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 defaults = new GUIContent("Defaults"); public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Allows game to render at a resolution different than native resolution. UI is always rendered at native resolution."); public static GUIContent maxPixelLightsLabel = new GUIContent("Max 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("Enable Vertex Light", "If enabled, shades additional lights exceeding maxAdditionalPixelLights per-vertex up to the maximum of 8 lights."); public static GUIContent requireCameraDepthTexture = new GUIContent("Camera Depth Texture", "If enabled the the pipeline will generate depth texture necessary for some effects like soft particles."); public static GUIContent shadowType = new GUIContent("Shadow Type", "Single directional shadow supported. SOFT_SHADOWS applies shadow filtering."); public static GUIContent shadowNearPlaneOffset = new GUIContent("Shadow Near Plane Offset", "Offset shadow near plane to account for large triangles being distorted by pancaking"); public static GUIContent shadowDistante = new GUIContent("Shadow Distance", "Max shadow drawing distance"); public static GUIContent shadowAtlasResolution = new GUIContent("Shadow Map Resolution", "Resolution of shadow map texture. If cascades are enabled all cascades will be packed into this texture resolution."); public static GUIContent shadowCascades = new GUIContent("Shadow Cascades", "Number of cascades for directional shadows"); public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split", "Percentages to split shadow volume"); public static GUIContent defaultMaterial = new GUIContent("Default Material", "Material to use when creating 3D objects"); public static GUIContent defaultParticleMaterial = new GUIContent("Default Particle Material", "Material to use when creating Particle Systems"); public static GUIContent defaultTerrainMaterial = new GUIContent("Default Terrain Material", "Material to use in Terrains"); public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing applied to all cameras."); } private int kMaxSupportedPixelLights = 8; 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_DefaultMaterial; private SerializedProperty m_DefaultParticleMaterial; private SerializedProperty m_DefaultTerrainMaterial; 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_DefaultMaterial = serializedObject.FindProperty("m_DefaultMaterial"); m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial"); m_DefaultTerrainMaterial = serializedObject.FindProperty("m_DefaultTerrainMaterial"); m_MSAA = serializedObject.FindProperty("m_MSAA"); } 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, 0.1f, 1.0f); 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++; EditorGUILayout.PropertyField(m_ShadowTypeProp, Styles.shadowType); EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution); EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset); EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante); EditorGUILayout.PropertyField(m_ShadowCascadesProp, Styles.shadowCascades); 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--; EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_DefaultMaterial, Styles.defaultMaterial); EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial); EditorGUILayout.PropertyField(m_DefaultTerrainMaterial, Styles.defaultTerrainMaterial); EditorGUI.indentLevel--; serializedObject.ApplyModifiedProperties(); } } }