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68 行
2.7 KiB

using UnityEngine.Events;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
using _ = CoreEditorUtils;
using CED = CoreEditorDrawer<HDRenderPipelineUI, SerializedHDRenderPipelineAsset>;
class HDRenderPipelineUI : BaseUI<SerializedHDRenderPipelineAsset>
{
static HDRenderPipelineUI()
{
Inspector = CED.Group(
SectionPrimarySettings,
CED.space,
CED.Select(
(s, d, o) => s.renderPipelineSettings,
(s, d, o) => d.renderPipelineSettings,
RenderPipelineSettingsUI.Inspector
),
CED.space,
CED.Action(Drawer_TitleDefaultFrameSettings),
CED.Select(
(s, d, o) => s.defaultFrameSettings,
(s, d, o) => d.defaultFrameSettings,
FrameSettingsUI.Inspector
)
);
}
public static readonly CED.IDrawer Inspector;
public static readonly CED.IDrawer SectionPrimarySettings = CED.Action(Drawer_SectionPrimarySettings);
public FrameSettingsUI defaultFrameSettings = new FrameSettingsUI();
public RenderPipelineSettingsUI renderPipelineSettings = new RenderPipelineSettingsUI();
public HDRenderPipelineUI()
: base(0)
{
}
public override void Reset(SerializedHDRenderPipelineAsset data, UnityAction repaint)
{
renderPipelineSettings.Reset(data.renderPipelineSettings, repaint);
defaultFrameSettings.Reset(data.defaultFrameSettings, repaint);
base.Reset(data, repaint);
}
public override void Update()
{
renderPipelineSettings.Update();
defaultFrameSettings.Update();
base.Update();
}
static void Drawer_TitleDefaultFrameSettings(HDRenderPipelineUI s, SerializedHDRenderPipelineAsset d, Editor o)
{
EditorGUILayout.LabelField(_.GetContent("Default Frame Settings"), EditorStyles.boldLabel);
}
static void Drawer_SectionPrimarySettings(HDRenderPipelineUI s, SerializedHDRenderPipelineAsset d, Editor o)
{
EditorGUILayout.PropertyField(d.renderPipelineResources, _.GetContent("Render Pipeline Resources|Set of resources that need to be loaded when creating stand alone"));
EditorGUILayout.PropertyField(d.diffusionProfileSettings, _.GetContent("Diffusion Profile Settings"));
EditorGUILayout.PropertyField(d.allowShaderVariantStripping, _.GetContent("Enable Shader Variant Stripping (experimental)"));
}
}
}