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using UnityEditor.AnimatedValues; |
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using UnityEngine.Events; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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using UnityEngine; |
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namespace UnityEditor.Experimental.Rendering |
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{ |
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static void Drawer_FieldShadowSize(ShadowInitParametersUI s, SerializedShadowInitParameters d, Editor o) |
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{ |
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EditorGUILayout.LabelField(_.GetContent("Shadow Atlas Settings"), EditorStyles.boldLabel); |
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EditorGUILayout.LabelField(_.GetContent("Shadow"), EditorStyles.boldLabel); |
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++EditorGUI.indentLevel; |
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EditorGUILayout.LabelField(_.GetContent("Shadow Atlas"), EditorStyles.boldLabel); |
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--EditorGUI.indentLevel; |
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EditorGUILayout.Space(); |
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EditorGUILayout.LabelField(_.GetContent("Shadow Map Budget"), EditorStyles.boldLabel); |
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++EditorGUI.indentLevel; |
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EditorGUILayout.PropertyField(d.maxPointLightShadows, _.GetContent("Max Point Light Shadows")); |
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EditorGUILayout.PropertyField(d.maxSpotLightShadows, _.GetContent("Max Spot Light Shadows")); |
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EditorGUILayout.PropertyField(d.maxDirectionalLightShadows, _.GetContent("Max Directional Light Shadows")); |
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--EditorGUI.indentLevel; |
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// Clamp negative values
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d.shadowAtlasHeight.intValue = Mathf.Max(0, d.shadowAtlasHeight.intValue); |
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d.shadowAtlasWidth.intValue = Mathf.Max(0, d.shadowAtlasWidth.intValue); |
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d.maxPointLightShadows.intValue = Mathf.Max(0, d.maxPointLightShadows.intValue); |
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d.maxSpotLightShadows.intValue = Mathf.Max(0, d.maxSpotLightShadows.intValue); |
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d.maxDirectionalLightShadows.intValue = Mathf.Max(0, d.maxDirectionalLightShadows.intValue); |
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--EditorGUI.indentLevel; |
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} |
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} |