using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { [CustomEditor(typeof(SubsurfaceScatteringProfile))] public partial class SubsurfaceScatteringProfileEditor : Editor { RenderTexture m_ProfileImage; RenderTexture m_TransmittanceImage; Material m_ProfileMaterial; Material m_TransmittanceMaterial; SerializedProperty m_ScatteringDistance; SerializedProperty m_MaxRadius; SerializedProperty m_ShapeParam; SerializedProperty m_TransmissionTint; SerializedProperty m_TexturingMode; SerializedProperty m_TransmissionMode; SerializedProperty m_ThicknessRemap; SerializedProperty m_WorldScale; // Old SSS Model >>> SerializedProperty m_ScatterDistance1; SerializedProperty m_ScatterDistance2; SerializedProperty m_LerpWeight; // <<< Old SSS Model void OnEnable() { using (var o = new PropertyFetcher(serializedObject)) { m_ScatteringDistance = o.FindProperty(x => x.scatteringDistance); m_MaxRadius = o.FindProperty("m_MaxRadius"); m_ShapeParam = o.FindProperty("m_ShapeParam"); m_TransmissionTint = o.FindProperty(x => x.transmissionTint); m_TexturingMode = o.FindProperty(x => x.texturingMode); m_TransmissionMode = o.FindProperty(x => x.transmissionMode); m_ThicknessRemap = o.FindProperty(x => x.thicknessRemap); m_WorldScale = o.FindProperty(x => x.worldScale); // Old SSS Model >>> m_ScatterDistance1 = o.FindProperty(x => x.scatterDistance1); m_ScatterDistance2 = o.FindProperty(x => x.scatterDistance2); m_LerpWeight = o.FindProperty(x => x.lerpWeight); // <<< Old SSS Model } // These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime m_ProfileMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawSssProfile"); m_TransmittanceMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph"); m_ProfileImage = new RenderTexture(256, 256, 0, RenderTextureFormat.DefaultHDR); m_TransmittanceImage = new RenderTexture( 16, 256, 0, RenderTextureFormat.DefaultHDR); } void OnDisable() { CoreUtils.Destroy(m_ProfileMaterial); CoreUtils.Destroy(m_TransmittanceMaterial); CoreUtils.Destroy(m_ProfileImage); CoreUtils.Destroy(m_TransmittanceImage); } public override void OnInspectorGUI() { var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; if (hdPipeline == null) return; serializedObject.Update(); CheckStyles(); // Old SSS Model >>> bool useDisneySSS = hdPipeline.sssSettings.useDisneySSS; // <<< Old SSS Model using (var scope = new EditorGUI.ChangeCheckScope()) { if (useDisneySSS) { EditorGUILayout.PropertyField(m_ScatteringDistance, s_Styles.profileScatteringDistance); using (new EditorGUI.DisabledScope(true)) EditorGUILayout.PropertyField(m_MaxRadius, s_Styles.profileMaxRadius); } else { EditorGUILayout.PropertyField(m_ScatterDistance1, s_Styles.profileScatterDistance1); EditorGUILayout.PropertyField(m_ScatterDistance2, s_Styles.profileScatterDistance2); EditorGUILayout.PropertyField(m_LerpWeight, s_Styles.profileLerpWeight); } m_TexturingMode.intValue = EditorGUILayout.Popup(s_Styles.texturingMode, m_TexturingMode.intValue, s_Styles.texturingModeOptions); m_TransmissionMode.intValue = EditorGUILayout.Popup(s_Styles.profileTransmissionMode, m_TransmissionMode.intValue, s_Styles.transmissionModeOptions); EditorGUILayout.PropertyField(m_TransmissionTint, s_Styles.profileTransmissionTint); EditorGUILayout.PropertyField(m_ThicknessRemap, s_Styles.profileMinMaxThickness); Vector2 thicknessRemap = m_ThicknessRemap.vector2Value; EditorGUILayout.MinMaxSlider(s_Styles.profileThicknessRemap, ref thicknessRemap.x, ref thicknessRemap.y, 0.0f, 50.0f); m_ThicknessRemap.vector2Value = thicknessRemap; EditorGUILayout.PropertyField(m_WorldScale, s_Styles.profileWorldScale); EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.profilePreview0, s_Styles.centeredMiniBoldLabel); EditorGUILayout.LabelField(s_Styles.profilePreview1, EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField(s_Styles.profilePreview2, EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField(s_Styles.profilePreview3, EditorStyles.centeredGreyMiniLabel); EditorGUILayout.Space(); serializedObject.ApplyModifiedProperties(); if (scope.changed) { // Validate each individual asset and update caches. ((SubsurfaceScatteringProfile)target).Validate(); } } float r = m_MaxRadius.floatValue; Vector3 S = m_ShapeParam.vector3Value; Vector4 T = m_TransmissionTint.colorValue; Vector2 R = m_ThicknessRemap.vector2Value; bool transmissionEnabled = m_TransmissionMode.intValue != (int)SubsurfaceScatteringProfile.TransmissionMode.None; m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, r); m_ProfileMaterial.SetVector(HDShaderIDs._ShapeParam, S); // Old SSS Model >>> CoreUtils.SelectKeyword(m_ProfileMaterial, "SSS_MODEL_DISNEY", "SSS_MODEL_BASIC", useDisneySSS); // Apply the three-sigma rule, and rescale. float s = (1.0f / 3.0f) * SssConstants.SSS_BASIC_DISTANCE_SCALE; float rMax = Mathf.Max(m_ScatterDistance1.colorValue.r, m_ScatterDistance1.colorValue.g, m_ScatterDistance1.colorValue.b, m_ScatterDistance2.colorValue.r, m_ScatterDistance2.colorValue.g, m_ScatterDistance2.colorValue.b); Vector4 stdDev1 = s * m_ScatterDistance1.colorValue; Vector4 stdDev2 = s * m_ScatterDistance2.colorValue; m_ProfileMaterial.SetVector(HDShaderIDs._StdDev1, stdDev1); m_ProfileMaterial.SetVector(HDShaderIDs._StdDev2, stdDev2); m_ProfileMaterial.SetFloat(HDShaderIDs._LerpWeight, m_LerpWeight.floatValue); m_ProfileMaterial.SetFloat(HDShaderIDs._MaxRadius, rMax); // <<< Old SSS Model // Draw the profile. EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(256, 256), m_ProfileImage, m_ProfileMaterial, ScaleMode.ScaleToFit, 1.0f); EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.transmittancePreview0, s_Styles.centeredMiniBoldLabel); EditorGUILayout.LabelField(s_Styles.transmittancePreview1, EditorStyles.centeredGreyMiniLabel); EditorGUILayout.LabelField(s_Styles.transmittancePreview2, EditorStyles.centeredGreyMiniLabel); EditorGUILayout.Space(); // Old SSS Model >>> // Multiply by 0.1 to convert from millimeters to centimeters. Apply the distance scale. float a = 0.1f * SssConstants.SSS_BASIC_DISTANCE_SCALE; Vector4 halfRcpVarianceAndWeight1 = new Vector4(a * a * 0.5f / (stdDev1.x * stdDev1.x), a * a * 0.5f / (stdDev1.y * stdDev1.y), a * a * 0.5f / (stdDev1.z * stdDev1.z), 4 * (1.0f - m_LerpWeight.floatValue)); Vector4 halfRcpVarianceAndWeight2 = new Vector4(a * a * 0.5f / (stdDev2.x * stdDev2.x), a * a * 0.5f / (stdDev2.y * stdDev2.y), a * a * 0.5f / (stdDev2.z * stdDev2.z), 4 * m_LerpWeight.floatValue); m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight1, halfRcpVarianceAndWeight1); m_TransmittanceMaterial.SetVector(HDShaderIDs._HalfRcpVarianceAndWeight2, halfRcpVarianceAndWeight2); // <<< Old SSS Model m_TransmittanceMaterial.SetVector(HDShaderIDs._ShapeParam, S); m_TransmittanceMaterial.SetVector(HDShaderIDs._TransmissionTint, transmissionEnabled ? T : Vector4.zero); m_TransmittanceMaterial.SetVector(HDShaderIDs._ThicknessRemap, R); // Draw the transmittance graph. EditorGUI.DrawPreviewTexture(GUILayoutUtility.GetRect(16, 16), m_TransmittanceImage, m_TransmittanceMaterial, ScaleMode.ScaleToFit, 16.0f); } } }