Evgenii Golubev
7 年前
当前提交
78563feb
共有 191 个文件被更改,包括 2887 次插入 和 2158 次删除
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14ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
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12ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
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14ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
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48SampleScenes/HDTest/BasicProfiling.unity
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213SampleScenes/HDTest/GIParityTest.unity
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61SampleScenes/HDTest/GammaTest.unity
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284SampleScenes/HDTest/GlobalIlluminationTest.unity
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7SampleScenes/HDTest/GlobalIlluminationTest/TestRealtime.cs
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378SampleScenes/HDTest/MultipleShadowsTest.unity
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134SampleScenes/HDTest/SSSProfiling.unity
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63SampleScenes/HDTest/ShadowsMaskTest.unity
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47SampleScenes/HDTest/ShadowsTest.unity
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749SampleScenes/HDTest/SkyFogTest.unity
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6SampleScenes/HDTest/SkyFogTest/Lit_Transparent_PreMultipliedAlpha.mat
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2SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add.mat
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2SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Add_NoFog.mat
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2SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_Alpha.mat
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2SampleScenes/HDTest/SkyFogTest/Unlit_Transparent_PreMultipliedAlpha.mat
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183SampleScenes/HDTest/WindTest.unity
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70ScriptableRenderPipeline/Core/CoreUtils.cs
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl
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10ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
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5ScriptableRenderPipeline/Core/ShaderLibrary/ImageBasedLighting.hlsl
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40ScriptableRenderPipeline/Core/Volume/VolumeManager.cs
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13ScriptableRenderPipeline/Core/Volume/VolumeStack.cs
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79ScriptableRenderPipeline/HDRenderPipeline/Camera/HDAdditionalCameraData.cs
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26ScriptableRenderPipeline/HDRenderPipeline/Camera/HDCamera.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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5ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs
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36ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
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207ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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36ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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24ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/BaseLitUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/LitUI.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/AtmosphericScattering.meta
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115ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/AtmosphericScattering/AtmosphericScatteringEditor.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/AtmosphericScattering/AtmosphericScatteringEditor.cs.meta
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38ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/HDRISky/HDRISkyEditor.cs
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3ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/HDRISky/HDRISkyEditor.cs.meta
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70ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/ProceduralSky/ProceduralSkyEditor.cs
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82ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/SkySettingsEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Editor/Sky/SkySettingsEditor.cs.meta
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3ScriptableRenderPipeline/HDRenderPipeline/HDCustomSamplerId.cs
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373ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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58ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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40ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
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244ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalData.hlsl
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7ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs
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29ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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29ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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2ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
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49ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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8ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataIndividualLayer.hlsl
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1ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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55ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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42ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/Material/RenderPipelineMaterial.cs
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7ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute
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30ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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13ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
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13ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs
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1ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl
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53ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
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98ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.cs
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11ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
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6ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
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378ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
378
SampleScenes/HDTest/MultipleShadowsTest.unity
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749
SampleScenes/HDTest/SkyFogTest.unity
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
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public enum RenderingPathHDRP { Default, Unlit }; |
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public RenderingPathHDRP renderingPath; |
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// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
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// A rendering path is the list of rendering pass that will be executed at runtime and depends on the associated FrameSettings
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// Default is the default rendering path define by the HDRendeRPipelineAsset FrameSettings.
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// Custom allow users to define the FrameSettigns for this path
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// Then enum can contain either preset of FrameSettings or hard coded path
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// Unlit below is a hard coded path (a path that can't be implemented only with FrameSettings)
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public enum RenderingPath |
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{ |
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Default, |
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Custom, // Fine grained
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Unlit // Hard coded path
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}; |
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public RenderingPath renderingPath; |
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// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
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// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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public FrameSettings serializedFrameSettings = new FrameSettings(); // Serialize frameSettings
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// Not serialized, not visible
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FrameSettings m_FrameSettings = new FrameSettings(); |
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public FrameSettings GetFrameSettings() |
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{ |
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return m_FrameSettings; |
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} |
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bool isRegisterDebug = false; |
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string m_CameraRegisterName; |
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void RegisterDebug() |
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{ |
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if (!isRegisterDebug) |
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{ |
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FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings()); |
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m_CameraRegisterName = m_camera.name; |
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isRegisterDebug = true; |
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} |
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} |
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void UnRegisterDebug() |
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{ |
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if (isRegisterDebug) |
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{ |
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FrameSettings.UnRegisterDebug(m_CameraRegisterName); |
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isRegisterDebug = false; |
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} |
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} |
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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serializedFrameSettings.CopyTo(m_FrameSettings); |
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RegisterDebug(); |
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} |
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void Update() |
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{ |
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#if UNITY_EDITOR
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if (m_camera.name != m_CameraRegisterName) |
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{ |
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UnRegisterDebug(); |
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RegisterDebug(); |
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} |
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#endif
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} |
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void OnValidate() |
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{ |
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// Modification of frameSettings in the inspector will call OnValidate().
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// We do a copy of the settings to those effectively used
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serializedFrameSettings.CopyTo(m_FrameSettings); |
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} |
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void OnDisable() |
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{ |
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UnRegisterDebug(); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 8cfc4d75944230c49ab7bf04f1e8cb76 |
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guid: f22449fd4996edd43b8e918fda712003 |
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timeCreated: 1507718601 |
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licenseType: Pro |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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using UnityEngine; |
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using UnityEditor; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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[CustomEditor(typeof(HDRISkySettings))] |
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public class HDRISkySettingsEditor |
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[VolumeComponentEditor(typeof(HDRISky))] |
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public class HDRISkyEditor |
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private class Styles |
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{ |
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public readonly GUIContent skyHDRI = new GUIContent("HDRI", "Cubemap used to render the sky."); |
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} |
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private static Styles s_Styles = null; |
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private static Styles styles |
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{ |
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get |
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{ |
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if (s_Styles == null) |
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s_Styles = new Styles(); |
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return s_Styles; |
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} |
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} |
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private SerializedProperty m_SkyHDRI; |
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SerializedDataParameter m_SkyHDRI; |
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protected override void InitializeProperties() |
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public override void OnEnable() |
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base.InitializeProperties(); |
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base.OnEnable(); |
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m_SkyHDRI = serializedObject.FindProperty("skyHDRI"); |
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var o = new PropertyFetcher<HDRISky>(serializedObject); |
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m_SkyHDRI = Unpack(o.Find(x => x.skyHDRI)); |
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serializedObject.Update(); |
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EditorGUILayout.PropertyField(m_SkyHDRI, styles.skyHDRI); |
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PropertyField(m_SkyHDRI); |
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serializedObject.ApplyModifiedProperties(); |
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} |
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} |
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} |
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using UnityEngine; |
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using UnityEditor; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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[CustomEditor(typeof(ProceduralSkySettings))] |
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[VolumeComponentEditor(typeof(ProceduralSky))] |
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private class Styles |
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{ |
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public readonly GUIContent sunSize = new GUIContent("Sun Size"); |
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public readonly GUIContent sunSizeConvergence = new GUIContent("Sun Size Convergence"); |
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public readonly GUIContent atmosphereThickness = new GUIContent("Atmosphere Thickness"); |
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public readonly GUIContent skyTint = new GUIContent("SkyTint"); |
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public readonly GUIContent groundColor = new GUIContent("Ground Color"); |
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public readonly GUIContent enableSunDisk = new GUIContent("Enable Sun Disk"); |
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} |
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SerializedDataParameter m_SunSize; |
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SerializedDataParameter m_SunSizeConvergence; |
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SerializedDataParameter m_AtmosphericThickness; |
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SerializedDataParameter m_SkyTint; |
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SerializedDataParameter m_GroundColor; |
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SerializedDataParameter m_EnableSunDisk; |
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private static Styles s_Styles = null; |
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private static Styles styles |
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public override void OnEnable() |
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get |
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{ |
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if (s_Styles == null) |
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s_Styles = new Styles(); |
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return s_Styles; |
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} |
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} |
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private SerializedProperty m_SunSize; |
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private SerializedProperty m_SunSizeConvergence; |
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private SerializedProperty m_AtmosphericThickness; |
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private SerializedProperty m_SkyTint; |
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private SerializedProperty m_GroundColor; |
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private SerializedProperty m_EnableSunDisk; |
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base.OnEnable(); |
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protected override void InitializeProperties() |
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{ |
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base.InitializeProperties(); |
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var o = new PropertyFetcher<ProceduralSky>(serializedObject); |
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m_SunSize = serializedObject.FindProperty("sunSize"); |
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m_SunSizeConvergence = serializedObject.FindProperty("sunSizeConvergence"); |
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m_AtmosphericThickness = serializedObject.FindProperty("atmosphereThickness"); |
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m_SkyTint = serializedObject.FindProperty("skyTint"); |
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m_GroundColor = serializedObject.FindProperty("groundColor"); |
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m_EnableSunDisk = serializedObject.FindProperty("enableSunDisk"); |
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m_SunSize = Unpack(o.Find(x => x.sunSize)); |
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m_SunSizeConvergence = Unpack(o.Find(x => x.sunSizeConvergence)); |
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m_AtmosphericThickness = Unpack(o.Find(x => x.atmosphereThickness)); |
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m_SkyTint = Unpack(o.Find(x => x.skyTint)); |
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m_GroundColor = Unpack(o.Find(x => x.groundColor)); |
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m_EnableSunDisk = Unpack(o.Find(x => x.enableSunDisk)); |
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serializedObject.Update(); |
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EditorGUILayout.PropertyField(m_EnableSunDisk, styles.enableSunDisk); |
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EditorGUILayout.PropertyField(m_SunSize, styles.sunSize); |
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EditorGUILayout.PropertyField(m_SunSizeConvergence, styles.sunSizeConvergence); |
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EditorGUILayout.PropertyField(m_AtmosphericThickness, styles.atmosphereThickness); |
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EditorGUILayout.PropertyField(m_SkyTint, styles.skyTint); |
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EditorGUILayout.PropertyField(m_GroundColor, styles.groundColor); |
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PropertyField(m_EnableSunDisk); |
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PropertyField(m_SunSize); |
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PropertyField(m_SunSizeConvergence); |
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PropertyField(m_AtmosphericThickness); |
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PropertyField(m_SkyTint); |
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PropertyField(m_GroundColor); |
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serializedObject.ApplyModifiedProperties(); |
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} |
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} |
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} |
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using System.Collections; |
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using UnityEngine; |
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using UnityEditor; |
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using UnityEditor.Experimental.Rendering; |
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public abstract class SkySettingsEditor |
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: Editor |
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public abstract class SkySettingsEditor : VolumeComponentEditor |
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static protected class SkySettingsStyles |
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{ |
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public static readonly GUIContent skyResolution = new GUIContent("Resolution", "Resolution of the environment lighting generated from the sky."); |
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public static readonly GUIContent skyExposure = new GUIContent("Exposure", "Exposure of the sky in EV."); |
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public static readonly GUIContent skyRotation = new GUIContent("Rotation", "Rotation of the sky."); |
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public static readonly GUIContent skyMultiplier = new GUIContent("Multiplier", "Intensity multiplier for the sky."); |
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public static readonly GUIContent environmentUpdateMode = new GUIContent("Environment Update Mode", "Specify how the environment lighting should be updated."); |
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public static readonly GUIContent environmentUpdatePeriod = new GUIContent("Environment Update Period", "If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame)."); |
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public static readonly GUIContent lightingOverride = new GUIContent("Lighting Override", "If a lighting override cubemap is provided, this cubemap will be used to compute lighting instead of the result from the visible sky."); |
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} |
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SerializedDataParameter m_SkyResolution; |
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SerializedDataParameter m_SkyExposure; |
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SerializedDataParameter m_SkyMultiplier; |
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SerializedDataParameter m_SkyRotation; |
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SerializedDataParameter m_EnvUpdateMode; |
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SerializedDataParameter m_EnvUpdatePeriod; |
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private SerializedProperty m_SkyResolution; |
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private SerializedProperty m_SkyExposure; |
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private SerializedProperty m_SkyMultiplier; |
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private SerializedProperty m_SkyRotation; |
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private SerializedProperty m_EnvUpdateMode; |
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private SerializedProperty m_EnvUpdatePeriod; |
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private SerializedProperty m_LightingOverride; |
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SerializedProperty m_UseForBaking; |
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private AtmosphericScatteringEditor m_AtmosphericScatteringEditor = new AtmosphericScatteringEditor(); |
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void OnEnable() |
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{ |
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InitializeProperties(); |
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} |
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virtual protected void InitializeProperties() |
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public override void OnEnable() |
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m_SkyResolution = serializedObject.FindProperty("resolution"); |
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m_SkyExposure = serializedObject.FindProperty("exposure"); |
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m_SkyMultiplier = serializedObject.FindProperty("multiplier"); |
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m_SkyRotation = serializedObject.FindProperty("rotation"); |
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m_EnvUpdateMode = serializedObject.FindProperty("updateMode"); |
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m_EnvUpdatePeriod = serializedObject.FindProperty("updatePeriod"); |
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m_LightingOverride = serializedObject.FindProperty("lightingOverride"); |
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var o = new PropertyFetcher<SkySettings>(serializedObject); |
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SerializedProperty atmosphericScattering = serializedObject.FindProperty("atmosphericScatteringSettings"); |
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m_AtmosphericScatteringEditor.OnEnable(atmosphericScattering); |
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m_SkyResolution = Unpack(o.Find(x => x.resolution)); |
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m_SkyExposure = Unpack(o.Find(x => x.exposure)); |
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m_SkyMultiplier = Unpack(o.Find(x => x.multiplier)); |
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m_SkyRotation = Unpack(o.Find(x => x.rotation)); |
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m_EnvUpdateMode = Unpack(o.Find(x => x.updateMode)); |
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m_EnvUpdatePeriod = Unpack(o.Find(x => x.updatePeriod)); |
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m_UseForBaking = o.Find(x => x.useForBaking); |
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EditorGUILayout.PropertyField(m_SkyResolution, SkySettingsStyles.skyResolution); |
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EditorGUILayout.PropertyField(m_SkyExposure, SkySettingsStyles.skyExposure); |
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EditorGUILayout.PropertyField(m_SkyMultiplier, SkySettingsStyles.skyMultiplier); |
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EditorGUILayout.PropertyField(m_SkyRotation, SkySettingsStyles.skyRotation); |
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PropertyField(m_SkyResolution); |
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PropertyField(m_SkyExposure); |
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PropertyField(m_SkyMultiplier); |
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PropertyField(m_SkyRotation); |
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EditorGUILayout.PropertyField(m_EnvUpdateMode, SkySettingsStyles.environmentUpdateMode); |
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if (!m_EnvUpdateMode.hasMultipleDifferentValues && m_EnvUpdateMode.intValue == (int)EnvironementUpdateMode.Realtime) |
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PropertyField(m_EnvUpdateMode); |
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if (!m_EnvUpdateMode.value.hasMultipleDifferentValues && m_EnvUpdateMode.value.intValue == (int)EnvironementUpdateMode.Realtime) |
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EditorGUILayout.PropertyField(m_EnvUpdatePeriod, SkySettingsStyles.environmentUpdatePeriod); |
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EditorGUI.indentLevel++; |
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PropertyField(m_EnvUpdatePeriod); |
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EditorGUI.indentLevel--; |
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EditorGUILayout.PropertyField(m_LightingOverride, SkySettingsStyles.lightingOverride); |
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EditorGUILayout.Space(); |
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m_AtmosphericScatteringEditor.OnGUI(); |
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using(var scope = new EditorGUI.ChangeCheckScope()) |
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{ |
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EditorGUILayout.PropertyField(m_UseForBaking); |
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if(scope.changed) |
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{ |
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(target as SkySettings).OnValidate(); |
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} |
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} |
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} |
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} |
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} |
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