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Merge pull request #1173 from Unity-Technologies/Enable-Additional-component-in-UI

Enable Additional component in UI
/main
GitHub 6 年前
当前提交
add8fa72
共有 8 个文件被更改,包括 83 次插入3 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/SerializedHDCamera.cs
  2. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  3. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDAdditionalCameraEditor.cs
  4. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDAdditionalCameraEditor.cs.meta
  5. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/AdditionalShadowDataEditor.cs
  6. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/AdditionalShadowDataEditor.cs.meta
  7. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDAdditionalLightDataEditor.cs
  8. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDAdditionalLightDataEditor.cs.meta

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/SerializedHDCamera.cs


serializedAdditionalDataObject = new SerializedObject(additionals);
var hideFlags = serializedAdditionalDataObject.FindProperty("m_ObjectHideFlags");
hideFlags.intValue = (int)HideFlags.HideInInspector;
// We don't hide additional camera data anymore on UX team request. To be compatible with already author scene we force to be visible
//hideFlags.intValue = (int)HideFlags.HideInInspector;
hideFlags.intValue = (int)HideFlags.None;
serializedAdditionalDataObject.ApplyModifiedProperties();
//backgroundColor = serializedObject.FindProperty("m_BackGroundColor");

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


m_AdditionalLightData.directionalIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.directionalIntensity.floatValue);
m_AdditionalLightData.punctualIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.punctualIntensity.floatValue);
m_AdditionalLightData.areaIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.areaIntensity.floatValue);
switch (m_LightShape)
{
case LightShape.Directional:

// Internal utilities
void ApplyAdditionalComponentsVisibility(bool hide)
{
var flags = hide ? HideFlags.HideInInspector : HideFlags.None;
// UX team decided thta we should always show component in inspector.
// However already authored scene save this settings, so force the component to be visible
// var flags = hide ? HideFlags.HideInInspector : HideFlags.None;
var flags = HideFlags.None;
foreach (var t in m_SerializedAdditionalLightData.targetObjects)
((HDAdditionalLightData)t).hideFlags = flags;

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDAdditionalCameraEditor.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HDAdditionalCameraData))]
class HDAdditionalCameraDataEditor : Editor
{
public override void OnInspectorGUI()
{
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDAdditionalCameraEditor.cs.meta


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guid: 7d13c99eb3063b943ad3ff72bb597a40
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/AdditionalShadowDataEditor.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CanEditMultipleObjects]
[CustomEditor(typeof(AdditionalShadowData))]
class AdditionalShadowDataEditor : Editor
{
public override void OnInspectorGUI()
{
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/AdditionalShadowDataEditor.cs.meta


fileFormatVersion: 2
guid: a4c41e6de0507a14487dd227f7d08b5f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDAdditionalLightDataEditor.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HDAdditionalLightData))]
class HDAdditionalLightDataEditor : Editor
{
public override void OnInspectorGUI()
{
}
}
}

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDAdditionalLightDataEditor.cs.meta


fileFormatVersion: 2
guid: bf761ccb3da263c4cbcfa1c0ecbd05fc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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