浏览代码

Initial UI fixes. Lots of commented code. Will clean later. Just submitting for bckp

/main
Martin Thorzen 7 年前
当前提交
28b10444
共有 2 个文件被更改,包括 40 次插入14 次删除
  1. 8
      com.unity.render-pipelines.core/CoreRP/Editor/Shadow/ShadowCascadeSplitGUI.cs
  2. 46
      com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs

8
com.unity.render-pipelines.core/CoreRP/Editor/Shadow/ShadowCascadeSplitGUI.cs


*/
public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions)
{
EditorGUILayout.LabelField("Cascade splits");
//EditorGUILayout.LabelField("Cascade splits");
EditorGUILayout.BeginHorizontal();
//EditorGUI.indentLevel++;
GUILayout.Space(32);
EditorGUILayout.EndHorizontal();
float currentX = sliderRect.x;
float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin;

46
com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs


{
public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent capabilitiesLabel = new GUIContent("Capabilities");
public static GUIContent renderScaleLabel = new GUIContent("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 in VR mode, VR scaling configuration is used instead.");

public static GUIContent requireDepthTexture = new GUIContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture.");
public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.");
public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.\nNeeds Depth Texture to be enabled.");
public static GUIContent requireOpaqueTexture = new GUIContent("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.");

UpdateAnimationValues();
DrawRenderingSettings();
DrawShadowSettings();
DrawCapabilitiesSettings();
DrawStrippingSettings();
serializedObject.ApplyModifiedProperties();

EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.renderScaleLabel);
m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.maxPixelLightsLabel);
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, k_MaxSupportedPixelLights);
EditorGUILayout.EndHorizontal();
//EditorGUILayout.BeginHorizontal();
//EditorGUILayout.LabelField(Styles.renderScaleLabel);
m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, m_RenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
//EditorGUILayout.EndHorizontal();
//EditorGUILayout.BeginHorizontal();
//EditorGUILayout.LabelField(Styles.maxPixelLightsLabel);
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(Styles.maxPixelLightsLabel, m_MaxPixelLights.intValue, 0, k_MaxSupportedPixelLights);
//EditorGUILayout.EndHorizontal();
DrawAnimatedProperty(m_RequireSoftParticlesProp, Styles.requireSoftParticles, m_ShowSoftParticles);
//EditorGUI.indentLevel++;
//if(m_RequireDepthTextureProp.boolValue)
EditorGUI.BeginDisabledGroup(!m_RequireDepthTextureProp.boolValue);
EditorGUILayout.PropertyField(m_RequireSoftParticlesProp, Styles.requireSoftParticles);
EditorGUI.EndDisabledGroup();
//EditorGUI.indentLevel--;
//DrawAnimatedProperty(m_RequireSoftParticlesProp, Styles.requireSoftParticles, m_ShowSoftParticles);
DrawAnimatedPopup(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling, Styles.opaqueDownsamplingOptions, m_ShowOpaqueTextureScale);
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(!m_RequireOpaqueTextureProp.boolValue);
EditorGUILayout.PropertyField(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
//DrawAnimatedPopup(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling, Styles.opaqueDownsamplingOptions, m_ShowOpaqueTextureScale);
EditorGUILayout.PropertyField(m_HDR, Styles.hdrContent);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
EditorGUILayout.PropertyField(m_SupportsDynamicBatching, Styles.dynamicBatching);

EditorGUILayout.Space();
}
void DrawCapabilitiesSettings()
{
EditorGUILayout.LabelField(Styles.capabilitiesLabel, EditorStyles.boldLabel);
DrawShadowSettings();
}
EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel);
//EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DirectionalShadowsSupportedProp, Styles.supportsDirectionalShadows);

正在加载...
取消
保存