浏览代码

Merge pull request #1678 from Unity-Technologies/Branch_FrameSettingFoldout

Frame Settings debug panel now uses foldouts
/main
GitHub 6 年前
当前提交
bbaf4dfd
共有 3 个文件被更改,包括 9 次插入9 次删除
  1. 4
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopSettings.cs
  3. 10
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs

4
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs


{
m_DebugDisplayStatsItems = new DebugUI.Widget[]
{
new DebugUI.Value { displayName = "Frame Rate", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Rate (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
new DebugUI.Value { displayName = "Frame Rate (fps)", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Time (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
};
var panel = DebugManager.instance.GetPanel(k_PanelDisplayStats, true);

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopSettings.cs


{
widgets.AddRange(new[]
{
new DebugUI.Container
new DebugUI.Foldout
displayName = "Lighting Settings",
displayName = "Light Loop Settings",
children =
{
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader

10
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs


{
List<DebugUI.Widget> widgets = new List<DebugUI.Widget>();
widgets.AddRange(
new DebugUI.Widget[]
new DebugUI.Widget[]
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Rendering Passes",
children =

new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
}
},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Rendering Settings",
children =

new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
}
},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "XR Settings",
children =

},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Lighting Settings",
children =

正在加载...
取消
保存