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")); EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR")); EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO")); EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer")); EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing")); EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count")); EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering")); EditorGUILayout.PropertyField(d.supportForwardOnly, _.GetContent("Support Forward Only")); EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors")); EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering")); EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count")); --EditorGUI.indentLevel; } } }