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public readonly int[] shadowsCascadeCountValues = new int[] { 1, 2, 3, 4 }; |
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public readonly GUIContent shadowsCascades = new GUIContent("Cascade values"); |
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public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop settings"); |
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public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings"); |
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public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] { "Punctual Light", "Area Light", "Env Light"}; |
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public readonly GUIContent splitLightEvaluation = new GUIContent("Split light and reflection evaluation", "Toggle"); |
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public readonly GUIContent bigTilePrepass = new GUIContent("Enable big tile prepass", "Toggle"); |
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public readonly GUIContent textureSettings = new GUIContent("texture Settings"); |
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public readonly GUIContent textureSettings = new GUIContent("Texture Settings"); |
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public readonly GUIContent spotCookieSize = new GUIContent("spotCookie Size"); |
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public readonly GUIContent pointCookieSize = new GUIContent("pointCookie Size"); |
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public readonly GUIContent reflectionCubemapSize = new GUIContent("reflectionCubemap Size"); |
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public readonly GUIContent spotCookieSize = new GUIContent("Spot cookie size"); |
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public readonly GUIContent pointCookieSize = new GUIContent("Point cookie size"); |
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public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size"); |
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} |
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private static Styles s_Styles = null; |
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} |
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} |
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public override void OnInspectorGUI() |
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private void DebugParametersUI(HDRenderLoop renderLoop) |
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var renderLoop = target as HDRenderLoop; |
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if (!renderLoop) |
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return; |
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var debugParameters = renderLoop.debugParameters; |
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EditorGUILayout.LabelField(styles.debugParameters); |
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EditorUtility.SetDirty(renderLoop); // Repaint
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} |
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EditorGUI.indentLevel--; |
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} |
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private void SkyParametersUI(HDRenderLoop renderLoop) |
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{ |
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EditorGUILayout.Space(); |
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var skyParameters = renderLoop.skyParameters; |
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EditorUtility.SetDirty(renderLoop); // Repaint
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} |
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EditorGUI.indentLevel--; |
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} |
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private void ShadowParametersUI(HDRenderLoop renderLoop) |
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{ |
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EditorGUILayout.Space(); |
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var shadowParameters = renderLoop.shadowSettings; |
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EditorUtility.SetDirty(renderLoop); // Repaint
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} |
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EditorGUI.indentLevel--; |
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} |
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private void TextureParametersUI(HDRenderLoop renderLoop) |
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{ |
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EditorGUILayout.Space(); |
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var textureParameters = renderLoop.textureSettings; |
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EditorUtility.SetDirty(renderLoop); // Repaint
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} |
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EditorGUI.indentLevel--; |
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} |
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private void TilePassUI(HDRenderLoop renderLoop) |
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{ |
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EditorGUILayout.Space(); |
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// TODO: we should call a virtual method or something similar to setup the UI, inspector should not know about it
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} |
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EditorGUI.indentLevel--; |
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} |
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} |
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public override void OnInspectorGUI() |
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{ |
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var renderLoop = target as HDRenderLoop; |
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if (!renderLoop) |
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return; |
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DebugParametersUI(renderLoop); |
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SkyParametersUI(renderLoop); |
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ShadowParametersUI(renderLoop); |
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TextureParametersUI(renderLoop); |
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TilePassUI(renderLoop); |
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} |
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} |
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} |