public static GUIContent supportsSoftShadows = new GUIContent ( "Soft Shadows" , "If enabled pipeline will perform shadow filtering. Otherwise all shadows will only perform a single shadow sample." ) ;
public static GUIContent supportsDirectionalShadows = new GUIContent ( "Directional Shadows" , "If disabled all directional lights won't cast shadows." ) ;
public static GUIContent shadowDistance = new GUIContent ( "Distance" , "Max shadow rendering distance." ) ;
public static GUIContent directionalShadowAtlasResolution = new GUIContent ( "Atlas Resolution" ,
public static GUIContent supportsLocalShadows = new GUIContent ( "Local Shadows" , "If disabled all local lights won't cast shadows." ) ;
public static GUIContent localShadowsAtlasResolution = new GUIContent ( "Atlas Resolution" ,
"All local lights are packed into a single atlas. This setting controls the atlas size." ) ;
"All local lights are packed into a single atlas. This setting controls the atlas size." ) ;
public static string [ ] shadowCascadeOptions = { "No Cascades" , "Two Cascades" , "Four Cascades" } ;
public static string [ ] opaqueDownsamplingOptions = { "None" , "2x (Bilinear)" , "4x (Box)" , "4x (Bilinear)" } ;
private SerializedProperty m_ShadowCascade4SplitProp ;
private SerializedProperty m_LocalShadowSupportedProp ;
private SerializedProperty m_LocalShadowsAtlasResolutionProp ;
void OnEnable ( )
{
m_RenderScale = serializedObject . FindProperty ( "m_RenderScale" ) ;
EditorGUI . indentLevel + + ;
EditorGUILayout . PropertyField ( m_DirectionalShadowAtlasResolutionProp , Styles . directionalShadowAtlasResolution ) ;
m_ShadowDistanceProp . floatValue = Mathf . Max ( 0.0f ,
EditorGUILayout . FloatField ( Styles . shadowDistance , m_ShadowDistanceProp . floatValue ) ) ;
EditorGUILayout . FloatField ( Styles . shadowDistance , m_ShadowDistanceProp . floatValue ) ) ;
ShadowCascades cascades = ( ShadowCascades ) m_ShadowCascadesProp . intValue ;
ShadowCascades cascades = ( ShadowCascades ) m_ShadowCascadesProp . intValue ;
if ( cascades = = ShadowCascades . FOUR_CASCADES )
CoreEditorUtils . DrawCascadeSplitGUI < Vector3 > ( ref m_ShadowCascade4SplitProp ) ;
else if ( cascades = = ShadowCascades . TWO_CASCADES )
UpdateAnimationValues ( ) ;
DrawRenderingSettings ( ) ;
DrawShadowSettings ( ) ;
serializedObject . ApplyModifiedProperties ( ) ;
}
}