using UnityEditor; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { [CustomEditor(typeof(LightweightPipelineAsset))] public class LightweightAssetEditor : Editor { internal class Styles { public static GUIContent renderingLabel = new GUIContent("Rendering"); public static GUIContent shadowLabel = new GUIContent("Shadows"); public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead."); public static GUIContent maxPixelLightsLabel = new GUIContent("Pixel Lights", "Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object."); public static GUIContent enableVertexLightLabel = new GUIContent("Vertex Lighting", "If enabled shades additional lights exceeding the maximum number of pixel lights per-vertex up to the maximum of 8 lights."); public static GUIContent requireCameraDepthTexture = new GUIContent("Camera Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture. This is necessary for some effect like Soft Particles."); public static GUIContent shadowType = new GUIContent("Type", "Global shadow settings. Options are NO_SHADOW, HARD_SHADOWS and SOFT_SHADOWS."); public static GUIContent shadowNearPlaneOffset = new GUIContent("Near Plane Offset", "Offset shadow near plane to account for large triangles being distorted by pancaking."); public static GUIContent shadowDistante = new GUIContent("Distance", "Max shadow rendering distance."); public static GUIContent shadowAtlasResolution = new GUIContent("Shadowmap Resolution", "Resolution of shadow map texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the max shadows atlas resolution."); public static GUIContent shadowCascades = new GUIContent("Cascades", "Number of cascades used in directional lights shadows"); public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split", "Percentages to split shadow volume"); public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings."); public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"}; public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"}; } private int kMaxSupportedPixelLights = 8; private float kMinRenderScale = 0.1f; private float kMaxRenderScale = 4.0f; private SerializedProperty m_RenderScale; private SerializedProperty m_MaxPixelLights; private SerializedProperty m_SupportsVertexLightProp; private SerializedProperty m_RequireCameraDepthTextureProp; 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_MSAA; void OnEnable() { m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights"); m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight"); m_RequireCameraDepthTextureProp = serializedObject.FindProperty("m_RequireCameraDepthTexture"); 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_MSAA = serializedObject.FindProperty("m_MSAA"); } protected void DoPopup(GUIContent label, SerializedProperty property, string[] options) { var mode = property.intValue; EditorGUI.BeginChangeCheck(); if (mode >= options.Length) Debug.LogError(string.Format("Invalid option while trying to set {0}", label.text)); mode = EditorGUILayout.Popup(label, mode, options); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(property.objectReferenceValue, property.name); property.intValue = mode; } } 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, kMinRenderScale, kMaxRenderScale); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(Styles.maxPixelLightsLabel); m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, kMaxSupportedPixelLights); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel); EditorGUILayout.PropertyField(m_RequireCameraDepthTextureProp, Styles.requireCameraDepthTexture); EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; DoPopup(Styles.shadowType, m_ShadowTypeProp, Styles.shadowTypeOptions); EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution); EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset); EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante); DoPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions); 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(); } } }