您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
113 行
6.0 KiB
113 行
6.0 KiB
using UnityEditor;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.LowendMobile
|
|
{
|
|
[CustomEditor(typeof(LowEndMobilePipelineAsset))]
|
|
public class LowendPipelineAssetInspector : Editor
|
|
{
|
|
internal class Styles
|
|
{
|
|
public static GUIContent renderingLabel = new GUIContent("Rendering");
|
|
public static GUIContent shadowLabel = new GUIContent("Shadows");
|
|
|
|
public static GUIContent maxPixelLights = new GUIContent("Max per-pixel lights supported",
|
|
"Amount of dynamic lights processed in fragment shader. More than 1 per-pixel light is not recommended.");
|
|
|
|
public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light",
|
|
"Enable up to 4 per-vertex dynamic lights.");
|
|
|
|
public static GUIContent enableLightmap = new GUIContent("Enable Lightmap",
|
|
"Only non-directional lightmaps are supported");
|
|
|
|
public static GUIContent enableAmbientProbe = new GUIContent("Enable Ambient Probe",
|
|
"Uses light probes as ambient light source for non-lightmapped objects.");
|
|
|
|
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 shadowBias = new GUIContent("Shadow Bias");
|
|
|
|
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");
|
|
}
|
|
|
|
private SerializedProperty m_MaxPixelLights;
|
|
private SerializedProperty m_SupportsVertexLightProp;
|
|
private SerializedProperty m_EnableLightmapsProp;
|
|
private SerializedProperty m_EnableAmbientProbeProp;
|
|
private SerializedProperty m_ShadowTypeProp;
|
|
private SerializedProperty m_ShadowNearPlaneOffsetProp;
|
|
private SerializedProperty m_ShadowBiasProperty;
|
|
private SerializedProperty m_ShadowDistanceProp;
|
|
private SerializedProperty m_ShadowAtlasResolutionProp;
|
|
private SerializedProperty m_ShadowCascadesProp;
|
|
private SerializedProperty m_ShadowCascade2SplitProp;
|
|
private SerializedProperty m_ShadowCascade4SplitProp;
|
|
|
|
void OnEnable()
|
|
{
|
|
m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
|
|
m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
|
|
m_EnableLightmapsProp = serializedObject.FindProperty("m_EnableLightmaps");
|
|
m_EnableAmbientProbeProp = serializedObject.FindProperty("m_EnableAmbientProbe");
|
|
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
|
|
m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
|
|
m_ShadowBiasProperty = serializedObject.FindProperty("m_ShadowBias");
|
|
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");
|
|
}
|
|
|
|
public override void OnInspectorGUI()
|
|
{
|
|
LowEndMobilePipelineAsset pipeAsset = target as LowEndMobilePipelineAsset;
|
|
serializedObject.Update();
|
|
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
EditorGUILayout.PropertyField(m_MaxPixelLights, Styles.maxPixelLights);
|
|
EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
|
|
EditorGUILayout.PropertyField(m_EnableLightmapsProp, Styles.enableLightmap);
|
|
EditorGUILayout.PropertyField(m_EnableAmbientProbeProp, Styles.enableAmbientProbe);
|
|
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_ShadowBiasProperty, Styles.shadowBias);
|
|
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--;
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
}
|