using System.Reflection; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { [CustomEditor(typeof(HDRenderPipelineAsset))] public sealed partial class HDRenderPipelineInspector : HDBaseEditor { SerializedProperty m_RenderPipelineResources; SerializedProperty m_DefaultDiffuseMaterial; SerializedProperty m_DefaultShader; // Global Frame Settings // Global Render settings SerializedProperty m_supportDBuffer; SerializedProperty m_supportMSAA; // Global Shadow settings SerializedProperty m_ShadowAtlasWidth; SerializedProperty m_ShadowAtlasHeight; // Global LightLoop settings SerializedProperty m_SpotCookieSize; SerializedProperty m_PointCookieSize; SerializedProperty m_ReflectionCubemapSize; // Commented out until we have proper realtime BC6H compression //SerializedProperty m_ReflectionCacheCompressed; // FrameSettings // LightLoop settings SerializedProperty m_enableTileAndCluster; SerializedProperty m_enableSplitLightEvaluation; SerializedProperty m_enableComputeLightEvaluation; SerializedProperty m_enableComputeLightVariants; SerializedProperty m_enableComputeMaterialVariants; SerializedProperty m_enableFptlForForwardOpaque; SerializedProperty m_enableBigTilePrepass; // Rendering Settings SerializedProperty m_RenderingUseForwardOnly; SerializedProperty m_RenderingUseDepthPrepass; SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly; SerializedProperty m_enableAsyncCompute; // Subsurface Scattering Settings SerializedProperty m_SubsurfaceScatteringSettings; void InitializeProperties() { m_RenderPipelineResources = properties.Find("m_RenderPipelineResources"); m_DefaultDiffuseMaterial = properties.Find("m_DefaultDiffuseMaterial"); m_DefaultShader = properties.Find("m_DefaultShader"); // Global FrameSettings // Global Render settings m_supportDBuffer = properties.Find(x => x.renderPipelineSettings.supportDBuffer); m_supportMSAA = properties.Find(x => x.renderPipelineSettings.supportMSAA); // Global Shadow settings m_ShadowAtlasWidth = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasWidth); m_ShadowAtlasHeight = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasHeight); // Global LightLoop settings m_SpotCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.spotCookieSize); m_PointCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.pointCookieSize); m_ReflectionCubemapSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.reflectionCubemapSize); // Commented out until we have proper realtime BC6H compression //m_ReflectionCacheCompressed = properties.Find(x => x.globalFrameSettings.lightLoopSettings.reflectionCacheCompressed); // FrameSettings // LightLoop settings m_enableTileAndCluster = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableTileAndCluster); m_enableComputeLightEvaluation = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightEvaluation); m_enableComputeLightVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightVariants); m_enableComputeMaterialVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeMaterialVariants); m_enableFptlForForwardOpaque = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableFptlForForwardOpaque); m_enableBigTilePrepass = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableBigTilePrepass); // Rendering Settings m_enableAsyncCompute = properties.Find(x => x.serializedFrameSettings.enableAsyncCompute); m_RenderingUseForwardOnly = properties.Find(x => x.serializedFrameSettings.enableForwardRenderingOnly); m_RenderingUseDepthPrepass = properties.Find(x => x.serializedFrameSettings.enableDepthPrepassWithDeferredRendering); m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.serializedFrameSettings.enableAlphaTestOnlyInDeferredPrepass); // Subsurface Scattering Settings m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings); } static void HackSetDirty(RenderPipelineAsset asset) { EditorUtility.SetDirty(asset); var method = typeof(RenderPipelineAsset).GetMethod("OnValidate", BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Instance); if (method != null) method.Invoke(asset, new object[0]); } void GlobalLightLoopSettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.textureSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize); EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize); EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize); // Commented out until we have proper realtime BC6H compression //EditorGUILayout.PropertyField(m_ReflectionCacheCompressed, s_Styles.reflectionCacheCompressed); if (EditorGUI.EndChangeCheck()) { HackSetDirty(hdAsset); // Repaint } EditorGUI.indentLevel--; } void GlobalRenderSettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_supportDBuffer, s_Styles.supportDBuffer); EditorGUILayout.PropertyField(m_supportMSAA, s_Styles.supportMSAA); if (EditorGUI.EndChangeCheck()) { HackSetDirty(hdAsset); // Repaint } EditorGUI.indentLevel--; } void GlobalShadowSettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.shadowSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_ShadowAtlasWidth, s_Styles.shadowsAtlasWidth); EditorGUILayout.PropertyField(m_ShadowAtlasHeight, s_Styles.shadowsAtlasHeight); if (EditorGUI.EndChangeCheck()) { HackSetDirty(hdAsset); // Repaint } EditorGUI.indentLevel--; } void LightLoopSettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.lightLoopSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_enableTileAndCluster, s_Styles.enableTileAndCluster); if (m_enableTileAndCluster.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass); // Allow to disable cluster for forward opaque when in forward only (option have no effect when MSAA is enabled) // Deferred opaque are always tiled EditorGUILayout.PropertyField(m_enableFptlForForwardOpaque, s_Styles.enableFptlForForwardOpaque); EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, s_Styles.enableComputeLightEvaluation); if (m_enableComputeLightEvaluation.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_enableComputeLightVariants, s_Styles.enableComputeLightVariants); EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, s_Styles.enableComputeMaterialVariants); EditorGUI.indentLevel--; } } if (EditorGUI.EndChangeCheck()) { HackSetDirty(hdAsset); // Repaint } EditorGUI.indentLevel--; } void RendereringSettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, s_Styles.useForwardRenderingOnly); if (!m_RenderingUseForwardOnly.boolValue) // If we are deferred { EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, s_Styles.useDepthPrepassWithDeferredRendering); if (m_RenderingUseDepthPrepass.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_RenderingUseDepthPrepassAlphaTestOnly, s_Styles.renderAlphaTestOnlyInDeferredPrepass); EditorGUI.indentLevel--; } } EditorGUILayout.PropertyField(m_enableAsyncCompute, s_Styles.enableAsyncCompute); EditorGUI.indentLevel--; } void SettingsUI(HDRenderPipelineAsset hdAsset) { EditorGUILayout.LabelField(s_Styles.settingsLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.LabelField(s_Styles.renderPipelineSettings, EditorStyles.boldLabel); GlobalRenderSettingsUI(hdAsset); GlobalShadowSettingsUI(hdAsset); GlobalLightLoopSettingsUI(hdAsset); EditorGUILayout.Space(); EditorGUILayout.LabelField(s_Styles.defaultFrameSettings, EditorStyles.boldLabel); RendereringSettingsUI(hdAsset); LightLoopSettingsUI(hdAsset); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings); } protected override void OnEnable() { base.OnEnable(); InitializeProperties(); } public override void OnInspectorGUI() { if (!m_Target || m_HDPipeline == null) return; CheckStyles(); serializedObject.Update(); EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources); EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial); EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader); EditorGUI.indentLevel--; EditorGUILayout.Space(); SettingsUI(m_Target); serializedObject.ApplyModifiedProperties(); } } }