using System; using System.Linq; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { [CanEditMultipleObjects] [CustomEditorForRenderPipeline(typeof(Light), typeof(HDRenderPipelineAsset))] sealed partial class HDLightEditor : LightEditor { [MenuItem("CONTEXT/Light/Remove HD Light", false, 0)] static void RemoveLight(MenuCommand menuCommand) { GameObject go = ((Light)menuCommand.context).gameObject; Assert.IsNotNull(go); Undo.IncrementCurrentGroup(); Undo.DestroyObjectImmediate(go.GetComponent()); Undo.DestroyObjectImmediate(go.GetComponent()); Undo.DestroyObjectImmediate(go.GetComponent()); } sealed class SerializedLightData { public SerializedProperty intensity; public SerializedProperty enableSpotReflector; public SerializedProperty spotInnerPercent; public SerializedProperty lightDimmer; public SerializedProperty fadeDistance; public SerializedProperty affectDiffuse; public SerializedProperty affectSpecular; public SerializedProperty nonLightmappedOnly; public SerializedProperty lightTypeExtent; public SerializedProperty spotLightShape; public SerializedProperty shapeWidth; public SerializedProperty shapeHeight; public SerializedProperty aspectRatio; public SerializedProperty shapeRadius; public SerializedProperty maxSmoothness; public SerializedProperty applyRangeAttenuation; public SerializedProperty volumetricDimmer; public SerializedProperty lightUnit; public SerializedProperty displayAreaLightEmissiveMesh; public SerializedProperty lightLayers; // Editor stuff public SerializedProperty useOldInspector; public SerializedProperty showFeatures; public SerializedProperty showAdditionalSettings; } sealed class SerializedShadowData { public SerializedProperty dimmer; public SerializedProperty fadeDistance; public SerializedProperty resolution; public SerializedProperty contactShadows; // Bias control public SerializedProperty viewBiasMin; public SerializedProperty viewBiasMax; public SerializedProperty viewBiasScale; public SerializedProperty normalBiasMin; public SerializedProperty normalBiasMax; public SerializedProperty normalBiasScale; public SerializedProperty sampleBiasScale; public SerializedProperty edgeLeakFixup; public SerializedProperty edgeToleranceNormal; public SerializedProperty edgeTolerance; } SerializedObject m_SerializedAdditionalLightData; SerializedObject m_SerializedAdditionalShadowData; SerializedLightData m_AdditionalLightData; SerializedShadowData m_AdditionalShadowData; // LightType + LightTypeExtent combined enum LightShape { Spot, Directional, Point, //Area, <= offline base type not displayed in our case but used for GI of our area light Rectangle, Line, //Sphere, //Disc, } enum DirectionalLightUnit { Lux = LightUnit.Lux, } enum AreaLightUnit { Lumen = LightUnit.Lumen, Luminance = LightUnit.Luminance, Ev100 = LightUnit.Ev100, } enum PunctualLightUnit { Lumen = LightUnit.Lumen, Candela = LightUnit.Candela, } const float k_MinAreaWidth = 0.01f; // Provide a small size of 1cm for line light // Used for UI only; the processing code must use LightTypeExtent and LightType LightShape m_LightShape; HDAdditionalLightData[] m_AdditionalLightDatas; AdditionalShadowData[] m_AdditionalShadowDatas; bool m_UpdateAreaLightEmissiveMeshComponents = false; protected override void OnEnable() { base.OnEnable(); // Get & automatically add additional HD data if not present m_AdditionalLightDatas = CoreEditorUtils.GetAdditionalData(targets, HDAdditionalLightData.InitDefaultHDAdditionalLightData); m_AdditionalShadowDatas = CoreEditorUtils.GetAdditionalData(targets, HDAdditionalShadowData.InitDefaultHDAdditionalShadowData); m_SerializedAdditionalLightData = new SerializedObject(m_AdditionalLightDatas); m_SerializedAdditionalShadowData = new SerializedObject(m_AdditionalShadowDatas); using (var o = new PropertyFetcher(m_SerializedAdditionalLightData)) m_AdditionalLightData = new SerializedLightData { intensity = o.Find(x => x.displayLightIntensity), enableSpotReflector = o.Find(x => x.enableSpotReflector), spotInnerPercent = o.Find(x => x.m_InnerSpotPercent), lightDimmer = o.Find(x => x.lightDimmer), volumetricDimmer = o.Find(x => x.volumetricDimmer), lightUnit = o.Find(x => x.lightUnit), displayAreaLightEmissiveMesh = o.Find(x => x.displayAreaLightEmissiveMesh), lightLayers = o.Find(x => x.lightLayers), fadeDistance = o.Find(x => x.fadeDistance), affectDiffuse = o.Find(x => x.affectDiffuse), affectSpecular = o.Find(x => x.affectSpecular), nonLightmappedOnly = o.Find(x => x.nonLightmappedOnly), lightTypeExtent = o.Find(x => x.lightTypeExtent), spotLightShape = o.Find(x => x.spotLightShape), shapeWidth = o.Find(x => x.shapeWidth), shapeHeight = o.Find(x => x.shapeHeight), aspectRatio = o.Find(x => x.aspectRatio), shapeRadius = o.Find(x => x.shapeRadius), maxSmoothness = o.Find(x => x.maxSmoothness), applyRangeAttenuation = o.Find(x => x.applyRangeAttenuation), // Editor stuff useOldInspector = o.Find(x => x.useOldInspector), showFeatures = o.Find(x => x.featuresFoldout), showAdditionalSettings = o.Find(x => x.showAdditionalSettings) }; // TODO: Review this once AdditionalShadowData is refactored using (var o = new PropertyFetcher(m_SerializedAdditionalShadowData)) m_AdditionalShadowData = new SerializedShadowData { dimmer = o.Find(x => x.shadowDimmer), fadeDistance = o.Find(x => x.shadowFadeDistance), resolution = o.Find(x => x.shadowResolution), contactShadows = o.Find(x => x.contactShadows), viewBiasMin = o.Find(x => x.viewBiasMin), viewBiasMax = o.Find(x => x.viewBiasMax), viewBiasScale = o.Find(x => x.viewBiasScale), normalBiasMin = o.Find(x => x.normalBiasMin), normalBiasMax = o.Find(x => x.normalBiasMax), normalBiasScale = o.Find(x => x.normalBiasScale), sampleBiasScale = o.Find(x => x.sampleBiasScale), edgeLeakFixup = o.Find(x => x.edgeLeakFixup), edgeToleranceNormal = o.Find(x => x.edgeToleranceNormal), edgeTolerance = o.Find(x => x.edgeTolerance) }; // Update emissive mesh and light intensity when undo/redo Undo.undoRedoPerformed += () => { m_SerializedAdditionalLightData.ApplyModifiedProperties(); foreach (var hdLightData in m_AdditionalLightDatas) if (hdLightData != null) hdLightData.UpdateAreaLightEmissiveMesh(); }; // If the light is disabled in the editor we force the light upgrade from his inspector foreach (var additionalLightData in m_AdditionalLightDatas) additionalLightData.UpgradeLight(); } public override void OnInspectorGUI() { m_SerializedAdditionalLightData.Update(); m_SerializedAdditionalShadowData.Update(); // Disable the default light editor for the release, it is just use for development /* // Temporary toggle to go back to the old editor & separated additional datas bool useOldInspector = m_AdditionalLightData.useOldInspector.boolValue; if (GUILayout.Button("Toggle default light editor")) useOldInspector = !useOldInspector; m_AdditionalLightData.useOldInspector.boolValue = useOldInspector; if (useOldInspector) { DrawDefaultInspector(); ApplyAdditionalComponentsVisibility(false); m_SerializedAdditionalShadowData.ApplyModifiedProperties(); m_SerializedAdditionalLightData.ApplyModifiedProperties(); return; } */ // New editor ApplyAdditionalComponentsVisibility(true); CheckStyles(); settings.Update(); ResolveLightShape(); DrawFoldout(m_AdditionalLightData.showFeatures, "Features", DrawFeatures); DrawFoldout(settings.lightType, "Shape", DrawShape); DrawFoldout(settings.intensity, "Light", DrawLightSettings); if (settings.shadowsType.enumValueIndex != (int)LightShadows.None) DrawFoldout(settings.shadowsType, "Shadows", DrawShadows); CoreEditorUtils.DrawSplitter(); EditorGUILayout.Space(); m_SerializedAdditionalShadowData.ApplyModifiedProperties(); m_SerializedAdditionalLightData.ApplyModifiedProperties(); settings.ApplyModifiedProperties(); if (m_UpdateAreaLightEmissiveMeshComponents) UpdateAreaLightEmissiveMeshComponents(); } void DrawFoldout(SerializedProperty foldoutProperty, string title, Action func) { CoreEditorUtils.DrawSplitter(); bool state = foldoutProperty.isExpanded; state = CoreEditorUtils.DrawHeaderFoldout(title, state); if (state) { EditorGUI.indentLevel++; func(); EditorGUI.indentLevel--; GUILayout.Space(2f); } foldoutProperty.isExpanded = state; } void DrawFeatures() { bool disabledScope = m_LightShape == LightShape.Line || (m_LightShape == LightShape.Rectangle && settings.isRealtime); using (new EditorGUI.DisabledScope(disabledScope)) { bool shadowsEnabled = EditorGUILayout.Toggle(CoreEditorUtils.GetContent("Enable Shadows"), settings.shadowsType.enumValueIndex != 0); settings.shadowsType.enumValueIndex = shadowsEnabled ? (int)LightShadows.Hard : (int)LightShadows.None; } EditorGUILayout.PropertyField(m_AdditionalLightData.showAdditionalSettings); } void DrawShape() { EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty + For intensity we need to detect light shape change EditorGUI.BeginChangeCheck(); m_LightShape = (LightShape)EditorGUILayout.Popup(s_Styles.shape, (int)m_LightShape, s_Styles.shapeNames); if (EditorGUI.EndChangeCheck()) UpdateLightIntensityUnit(); if (m_LightShape != LightShape.Directional) settings.DrawRange(false); // LightShape is HD specific, it need to drive LightType from the original LightType // when it make sense, so the GI is still in sync with the light shape switch (m_LightShape) { case LightShape.Directional: settings.lightType.enumValueIndex = (int)LightType.Directional; m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual; break; case LightShape.Point: settings.lightType.enumValueIndex = (int)LightType.Point; m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual; EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness); break; case LightShape.Spot: settings.lightType.enumValueIndex = (int)LightType.Spot; m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual; EditorGUILayout.PropertyField(m_AdditionalLightData.spotLightShape, s_Styles.spotLightShape); var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex; // Cone Spot if (spotLightShape == SpotLightShape.Cone) { settings.DrawSpotAngle(); EditorGUILayout.Slider(m_AdditionalLightData.spotInnerPercent, 0f, 100f, s_Styles.spotInnerPercent); } // TODO : replace with angle and ratio else if (spotLightShape == SpotLightShape.Pyramid) { settings.DrawSpotAngle(); EditorGUILayout.Slider(m_AdditionalLightData.aspectRatio, 0.05f, 20.0f, s_Styles.aspectRatioPyramid); } else if (spotLightShape == SpotLightShape.Box) { EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthBox); EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.shapeHeightBox); } EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness); break; case LightShape.Rectangle: // TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime //m_BaseData.type.enumValueIndex = (int)LightType.Area; // In case of change, think to update InitDefaultHDAdditionalLightData() settings.lightType.enumValueIndex = (int)LightType.Point; m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle; EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthRect); EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.shapeHeightRect); m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth); m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth); settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue; settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue; if (settings.isRealtime) settings.shadowsType.enumValueIndex = (int)LightShadows.None; break; case LightShape.Line: // TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime //m_BaseData.type.enumValueIndex = (int)LightType.Area; settings.lightType.enumValueIndex = (int)LightType.Point; m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Line; EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthLine); m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth); m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth); // Fake line with a small rectangle in vanilla unity for GI settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue; settings.areaSizeY.floatValue = k_MinAreaWidth; settings.shadowsType.enumValueIndex = (int)LightShadows.None; break; case (LightShape)(-1): // don't do anything, this is just to handle multi selection break; default: Debug.Assert(false, "Not implemented light type"); break; } if (EditorGUI.EndChangeCheck()) { m_UpdateAreaLightEmissiveMeshComponents = true; ((Light)target).SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner } } void UpdateLightIntensityUnit() { if (m_LightShape == LightShape.Directional) m_AdditionalLightData.lightUnit.enumValueIndex = (int)DirectionalLightUnit.Lux; else m_AdditionalLightData.lightUnit.enumValueIndex = (int)LightUnit.Lumen; } LightUnit LightIntensityUnitPopup(LightShape shape) { LightUnit selectedLightUnit; LightUnit oldLigthUnit = (LightUnit)m_AdditionalLightData.lightUnit.enumValueIndex; EditorGUI.BeginChangeCheck(); switch (shape) { case LightShape.Directional: selectedLightUnit = (LightUnit)EditorGUILayout.EnumPopup((DirectionalLightUnit)m_AdditionalLightData.lightUnit.enumValueIndex); break; case LightShape.Point: case LightShape.Spot: selectedLightUnit = (LightUnit)EditorGUILayout.EnumPopup((PunctualLightUnit)m_AdditionalLightData.lightUnit.enumValueIndex); break; default: selectedLightUnit = (LightUnit)EditorGUILayout.EnumPopup((AreaLightUnit)m_AdditionalLightData.lightUnit.enumValueIndex); break; } if (EditorGUI.EndChangeCheck()) ConvertLightIntensity(oldLigthUnit, selectedLightUnit); return selectedLightUnit; } void ConvertLightIntensity(LightUnit oldLightUnit, LightUnit newLightUnit) { float intensity = m_AdditionalLightData.intensity.floatValue; // For punctual lights if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Candela) { if (m_LightShape == LightShape.Spot && m_AdditionalLightData.enableSpotReflector.boolValue) { // We have already calculate the correct value, just assign it intensity = ((Light)target).intensity; } else intensity = LightUtils.ConvertPointLightLumenToCandela(intensity); } if (oldLightUnit == LightUnit.Candela && newLightUnit == LightUnit.Lumen) { if (m_LightShape == LightShape.Spot && m_AdditionalLightData.enableSpotReflector.boolValue) { // We just need to multiply candela by solid angle in this case if ((SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex == SpotLightShape.Cone) intensity = LightUtils.ConvertSpotLightCandelaToLumen(intensity, ((Light)target).spotAngle * Mathf.Deg2Rad, true); else if ((SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex == SpotLightShape.Pyramid) { float angleA, angleB; LightUtils.CalculateAnglesForPyramid(m_AdditionalLightData.aspectRatio.floatValue, ((Light)target).spotAngle * Mathf.Deg2Rad, out angleA, out angleB); intensity = LightUtils.ConvertFrustrumLightCandelaToLumen(intensity, angleA, angleB); } else // Box intensity = LightUtils.ConvertPointLightCandelaToLumen(intensity); } else intensity = LightUtils.ConvertPointLightCandelaToLumen(intensity); } // For area lights if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Luminance) intensity = LightUtils.ConvertAreaLightLumenToLuminance((LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex, intensity, m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue); if (oldLightUnit == LightUnit.Luminance && newLightUnit == LightUnit.Lumen) intensity = LightUtils.ConvertAreaLightLuminanceToLumen((LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex, intensity, m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue); if (oldLightUnit == LightUnit.Luminance && newLightUnit == LightUnit.Ev100) intensity = LightUtils.ConvertLuminanceToEv(intensity); if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Luminance) intensity = LightUtils.ConvertEvToLuminance(intensity); if (oldLightUnit == LightUnit.Ev100 && newLightUnit == LightUnit.Lumen) intensity = LightUtils.ConvertAreaLightEvToLumen((LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex, intensity, m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue); if (oldLightUnit == LightUnit.Lumen && newLightUnit == LightUnit.Ev100) intensity = LightUtils.ConvertAreaLightLumenToEv((LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex, intensity, m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue); m_AdditionalLightData.intensity.floatValue = intensity; } void UpdateAreaLightEmissiveMeshComponents() { foreach (var hdLightData in m_AdditionalLightDatas) { hdLightData.UpdateAreaLightEmissiveMesh(); MeshRenderer emissiveMeshRenderer = hdLightData.GetComponent(); MeshFilter emissiveMeshFilter = hdLightData.GetComponent(); // If the display emissive mesh is disabled, skip to the next selected light if (emissiveMeshFilter == null || emissiveMeshRenderer == null) continue ; // We only load the mesh and it's material here, because we can't do that inside HDAdditionalLightData (Editor assembly) // Every other properties of the mesh is updated in HDAdditionalLightData to support timeline and editor records emissiveMeshFilter.mesh = UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils.LoadAsset< Mesh >("RenderPipelineResources/Quad.FBX"); if (emissiveMeshRenderer.sharedMaterial == null) emissiveMeshRenderer.material = new Material(Shader.Find("HDRenderPipeline/Unlit")); } m_UpdateAreaLightEmissiveMeshComponents = false; } void DrawLightSettings() { settings.DrawColor(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(m_AdditionalLightData.intensity, s_Styles.lightIntensity); m_AdditionalLightData.lightUnit.enumValueIndex = (int)LightIntensityUnitPopup(m_LightShape); EditorGUILayout.EndHorizontal(); // Only display reflector option if it make sense if (m_LightShape == LightShape.Spot) { var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex; if ((spotLightShape == SpotLightShape.Cone || spotLightShape == SpotLightShape.Pyramid) && m_AdditionalLightData.lightUnit.enumValueIndex == (int)PunctualLightUnit.Lumen) EditorGUILayout.PropertyField(m_AdditionalLightData.enableSpotReflector, s_Styles.enableSpotReflector); } settings.DrawBounceIntensity(); settings.DrawLightmapping(); EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty // No cookie with area light (maybe in future textured area light ?) if (!HDAdditionalLightData.IsAreaLight(m_AdditionalLightData.lightTypeExtent)) { settings.DrawCookie(); // When directional light use a cookie, it can control the size if (settings.cookie != null && m_LightShape == LightShape.Directional) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.cookieSizeX); EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.cookieSizeY); EditorGUI.indentLevel--; } } if (m_AdditionalLightData.showAdditionalSettings.boolValue) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel); EditorGUI.indentLevel++; m_AdditionalLightData.lightLayers.intValue = Convert.ToInt32(EditorGUILayout.EnumFlagsField(s_Styles.lightLayer, (LightLayerEnum)m_AdditionalLightData.lightLayers.intValue)); EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse); EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular); if (m_LightShape != LightShape.Directional) EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance); EditorGUILayout.PropertyField(m_AdditionalLightData.lightDimmer, s_Styles.lightDimmer); EditorGUILayout.PropertyField(m_AdditionalLightData.volumetricDimmer, s_Styles.volumetricDimmer); if (m_LightShape != LightShape.Directional) EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation); // Emissive mesh for area light only if (HDAdditionalLightData.IsAreaLight(m_AdditionalLightData.lightTypeExtent)) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_AdditionalLightData.displayAreaLightEmissiveMesh, s_Styles.displayAreaLightEmissiveMesh); if (EditorGUI.EndChangeCheck()) m_UpdateAreaLightEmissiveMeshComponents = true; } EditorGUI.indentLevel--; } if (EditorGUI.EndChangeCheck()) { m_AdditionalLightData.fadeDistance.floatValue = Mathf.Max(m_AdditionalLightData.fadeDistance.floatValue, 0.01f); ((Light)target).SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner } } void DrawBakedShadowParameters() { switch ((LightType)settings.lightType.enumValueIndex) { case LightType.Directional: EditorGUILayout.Slider(settings.bakedShadowAngleProp, 0f, 90f, s_Styles.bakedShadowAngle); break; case LightType.Spot: case LightType.Point: EditorGUILayout.PropertyField(settings.bakedShadowRadiusProp, s_Styles.bakedShadowRadius); break; } if (settings.isMixed) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_AdditionalLightData.nonLightmappedOnly, s_Styles.nonLightmappedOnly); if (EditorGUI.EndChangeCheck()) { ((Light)target).lightShadowCasterMode = m_AdditionalLightData.nonLightmappedOnly.boolValue ? LightShadowCasterMode.NonLightmappedOnly : LightShadowCasterMode.Everything; } } } void DrawShadows() { if (settings.isCompletelyBaked) { DrawBakedShadowParameters(); return; } EditorGUILayout.PropertyField(m_AdditionalShadowData.resolution, s_Styles.shadowResolution); //EditorGUILayout.Slider(settings.shadowsBias, 0.001f, 1f, s_Styles.shadowBias); //EditorGUILayout.Slider(settings.shadowsNormalBias, 0.001f, 1f, s_Styles.shadowNormalBias); EditorGUILayout.Slider(m_AdditionalShadowData.viewBiasScale, 0.0f, 15.0f, s_Styles.viewBiasScale); EditorGUILayout.Slider(settings.shadowsNearPlane, 0.01f, 10f, s_Styles.shadowNearPlane); if (settings.isBakedOrMixed) DrawBakedShadowParameters(); // There is currently no additional settings for shadow on directional light if (m_AdditionalLightData.showAdditionalSettings.boolValue) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadows, s_Styles.contactShadows); if (settings.lightType.enumValueIndex != (int)LightType.Directional) { EditorGUILayout.PropertyField(m_AdditionalShadowData.fadeDistance, s_Styles.shadowFadeDistance); EditorGUILayout.PropertyField(m_AdditionalShadowData.dimmer, s_Styles.shadowDimmer); } EditorGUILayout.Slider(m_AdditionalShadowData.viewBiasMin, 0.0f, 5.0f, s_Styles.viewBiasMin); //EditorGUILayout.PropertyField(m_AdditionalShadowData.viewBiasMax, s_Styles.viewBiasMax); EditorGUI.BeginChangeCheck(); EditorGUILayout.Slider(m_AdditionalShadowData.normalBiasMin, 0.0f, 5.0f, s_Styles.normalBiasMin); if (EditorGUI.EndChangeCheck()) { // Link min to max and don't expose normalBiasScale (useless when min == max) m_AdditionalShadowData.normalBiasMax.floatValue = m_AdditionalShadowData.normalBiasMin.floatValue; } //EditorGUILayout.PropertyField(m_AdditionalShadowData.normalBiasMax, s_Styles.normalBiasMax); //EditorGUILayout.PropertyField(m_AdditionalShadowData.normalBiasScale, s_Styles.normalBiasScale); //EditorGUILayout.PropertyField(m_AdditionalShadowData.sampleBiasScale, s_Styles.sampleBiasScale); EditorGUILayout.PropertyField(m_AdditionalShadowData.edgeLeakFixup, s_Styles.edgeLeakFixup); if (m_AdditionalShadowData.edgeLeakFixup.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_AdditionalShadowData.edgeToleranceNormal, s_Styles.edgeToleranceNormal); EditorGUILayout.Slider(m_AdditionalShadowData.edgeTolerance, 0.0f, 1.0f, s_Styles.edgeTolerance); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } } // Internal utilities void ApplyAdditionalComponentsVisibility(bool hide) { // UX team decided thta we should always show component in inspector. // However already authored scene save this settings, so force the component to be visible // var flags = hide ? HideFlags.HideInInspector : HideFlags.None; var flags = HideFlags.None; foreach (var t in m_SerializedAdditionalLightData.targetObjects) ((HDAdditionalLightData)t).hideFlags = flags; foreach (var t in m_SerializedAdditionalShadowData.targetObjects) ((AdditionalShadowData)t).hideFlags = flags; } void ResolveLightShape() { var type = settings.lightType; // Special case for multi-selection: don't resolve light shape or it'll corrupt lights if (type.hasMultipleDifferentValues || m_AdditionalLightData.lightTypeExtent.hasMultipleDifferentValues) { m_LightShape = (LightShape)(-1); return; } var lightTypeExtent = (LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex; if (lightTypeExtent == LightTypeExtent.Punctual) { switch ((LightType)type.enumValueIndex) { case LightType.Directional: m_LightShape = LightShape.Directional; break; case LightType.Point: m_LightShape = LightShape.Point; break; case LightType.Spot: m_LightShape = LightShape.Spot; break; } } else { switch (lightTypeExtent) { case LightTypeExtent.Rectangle: m_LightShape = LightShape.Rectangle; break; case LightTypeExtent.Line: m_LightShape = LightShape.Line; break; } } } } }