using UnityEditor; namespace UnityEngine.Experimental.Rendering.LowendMobile { [CustomEditor(typeof(LowEndMobilePipelineAsset))] public class LowendPipelineAssetInspector : Editor { internal class Styles { public static GUIContent renderingLabel = new GUIContent("Rendering"); public static GUIContent shadowLabel = new GUIContent("Shadows"); public static GUIContent maxPixelLights = new GUIContent("Max per-pixel lights supported", "Amount of dynamic lights processed in fragment shader. More than 1 per-pixel light is not recommended."); public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light", "Enable up to 4 per-vertex dynamic lights."); public static GUIContent enableLightmap = new GUIContent("Enable Lightmap", "Only non-directional lightmaps are supported"); public static GUIContent enableAmbientProbe = new GUIContent("Enable Ambient Probe", "Uses light probes as ambient light source for non-lightmapped objects."); public static GUIContent shadowType = new GUIContent("Shadow Type", "Single directional shadow supported. SOFT_SHADOWS applies shadow filtering."); public static GUIContent shadowNearPlaneOffset = new GUIContent("Shadow Near Plane Offset", "Offset shadow near plane to account for large triangles being distorted by pancaking"); public static GUIContent shadowDistante = new GUIContent("Shadow Distance", "Max shadow drawing distance"); public static GUIContent shadowBias = new GUIContent("Shadow Bias"); public static GUIContent shadowAtlasResolution = new GUIContent("Shadow Map Resolution", "Resolution of shadow map texture. If cascades are enabled all cascades will be packed into this texture resolution."); public static GUIContent shadowCascades = new GUIContent("Shadow Cascades", "Number of cascades for directional shadows"); public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split", "Percentages to split shadow volume"); } private SerializedProperty m_MaxPixelLights; private SerializedProperty m_SupportsVertexLightProp; private SerializedProperty m_EnableLightmapsProp; private SerializedProperty m_EnableAmbientProbeProp; private SerializedProperty m_ShadowTypeProp; private SerializedProperty m_ShadowNearPlaneOffsetProp; private SerializedProperty m_ShadowBiasProperty; private SerializedProperty m_ShadowDistanceProp; private SerializedProperty m_ShadowAtlasResolutionProp; private SerializedProperty m_ShadowCascadesProp; private SerializedProperty m_ShadowCascade2SplitProp; private SerializedProperty m_ShadowCascade4SplitProp; void OnEnable() { m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights"); m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight"); m_EnableLightmapsProp = serializedObject.FindProperty("m_EnableLightmaps"); m_EnableAmbientProbeProp = serializedObject.FindProperty("m_EnableAmbientProbe"); m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType"); m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset"); m_ShadowBiasProperty = serializedObject.FindProperty("m_ShadowBias"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution"); m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); } public override void OnInspectorGUI() { LowEndMobilePipelineAsset pipeAsset = target as LowEndMobilePipelineAsset; serializedObject.Update(); EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_MaxPixelLights, Styles.maxPixelLights); EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel); EditorGUILayout.PropertyField(m_EnableLightmapsProp, Styles.enableLightmap); EditorGUILayout.PropertyField(m_EnableAmbientProbeProp, Styles.enableAmbientProbe); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_ShadowTypeProp, Styles.shadowType); EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution); EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset); EditorGUILayout.PropertyField(m_ShadowBiasProperty, Styles.shadowBias); EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante); EditorGUILayout.PropertyField(m_ShadowCascadesProp, Styles.shadowCascades); ShadowCascades cascades = (ShadowCascades) m_ShadowCascadesProp.intValue; if (cascades == ShadowCascades.FOUR_CASCADES) { EditorGUILayout.PropertyField(m_ShadowCascade4SplitProp, Styles.shadowCascadeSplit); } else if (cascades == ShadowCascades.TWO_CASCADES) { EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit); } EditorGUI.indentLevel--; serializedObject.ApplyModifiedProperties(); } } }