp.intValue;
GUI.enabled = index != defaultRenderer;
if(GUI.Button(defaultButton, !GUI.enabled ? Styles.rendererDefaultText : Styles.rendererSetDefaultText))
{
m_DefaultRendererProp.intValue = index;
EditorUtility.SetDirty(target);
}
GUI.enabled = true;
Rect selectRect = new Rect(rect.x + rect.width - 24, rect.y, 24, EditorGUIUtility.singleLineHeight);
UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
if (asset.ValidateRendererData(index))
{
if (GUI.Button(selectRect, Styles.rendererSettingsText))
{
Selection.SetActiveObjectWithContext(prop.GetArrayElementAtIndex(index).objectReferenceValue,
null);
}
}
else // Missing ScriptableRendererData
{
if (GUI.Button(selectRect, index == defaultRenderer ? Styles.rendererDefaultMissingText : Styles.rendererMissingText))
{
EditorGUIUtility.ShowObjectPicker<ScriptableRendererData>(null, false, null, index);
}
}
// If object selector chose an object, assign it to the correct ScriptableRendererData slot.
if (Event.current.commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == index)
{
prop.GetArrayElementAtIndex(index).objectReferenceValue = EditorGUIUtility.GetObjectPickerObject();
}
};
list.drawHeaderCallback = (Rect rect) =>
{
EditorGUI.LabelField(rect, Styles.rendererHeaderText);
list.index = list.count - 1;
};
list.onCanRemoveCallback = li => { return li.count > 1; };
list.onCanAddCallback = li => { return li.count < UniversalRenderPipeline.maxScriptableRenderers; };
list.onRemoveCallback = li =>
{
if (li.serializedProperty.arraySize - 1 != m_DefaultRendererProp.intValue)
{
if(li.serializedProperty.GetArrayElementAtIndex(li.serializedProperty.arraySize - 1).objectReferenceValue != null)
li.serializedProperty.DeleteArrayElementAtIndex(li.serializedProperty.arraySize - 1);
li.serializedProperty.arraySize--;
li.index = li.count - 1;
}
else
{
EditorUtility.DisplayDialog(Styles.rendererListDefaultMessage.text, Styles.rendererListDefaultMessage.tooltip,
"Close");
}
EditorUtility.SetDirty(target);
};
}
}
}