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74 行
2.7 KiB

using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEditor.Experimental.Rendering
{
[CustomEditorForRenderPipeline(typeof(Camera), typeof(HDRenderPipelineAsset))]
[CanEditMultipleObjects]
partial class HDCameraEditor : Editor
{
SerializedHDCamera m_SerializedCamera;
HDCameraUI m_UIState = new HDCameraUI();
RenderTexture m_PreviewTexture;
Camera m_PreviewCamera;
HDAdditionalCameraData m_PreviewAdditionalCameraData;
PostProcessLayer m_PreviewPostProcessLayer;
HDCamera m_PreviewHDCamera;
void OnEnable()
{
m_SerializedCamera = new SerializedHDCamera(serializedObject);
m_UIState.Reset(m_SerializedCamera, Repaint);
m_PreviewCamera = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera)).GetComponent<Camera>();
m_PreviewCamera.enabled = false;
m_PreviewCamera.cameraType = CameraType.Preview; // Must be init before adding HDAdditionalCameraData
m_PreviewAdditionalCameraData = m_PreviewCamera.gameObject.AddComponent<HDAdditionalCameraData>();
m_PreviewPostProcessLayer = m_PreviewCamera.gameObject.AddComponent<PostProcessLayer>();
m_PreviewHDCamera = new HDCamera(m_PreviewCamera);
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
}
void OnDisable()
{
if (m_PreviewTexture != null)
{
m_PreviewTexture.Release();
m_PreviewTexture = null;
}
DestroyImmediate(m_PreviewCamera.gameObject);
m_PreviewCamera = null;
}
public override void OnInspectorGUI()
{
var s = m_UIState;
var d = m_SerializedCamera;
d.Update();
s.Update();
HDCameraUI.Inspector.Draw(s, d, this);
d.Apply();
}
RenderTexture GetPreviewTextureWithSize(int width, int height)
{
if (m_PreviewTexture == null || m_PreviewTexture.width != width || m_PreviewTexture.height != height)
{
if (m_PreviewTexture != null)
m_PreviewTexture.Release();
m_PreviewTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_PreviewTexture.enableRandomWrite = true;
m_PreviewTexture.Create();
}
return m_PreviewTexture;
}
}
}