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true, |
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CED.Action(Drawer_FieldBackgroundColor)), |
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CED.Action(Drawer_FieldCullingMask), |
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CED.Action(Drawer_FieldVolumeLayerMask), |
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CED.space, |
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CED.Action(Drawer_Projection), |
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CED.Action(Drawer_FieldClippingPlanes), |
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true, |
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CED.Action(Drawer_FieldTargetEye)), |
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CED.FoldoutGroup( |
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"Misc", |
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"Shader Features", |
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(s, p, o) => s.isSectionExpandedShaderFeature, |
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true, |
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CED.Action(Drawer_SectionShaderFeature)), |
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CED.FoldoutGroup( |
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"Screen Space", |
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(s, p, o) => s.isSectionExpandedScreenSpace, |
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true, |
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CED.Action(Drawer_SectionScreenSpace)), |
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CED.FoldoutGroup( |
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"Miscellaneous", |
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CED.Action(Drawer_SectionMiscellaneous)) |
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CED.Action(Drawer_SectionMiscellaneous)), |
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CED.FoldoutGroup( |
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"Light Loop", |
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(s, p, o) => s.isSectionExpandedLightLoop, |
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true, |
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CED.Action(Drawer_SectionLightLoop)), |
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}; |
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static void Drawer_FieldClearFlags(UIState s, SerializedHDCamera p, Editor owner) |
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static void Drawer_FieldBackgroundColor(UIState s, SerializedHDCamera p, Editor owner) |
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{ |
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EditorGUILayout.PropertyField(p.backgroundColor, _.GetContent("Background|The Camera clears the screen to this color before rendering.")); |
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} |
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static void Drawer_FieldVolumeLayerMask(UIState s, SerializedHDCamera p, Editor owner) |
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{ |
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EditorGUILayout.PropertyField(p.volumeLayerMask, _.GetContent("Volume Layer Mask")); |
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} |
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static void Drawer_FieldCullingMask(UIState s, SerializedHDCamera p, Editor owner) |
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{ |
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if (PlayerSettings.virtualRealitySupported) |
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{ |
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EditorGUILayout.PropertyField(p.frameSettings.enableStereo, _.GetContent("Enable Stereo")); |
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EditorGUILayout.PropertyField(p.stereoSeparation, _.GetContent("Stereo Separation")); |
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EditorGUILayout.PropertyField(p.stereoConvergence, _.GetContent("Stereo Convergence")); |
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} |
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EditorGUILayout.IntPopup(p.targetEye, k_TargetEyes, k_TargetEyeValues, _.GetContent("Target Eye")); |
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} |
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static void Drawer_SectionMiscellaneous(UIState s, SerializedHDCamera p, Editor owner) |
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static void Drawer_SectionShaderFeature(UIState s, SerializedHDCamera p, Editor owner) |
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{ |
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EditorGUILayout.PropertyField(p.frameSettings.enableTransparentPrepass, _.GetContent("Enable Transparent Prepass")); |
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EditorGUILayout.PropertyField(p.frameSettings.enableTransparentPostpass, _.GetContent("Enable Transparent Postpass")); |
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EditorGUILayout.PropertyField(p.frameSettings.enableMotionVectors, _.GetContent("Enable Motion Vectors")); |
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EditorGUILayout.PropertyField(p.frameSettings.enableObjectMotionVectors, _.GetContent("Enable Object Motion Vectors")); |
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EditorGUILayout.PropertyField(p.frameSettings.enableDBuffer, _.GetContent("Enable DBuffer")); |
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EditorGUILayout.PropertyField(p.frameSettings.enableAtmosphericScattering, _.GetContent("Enable Atmospheric Scattering")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableRoughRefraction, _.GetContent("Enable Rough Refraction")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableDistortion, _.GetContent("Enable Distortion")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enablePostprocess, _.GetContent("Enable Postprocess")); |
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|
} |
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|
|
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|
static void Drawer_SectionScreenSpace(UIState s, SerializedHDCamera p, Editor owner) |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableSSR, _.GetContent("Enable SSR")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableSSSAndTransmission, _.GetContent("Enable SSS And Transmission")); |
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|
} |
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|
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|
static void Drawer_SectionMiscellaneous(UIState s, SerializedHDCamera p, Editor owner) |
|
|
|
{ |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableShadow, _.GetContent("Enable Shadow")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableShadowMask, _.GetContent("Enable Shadow Masks")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableAsyncCompute, _.GetContent("Enable Async Compute")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableOpaqueObjects, _.GetContent("Enable Opaque Objects")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.enableTransparentObjects, _.GetContent("Enable Transparent Objects")); |
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|
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|
EditorGUILayout.PropertyField(p.frameSettings.enableMSAA, _.GetContent("Enable MSAA")); |
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|
|
} |
|
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|
|
|
|
static void Drawer_SectionLightLoop(UIState s, SerializedHDCamera p, Editor owner) |
|
|
|
{ |
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|
|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableTileAndCluster, _.GetContent("Enable Tile And Cluster")); |
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|
|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableComputeLightVariants, _.GetContent("Enable Compute Light Variants")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableComputeMaterialVariants, _.GetContent("Enable Compute Material Variants")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.isFptlEnabled, _.GetContent("Enable FPTL")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque")); |
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|
EditorGUILayout.PropertyField(p.frameSettings.lightLoopSettings.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass")); |
|
|
|
} |
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|
static MethodInfo k_DisplayUtility_GetDisplayIndices = Type.GetType("UnityEditor.DisplayUtility,UnityEditor") |
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|