using UnityEditor.AnimatedValues; using UnityEngine.Events; namespace UnityEditor.Experimental.Rendering { using _ = CoreEditorUtils; using CED = CoreEditorDrawer; class FrameSettingsUI : BaseUI { public static CED.IDrawer SectionRenderingPasses = CED.FoldoutGroup( "Rendering Passes", (s, p, o) => s.isSectionExpandedRenderingPasses, true, CED.Action(Drawer_SectionRenderingPasses)); public static CED.IDrawer SectionRenderingSettings = CED.FoldoutGroup( "Rendering Settings", (s, p, o) => s.isSectionExpandedRenderingSettings, true, CED.Action(Drawer_FieldForwardRenderingOnly), CED.FadeGroup( (s, d, o, i) => s.isSectionExpandedUseForwardOnly, false, CED.Action(Drawer_FieldUseDepthPrepassWithDefferedRendering), CED.FadeGroup( (s, d, o, i) => s.isSectionExpandedUseDepthPrepass, true, CED.Action(Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass))), CED.Action(Drawer_SectionOtherRenderingSettings)); public static CED.IDrawer SectionXRSettings = CED.FadeGroup( (s, d, o, i) => s.isSectionExpandedXRSupported, false, CED.FoldoutGroup( "XR Settings", (s, p, o) => s.isSectionExpandedXRSettings, true, CED.Action(Drawer_FieldStereoEnabled))); public static CED.IDrawer SectionLightingSettings = CED.FoldoutGroup( "Lighting Settings", (s, p, o) => s.isSectionExpandedLightingSettings, true, CED.Action(Drawer_SectionLightingSettings)); public AnimBool isSectionExpandedRenderingPasses { get { return m_AnimBools[0]; } } public AnimBool isSectionExpandedLightingSettings { get { return m_AnimBools[1]; } } public AnimBool isSectionExpandedRenderingSettings { get { return m_AnimBools[2]; } } public AnimBool isSectionExpandedXRSettings { get { return m_AnimBools[3]; } } public AnimBool isSectionExpandedXRSupported { get { return m_AnimBools[4]; } } public AnimBool isSectionExpandedUseForwardOnly { get { return m_AnimBools[5]; } } public AnimBool isSectionExpandedUseDepthPrepass { get { return m_AnimBools[6]; } } public LightLoopSettingsUI lightLoopSettingsUI = new LightLoopSettingsUI(); public FrameSettingsUI() : base(7) { } public override void Reset(SerializedFrameSettings data, UnityAction repaint) { lightLoopSettingsUI.Reset(data.lightLoopSettings, repaint); base.Reset(data, repaint); } public override void Update() { isSectionExpandedXRSupported.target = PlayerSettings.virtualRealitySupported; isSectionExpandedUseForwardOnly.target = !data.enableForwardRenderingOnly.boolValue; isSectionExpandedUseDepthPrepass.target = data.enableDepthPrepassWithDeferredRendering.boolValue; lightLoopSettingsUI.Update(); } static void Drawer_SectionRenderingPasses(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableTransparentPrepass, _.GetContent("Enable Transparent Prepass")); EditorGUILayout.PropertyField(p.enableTransparentPostpass, _.GetContent("Enable Transparent Postpass")); EditorGUILayout.PropertyField(p.enableMotionVectors, _.GetContent("Enable Motion Vectors")); EditorGUILayout.PropertyField(p.enableObjectMotionVectors, _.GetContent("Enable Object Motion Vectors")); EditorGUILayout.PropertyField(p.enableDBuffer, _.GetContent("Enable DBuffer")); EditorGUILayout.PropertyField(p.enableAtmosphericScattering, _.GetContent("Enable Atmospheric Scattering")); EditorGUILayout.PropertyField(p.enableRoughRefraction, _.GetContent("Enable Rough Refraction")); EditorGUILayout.PropertyField(p.enableDistortion, _.GetContent("Enable Distortion")); EditorGUILayout.PropertyField(p.enablePostprocess, _.GetContent("Enable Postprocess")); } static void Drawer_SectionRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only")); EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering")); EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass")); EditorGUILayout.PropertyField(p.enableAsyncCompute, _.GetContent("Enable Async Compute")); EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects")); EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects")); EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA")); } static void Drawer_FieldForwardRenderingOnly(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only")); } static void Drawer_FieldUseDepthPrepassWithDefferedRendering(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering")); } static void Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass")); } static void Drawer_SectionOtherRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableAsyncCompute, _.GetContent("Enable Async Compute")); EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects")); EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects")); EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA")); } static void Drawer_FieldStereoEnabled(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableStereo, _.GetContent("Enable Stereo")); } static void Drawer_SectionLightingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableSSR, _.GetContent("Enable SSR")); EditorGUILayout.PropertyField(p.enableSSAO, _.GetContent("Enable SSAO")); EditorGUILayout.PropertyField(p.enableSSSAndTransmission, _.GetContent("Enable SSS And Transmission")); EditorGUILayout.PropertyField(p.enableShadow, _.GetContent("Enable Shadow")); EditorGUILayout.PropertyField(p.enableShadowMask, _.GetContent("Enable Shadow Masks")); } } }