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456 行
28 KiB
456 行
28 KiB
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEditorInternal;
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namespace UnityEditor.Rendering.Universal
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{
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[CustomEditor(typeof(UniversalRenderPipelineAsset))]
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[MovedFrom("UnityEditor.Rendering.LWRP")] public class UniversalRenderPipelineAssetEditor : Editor
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{
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internal class Styles
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{
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// Groups
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public static GUIContent generalSettingsText = EditorGUIUtility.TrTextContent("General");
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public static GUIContent qualitySettingsText = EditorGUIUtility.TrTextContent("Quality");
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public static GUIContent lightingSettingsText = EditorGUIUtility.TrTextContent("Lighting");
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public static GUIContent shadowSettingsText = EditorGUIUtility.TrTextContent("Shadows");
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public static GUIContent postProcessingSettingsText = EditorGUIUtility.TrTextContent("Post-processing");
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public static GUIContent advancedSettingsText = EditorGUIUtility.TrTextContent("Advanced");
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// General
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public static GUIContent rendererHeaderText = EditorGUIUtility.TrTextContent("Renderer List", "This list contains all the renderers available to this pipeline asset");
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public static GUIContent rendererDefaultText = EditorGUIUtility.TrTextContent("Default", "This renderer is currently the default");
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public static GUIContent rendererSetDefaultText = EditorGUIUtility.TrTextContent("Set Default", "Click this to make the renderer the default");
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public static GUIContent rendererSettingsText = EditorGUIUtility.TrIconContent("Settings", "Click this to make the renderer the default");
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public static GUIContent rendererMissingText = EditorGUIUtility.TrIconContent("console.warnicon.sml", "Renderer missing, click this to select a new renderer");
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public static GUIContent rendererDefaultMissingText = EditorGUIUtility.TrIconContent("console.erroricon.sml", "Defaut renderer missing, click this to select a new renderer");
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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.");
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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.");
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public static GUIContent opaqueDownsamplingText = EditorGUIUtility.TrTextContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
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// Quality
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public static GUIContent hdrText = EditorGUIUtility.TrTextContent("HDR", "Controls the global HDR settings.");
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public static GUIContent msaaText = EditorGUIUtility.TrTextContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
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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.");
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// Main light
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public static GUIContent mainLightRenderingModeText = EditorGUIUtility.TrTextContent("Main Light", "Main light is the brightest directional light.");
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public static GUIContent supportsMainLightShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled the main light can be a shadow casting light.");
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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.");
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// Additional lights
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public static GUIContent addditionalLightsRenderingModeText = EditorGUIUtility.TrTextContent("Additional Lights", "Additional lights support.");
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public static GUIContent perObjectLimit = EditorGUIUtility.TrTextContent("Per Object Limit", "Maximum amount of additional lights. These lights are sorted and culled per-object.");
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public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled shadows will be supported for spot lights.\n");
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public static GUIContent additionalLightsShadowmapResolution = EditorGUIUtility.TrTextContent("Shadow Resolution", "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size.");
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// Shadow settings
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public static GUIContent shadowDistanceText = EditorGUIUtility.TrTextContent("Distance", "Maximum shadow rendering distance.");
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public static GUIContent shadowCascadesText = EditorGUIUtility.TrTextContent("Cascades", "Number of cascade splits used in for directional shadows");
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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.");
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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.");
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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.");
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// Post-processing
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public static GUIContent colorGradingMode = EditorGUIUtility.TrTextContent("Grading Mode", "Defines how color grading will be applied. Operators will react differently depending on the mode.");
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public static GUIContent colorGradingLutSize = EditorGUIUtility.TrTextContent("LUT size", "Sets the size of the internal and external color grading lookup textures (LUTs).");
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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.";
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public static string colorGradingModeSpecInfo = "The high dynamic range color grading mode works best on platforms that support floating point textures.";
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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.";
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// Advanced settings
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public static GUIContent srpBatcher = EditorGUIUtility.TrTextContent("SRP Batcher", "If enabled, the render pipeline uses the SRP batcher.");
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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.");
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public static GUIContent mixedLightingSupportLabel = EditorGUIUtility.TrTextContent("Mixed Lighting", "Support for mixed light mode.");
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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.");
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// Renderer List Messages
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public static GUIContent rendererListDefaultMessage =
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EditorGUIUtility.TrTextContent("Cannot remove Default Renderer",
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"Removal of the Default Renderer is not allowed. To remove, set another Renderer to be the new Default and then remove.");
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public static GUIContent rendererMissingDefaultMessage =
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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.");
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public static GUIContent rendererMissingMessage =
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EditorGUIUtility.TrTextContent("Missing Renderer(s)\nThere are missing renderers not assigned. Switching to these renderers at runtime will have unforeseen consequences.");
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// Dropdown menu options
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public static string[] mainLightOptions = { "Disabled", "Per Pixel" };
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public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
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public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
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}
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SavedBool m_GeneralSettingsFoldout;
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SavedBool m_QualitySettingsFoldout;
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SavedBool m_LightingSettingsFoldout;
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SavedBool m_ShadowSettingsFoldout;
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SavedBool m_PostProcessingSettingsFoldout;
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SavedBool m_AdvancedSettingsFoldout;
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SerializedProperty m_RendererDataProp;
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SerializedProperty m_DefaultRendererProp;
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ReorderableList m_RendererDataList;
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SerializedProperty m_RequireDepthTextureProp;
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SerializedProperty m_RequireOpaqueTextureProp;
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SerializedProperty m_OpaqueDownsamplingProp;
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SerializedProperty m_HDR;
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SerializedProperty m_MSAA;
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SerializedProperty m_RenderScale;
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SerializedProperty m_MainLightRenderingModeProp;
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SerializedProperty m_MainLightShadowsSupportedProp;
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SerializedProperty m_MainLightShadowmapResolutionProp;
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SerializedProperty m_AdditionalLightsRenderingModeProp;
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SerializedProperty m_AdditionalLightsPerObjectLimitProp;
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SerializedProperty m_AdditionalLightShadowsSupportedProp;
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SerializedProperty m_AdditionalLightShadowmapResolutionProp;
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SerializedProperty m_ShadowDistanceProp;
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SerializedProperty m_ShadowCascadesProp;
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SerializedProperty m_ShadowCascade2SplitProp;
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SerializedProperty m_ShadowCascade4SplitProp;
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SerializedProperty m_ShadowDepthBiasProp;
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SerializedProperty m_ShadowNormalBiasProp;
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SerializedProperty m_SoftShadowsSupportedProp;
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SerializedProperty m_SRPBatcher;
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SerializedProperty m_SupportsDynamicBatching;
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SerializedProperty m_MixedLightingSupportedProp;
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SerializedProperty m_ShaderVariantLogLevel;
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LightRenderingMode selectedLightRenderingMode;
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SerializedProperty m_ColorGradingMode;
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SerializedProperty m_ColorGradingLutSize;
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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DrawGeneralSettings();
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DrawQualitySettings();
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DrawLightingSettings();
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DrawShadowSettings();
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DrawPostProcessingSettings();
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DrawAdvancedSettings();
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serializedObject.ApplyModifiedProperties();
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}
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void OnEnable()
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{
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m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false);
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m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false);
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m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false);
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m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false);
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m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false);
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m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false);
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m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList");
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m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRenderer");
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m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, false, true, true, true);
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DrawRendererListLayout(m_RendererDataList, m_RendererDataProp);
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m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
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m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
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m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
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m_HDR = serializedObject.FindProperty("m_SupportsHDR");
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m_MSAA = serializedObject.FindProperty("m_MSAA");
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m_RenderScale = serializedObject.FindProperty("m_RenderScale");
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m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode");
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m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported");
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m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");
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m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
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m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
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m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
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m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");
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m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
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m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
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m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
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m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
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m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias");
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m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias");
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m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
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m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
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m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
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m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
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m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel");
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m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode");
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m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");
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selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue;
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}
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void DrawGeneralSettings()
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{
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m_GeneralSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_GeneralSettingsFoldout.value, Styles.generalSettingsText);
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if (m_GeneralSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.Space();
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EditorGUI.indentLevel--;
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m_RendererDataList.DoLayoutList();
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EditorGUI.indentLevel++;
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UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
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if (!asset.ValidateRendererData(-1))
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EditorGUILayout.HelpBox(Styles.rendererMissingDefaultMessage.text, MessageType.Error, true);
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else if (!asset.ValidateRendererDataList(true))
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EditorGUILayout.HelpBox(Styles.rendererMissingMessage.text, MessageType.Warning, true);
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EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTextureText);
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EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTextureText);
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EditorGUI.indentLevel++;
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EditorGUI.BeginDisabledGroup(!m_RequireOpaqueTextureProp.boolValue);
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EditorGUILayout.PropertyField(m_OpaqueDownsamplingProp, Styles.opaqueDownsamplingText);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawQualitySettings()
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{
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m_QualitySettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_QualitySettingsFoldout.value, Styles.qualitySettingsText);
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if (m_QualitySettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_HDR, Styles.hdrText);
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EditorGUILayout.PropertyField(m_MSAA, Styles.msaaText);
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EditorGUI.BeginDisabledGroup(XRGraphics.enabled);
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m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleText, m_RenderScale.floatValue, UniversalRenderPipeline.minRenderScale, UniversalRenderPipeline.maxRenderScale);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawLightingSettings()
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{
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m_LightingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_LightingSettingsFoldout.value, Styles.lightingSettingsText);
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if (m_LightingSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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// Main Light
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bool disableGroup = false;
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EditorGUI.BeginDisabledGroup(disableGroup);
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CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, m_MainLightRenderingModeProp, Styles.mainLightOptions);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel++;
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disableGroup |= !m_MainLightRenderingModeProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_MainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText);
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EditorGUI.EndDisabledGroup();
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disableGroup |= !m_MainLightShadowsSupportedProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_MainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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// Additional light
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selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode);
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m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode;
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EditorGUI.indentLevel++;
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disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;
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EditorGUI.BeginDisabledGroup(disableGroup);
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m_AdditionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, m_AdditionalLightsPerObjectLimitProp.intValue, 0, UniversalRenderPipeline.maxPerObjectLights);
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EditorGUI.EndDisabledGroup();
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disableGroup |= (m_AdditionalLightsPerObjectLimitProp.intValue == 0 || m_AdditionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel);
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_AdditionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText);
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EditorGUI.EndDisabledGroup();
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disableGroup |= !m_AdditionalLightShadowsSupportedProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_AdditionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawShadowSettings()
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{
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m_ShadowSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_ShadowSettingsFoldout.value, Styles.shadowSettingsText);
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if (m_ShadowSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistanceText, m_ShadowDistanceProp.floatValue));
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CoreEditorUtils.DrawPopup(Styles.shadowCascadesText, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
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ShadowCascadesOption cascades = (ShadowCascadesOption)m_ShadowCascadesProp.intValue;
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if (cascades == ShadowCascadesOption.FourCascades)
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EditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
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else if (cascades == ShadowCascadesOption.TwoCascades)
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EditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
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m_ShadowDepthBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowDepthBias, m_ShadowDepthBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
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m_ShadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, m_ShadowNormalBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
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EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawPostProcessingSettings()
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{
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m_PostProcessingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_PostProcessingSettingsFoldout.value, Styles.postProcessingSettingsText);
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if (m_PostProcessingSettingsFoldout.value)
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{
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bool isHdrOn = m_HDR.boolValue;
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_ColorGradingMode, Styles.colorGradingMode);
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if (!isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
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EditorGUILayout.HelpBox(Styles.colorGradingModeWarning, MessageType.Warning);
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else if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
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EditorGUILayout.HelpBox(Styles.colorGradingModeSpecInfo, MessageType.Info);
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EditorGUILayout.DelayedIntField(m_ColorGradingLutSize, Styles.colorGradingLutSize);
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m_ColorGradingLutSize.intValue = Mathf.Clamp(m_ColorGradingLutSize.intValue, UniversalRenderPipelineAsset.k_MinLutSize, UniversalRenderPipelineAsset.k_MaxLutSize);
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if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange && m_ColorGradingLutSize.intValue < 32)
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EditorGUILayout.HelpBox(Styles.colorGradingLutSizeWarning, MessageType.Warning);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawAdvancedSettings()
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{
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m_AdvancedSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdvancedSettingsFoldout.value, Styles.advancedSettingsText);
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if (m_AdvancedSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_SRPBatcher, Styles.srpBatcher);
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EditorGUILayout.PropertyField(m_SupportsDynamicBatching, Styles.dynamicBatching);
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EditorGUILayout.PropertyField(m_MixedLightingSupportedProp, Styles.mixedLightingSupportLabel);
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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);
|
|
};
|
|
}
|
|
}
|
|
}
|