using UnityEditor; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { [CustomEditor(typeof(LightweightPipelineAsset))] public class LightweightAssetInspector : Editor { internal class Styles { public static GUIContent renderingLabel = new GUIContent("Rendering"); public static GUIContent shadowLabel = new GUIContent("Shadows"); public static GUIContent defaults = new GUIContent("Defaults"); public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Allows game to render at a resolution different than native resolution. UI is always rendered at native resolution."); public static GUIContent maxAdditionalPixelLightsLabel = new GUIContent("Max Additional Pixel Lights", "Controls the additional per-pixel lights that run in fragment light loop."); public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light", "If enabled, shades additional lights exceeding maxAdditionalPixelLights per-vertex up to the maximum of 8 lights."); public static GUIContent enableSoftParticles = new GUIContent("Enable Soft Particles", "By enabled this the pipeline will generate depth texture necessary for SoftParticles"); 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 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"); public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material", "Material to use when creating 3D objects"); public static GUIContent defaultParticleMaterial = new GUIContent("Default Particle Material", "Material to use when creating Particle Systems"); public static GUIContent defaultLineMaterial = new GUIContent("Default Line Material", "Material to use when creating Line Renderers"); public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material", "Material to use when creating Sprites"); public static GUIContent defaultUIMaterial = new GUIContent("Default UI Material", "Material to use when creating UI Text"); public static GUIContent defaultShader = new GUIContent("Default Shader", "Shader to use when creating materials"); public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it."); public static GUIContent attenuationTextureLabel = new GUIContent("Attenuation Texture", "Light attenuation falloff texture"); } private int kMaxSupportedAdditionalPixelLights = 8; private SerializedProperty m_RenderScale; private SerializedProperty m_MaxAdditionalPixelLights; private SerializedProperty m_SupportsVertexLightProp; private SerializedProperty m_SupportSoftParticlesProp; private SerializedProperty m_ShadowTypeProp; private SerializedProperty m_ShadowNearPlaneOffsetProp; private SerializedProperty m_ShadowDistanceProp; private SerializedProperty m_ShadowAtlasResolutionProp; private SerializedProperty m_ShadowCascadesProp; private SerializedProperty m_ShadowCascade2SplitProp; private SerializedProperty m_ShadowCascade4SplitProp; private SerializedProperty m_DefaultDiffuseMaterial; private SerializedProperty m_DefaultParticleMaterial; private SerializedProperty m_DefaultLineMaterial; private SerializedProperty m_DefaultSpriteMaterial; private SerializedProperty m_DefaultUIMaterial; private SerializedProperty m_DefaultShader; private SerializedProperty m_MSAA; private SerializedProperty m_AttenuationTexture; void OnEnable() { m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MaxAdditionalPixelLights = serializedObject.FindProperty("m_MaxAdditionalPixelLights"); m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight"); m_SupportSoftParticlesProp = serializedObject.FindProperty("m_SupportSoftParticles"); m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType"); m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset"); 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"); m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial"); m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial"); m_DefaultLineMaterial = serializedObject.FindProperty("m_DefaultLineMaterial"); m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial"); m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial"); m_DefaultShader = serializedObject.FindProperty("m_DefaultShader"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_AttenuationTexture = serializedObject.FindProperty("m_AttenuationTexture"); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(Styles.renderScaleLabel); m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, 0.1f, 1.0f); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(Styles.maxAdditionalPixelLightsLabel); m_MaxAdditionalPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxAdditionalPixelLights.intValue, 0, kMaxSupportedAdditionalPixelLights); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel); EditorGUILayout.PropertyField(m_SupportSoftParticlesProp, Styles.enableSoftParticles); EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent); EditorGUILayout.PropertyField(m_AttenuationTexture, Styles.attenuationTextureLabel); 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_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--; EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial); EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial); EditorGUILayout.PropertyField(m_DefaultLineMaterial, Styles.defaultLineMaterial); EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial); EditorGUILayout.PropertyField(m_DefaultUIMaterial, Styles.defaultUIMaterial); EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader); EditorGUI.indentLevel--; serializedObject.ApplyModifiedProperties(); } } }