using UnityEngine.Events; namespace UnityEditor.Experimental.Rendering { using _ = CoreEditorUtils; using CED = CoreEditorDrawer; class RenderPipelineSettingsUI : BaseUI { static RenderPipelineSettingsUI() { Inspector = CED.Group( SectionPrimarySettings, CED.space, CED.Select( (s, d, o) => s.lightLoopSettings, (s, d, o) => d.lightLoopSettings, GlobalLightLoopSettingsUI.Inspector ), CED.space, CED.Select( (s, d, o) => s.shadowInitParams, (s, d, o) => d.shadowInitParams, ShadowInitParametersUI.SectionAtlas ), CED.space, CED.Select( (s, d, o) => s.decalSettings, (s, d, o) => d.decalSettings, GlobalDecalSettingsUI.Inspector ) ); } public static readonly CED.IDrawer Inspector; public static readonly CED.IDrawer SectionPrimarySettings = CED.Group( CED.Action(Drawer_SectionPrimarySettings) ); GlobalLightLoopSettingsUI lightLoopSettings = new GlobalLightLoopSettingsUI(); GlobalDecalSettingsUI decalSettings = new GlobalDecalSettingsUI(); ShadowInitParametersUI shadowInitParams = new ShadowInitParametersUI(); public RenderPipelineSettingsUI() : base(0) { } public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint) { lightLoopSettings.Reset(data.lightLoopSettings, repaint); shadowInitParams.Reset(data.shadowInitParams, repaint); decalSettings.Reset(data.decalSettings, repaint); base.Reset(data, repaint); } public override void Update() { lightLoopSettings.Update(); shadowInitParams.Update(); decalSettings.Update(); base.Update(); } static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o) { EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel); ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask|Enable memory (Extra Gbuffer in deferred) and shader variant for shadow mask.")); EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR|Enable memory use by SSR effect.")); EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO|Enable memory use by SSAO effect.")); EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer|Enable memory and variant of decal buffer.")); EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing|This feature doesn't work currently.")); EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count|Allow to select the level of MSAA.")); EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering")); EditorGUILayout.PropertyField(d.supportOnlyForward, _.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore.")); EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR.")); EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering")); EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game.")); EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric|Enable memory and shader variant for volumetric.")); EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build.")); EditorGUILayout.PropertyField(d.supportDitheringCrossFade, _.GetContent("Support dithering cross fade|Remove all dithering cross fade shader variant only in the player. Allow faster build.")); --EditorGUI.indentLevel; } } }