using System; using System.Reflection; using UnityEditor; using UnityEditor.Experimental.Rendering; //using EditorGUIUtility=UnityEditor.EditorGUIUtility; namespace UnityEngine.Experimental.Rendering.HDPipeline { [CustomEditor(typeof(HDRenderPipelineAsset))] public class HDRenderPipelineInspector : Editor { private class Styles { public static GUIContent defaults = new GUIContent("Defaults"); public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material", "Material to use when creating objects"); public static GUIContent defaultShader = new GUIContent("Default Shader", "Shader to use when creating materials"); public readonly GUIContent settingsLabel = new GUIContent("Settings"); // Rendering Settings public readonly GUIContent renderingSettingsLabel = new GUIContent("Rendering Settings"); public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only"); public readonly GUIContent useDepthPrepassWithDeferredRendering = new GUIContent("Use Depth Prepass with Deferred rendering"); public readonly GUIContent renderAlphaTestOnlyInDeferredPrepass = new GUIContent("Alpha Test only"); // Texture Settings public readonly GUIContent textureSettings = new GUIContent("Texture Settings"); public readonly GUIContent spotCookieSize = new GUIContent("Spot cookie size"); public readonly GUIContent pointCookieSize = new GUIContent("Point cookie size"); public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size"); public readonly GUIContent sssSettings = new GUIContent("Subsurface Scattering Settings"); // Shadow Settings public readonly GUIContent shadowSettings = new GUIContent("Shadow Settings"); public readonly GUIContent shadowsAtlasWidth = new GUIContent("Atlas width"); public readonly GUIContent shadowsAtlasHeight = new GUIContent("Atlas height"); // Subsurface Scattering Settings public readonly GUIContent[] sssProfiles = new GUIContent[SssConstants.SSS_N_PROFILES - 1] { new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"), new GUIContent("Profile #6"), new GUIContent("Profile #7")/*, new GUIContent("Profile #8"), new GUIContent("Profile #9"), new GUIContent("Profile #10"), new GUIContent("Profile #11"), new GUIContent("Profile #12"), new GUIContent("Profile #13"), new GUIContent("Profile #14"), new GUIContent("Profile #15")*/ }; public readonly GUIContent sssNumProfiles = new GUIContent("Number of profiles"); // Tile pass Settings public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings"); public readonly GUIContent enableTileAndCluster = new GUIContent("Enable tile/clustered"); public readonly GUIContent enableComputeLightEvaluation = new GUIContent("Enable Compute Light Evaluation"); public readonly GUIContent enableComputeLightVariants = new GUIContent("Enable Compute Light Variants"); public readonly GUIContent enableComputeMaterialVariants = new GUIContent("Enable Compute Material Variants"); public readonly GUIContent enableClustered = new GUIContent("Enable clustered"); public readonly GUIContent enableFptlForOpaqueWhenClustered = new GUIContent("Enable Fptl For Opaque When Clustered"); public readonly GUIContent enableBigTilePrepass = new GUIContent("Enable big tile prepass"); public readonly GUIContent tileDebugByCategory = new GUIContent("Enable Debug By Category"); // Sky Settings public readonly GUIContent skyParams = new GUIContent("Sky Settings"); } private static Styles s_Styles = null; private static Styles styles { get { if (s_Styles == null) s_Styles = new Styles(); return s_Styles; } } private SerializedProperty m_DefaultDiffuseMaterial; private SerializedProperty m_DefaultShader; // TilePass settings SerializedProperty m_enableTileAndCluster; SerializedProperty m_enableSplitLightEvaluation; SerializedProperty m_enableComputeLightEvaluation; SerializedProperty m_enableComputeLightVariants; SerializedProperty m_enableComputeMaterialVariants; SerializedProperty m_enableClustered; SerializedProperty m_enableFptlForOpaqueWhenClustered; SerializedProperty m_enableBigTilePrepass; // Rendering Settings SerializedProperty m_RenderingUseForwardOnly = null; SerializedProperty m_RenderingUseDepthPrepass = null; SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly = null; // Subsurface Scattering Settings // Old SSS Model >>> SerializedProperty m_UseDisneySSS = null; // <<< Old SSS Model SerializedProperty m_Profiles = null; SerializedProperty m_NumProfiles = null; // Shadow Settings SerializedProperty m_ShadowAtlasWidth = null; SerializedProperty m_ShadowAtlasHeight = null; // Texture Settings SerializedProperty m_SpotCookieSize = null; SerializedProperty m_PointCookieSize = null; SerializedProperty m_ReflectionCubemapSize = null; void InitializeProperties() { using (var p = new PropertyFetcher(serializedObject)) { m_DefaultDiffuseMaterial = p.FindProperty("m_DefaultDiffuseMaterial"); m_DefaultShader = p.FindProperty("m_DefaultShader"); // Tile settings m_enableTileAndCluster = p.FindProperty(x => x.tileSettings.enableTileAndCluster); m_enableComputeLightEvaluation = p.FindProperty(x => x.tileSettings.enableComputeLightEvaluation); m_enableComputeLightVariants = p.FindProperty(x => x.tileSettings.enableComputeLightVariants); m_enableComputeMaterialVariants = p.FindProperty(x => x.tileSettings.enableComputeMaterialVariants); m_enableClustered = p.FindProperty(x => x.tileSettings.enableClustered); m_enableFptlForOpaqueWhenClustered = p.FindProperty(x => x.tileSettings.enableFptlForOpaqueWhenClustered); m_enableBigTilePrepass = p.FindProperty(x => x.tileSettings.enableBigTilePrepass); // Shadow settings m_ShadowAtlasWidth = p.FindProperty(x => x.shadowInitParams.shadowAtlasWidth); m_ShadowAtlasHeight = p.FindProperty(x => x.shadowInitParams.shadowAtlasHeight); // Texture settings m_SpotCookieSize = p.FindProperty(x => x.textureSettings.spotCookieSize); m_PointCookieSize = p.FindProperty(x => x.textureSettings.pointCookieSize); m_ReflectionCubemapSize = p.FindProperty(x => x.textureSettings.reflectionCubemapSize); // Rendering settings m_RenderingUseForwardOnly = p.FindProperty(x => x.renderingSettings.useForwardRenderingOnly); m_RenderingUseDepthPrepass = p.FindProperty(x => x.renderingSettings.useDepthPrepassWithDeferredRendering); m_RenderingUseDepthPrepassAlphaTestOnly = p.FindProperty(x => x.renderingSettings.renderAlphaTestOnlyInDeferredPrepass); // Subsurface Scattering Settings // Old SSS Model >>> m_UseDisneySSS = p.FindProperty(x => x.sssSettings.useDisneySSS); // <<< Old SSS Model m_Profiles = p.FindProperty(x => x.sssSettings.profiles); m_NumProfiles = m_Profiles.FindPropertyRelative("Array.size"); } } 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]); } private void TileSettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.Space(); EditorGUILayout.LabelField(styles.tileLightLoopSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_enableTileAndCluster, styles.enableTileAndCluster); if (m_enableTileAndCluster.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_enableBigTilePrepass, styles.enableBigTilePrepass); EditorGUILayout.PropertyField(m_enableClustered, styles.enableClustered); // Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque) // if (m_enableClustered.boolValue) if (m_enableClustered.boolValue && !m_enableComputeLightEvaluation.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_enableFptlForOpaqueWhenClustered, styles.enableFptlForOpaqueWhenClustered); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, styles.enableComputeLightEvaluation); if (m_enableComputeLightEvaluation.boolValue) { // Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque) m_enableFptlForOpaqueWhenClustered.boolValue = true; // Force fptl to be always true if compute evaluation is enable EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_enableComputeLightVariants, styles.enableComputeLightVariants); EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, styles.enableComputeMaterialVariants); EditorGUI.indentLevel--; } } if (EditorGUI.EndChangeCheck()) { HackSetDirty(renderContext); // Repaint } EditorGUI.indentLevel--; } private void SssSettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.Space(); EditorGUILayout.LabelField(styles.sssSettings); EditorGUI.BeginChangeCheck(); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); // Old SSS Model >>> EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_UseDisneySSS); if (EditorGUI.EndChangeCheck()) { HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; hdPipeline.CreateSssMaterials(m_UseDisneySSS.boolValue); } // <<< Old SSS Model EditorGUILayout.PropertyField(m_NumProfiles, styles.sssNumProfiles); for (int i = 0, n = m_Profiles.arraySize; i < n; i++) { SerializedProperty profile = m_Profiles.GetArrayElementAtIndex(i); EditorGUILayout.PropertyField(profile, styles.sssProfiles[i]); } EditorGUI.indentLevel--; } private void SettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.LabelField(styles.settingsLabel); EditorGUI.indentLevel++; SssSettingsUI(renderContext); ShadowSettingsUI(renderContext); TextureSettingsUI(renderContext); RendereringSettingsUI(renderContext); TileSettingsUI(renderContext); EditorGUI.indentLevel--; } private void ShadowSettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.Space(); EditorGUILayout.LabelField(styles.shadowSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_ShadowAtlasWidth, styles.shadowsAtlasWidth); EditorGUILayout.PropertyField(m_ShadowAtlasHeight, styles.shadowsAtlasHeight); if (EditorGUI.EndChangeCheck()) { HackSetDirty(renderContext); // Repaint } EditorGUI.indentLevel--; } private void RendereringSettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.Space(); EditorGUILayout.LabelField(styles.renderingSettingsLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, styles.useForwardRenderingOnly); if (!m_RenderingUseForwardOnly.boolValue) // If we are deferred { EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, styles.useDepthPrepassWithDeferredRendering); if(m_RenderingUseDepthPrepass.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_RenderingUseDepthPrepassAlphaTestOnly, styles.renderAlphaTestOnlyInDeferredPrepass); EditorGUI.indentLevel--; } } EditorGUI.indentLevel--; } private void TextureSettingsUI(HDRenderPipelineAsset renderContext) { EditorGUILayout.Space(); EditorGUILayout.LabelField(styles.textureSettings); EditorGUI.indentLevel++; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(m_SpotCookieSize, styles.spotCookieSize); EditorGUILayout.PropertyField(m_PointCookieSize, styles.pointCookieSize); EditorGUILayout.PropertyField(m_ReflectionCubemapSize, styles.reflectionCubemapSize); if (EditorGUI.EndChangeCheck()) { HackSetDirty(renderContext); // Repaint } EditorGUI.indentLevel--; } public void OnEnable() { InitializeProperties(); } public override void OnInspectorGUI() { var renderContext = target as HDRenderPipelineAsset; HDRenderPipeline renderpipeline = UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline as HDRenderPipeline; if (!renderContext || renderpipeline == null) return; serializedObject.Update(); EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial); EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader); EditorGUI.indentLevel--; SettingsUI(renderContext); serializedObject.ApplyModifiedProperties(); } } }