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246 行
11 KiB
246 行
11 KiB
using System.Reflection;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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[CustomEditor(typeof(HDRenderPipelineAsset))]
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public sealed partial class HDRenderPipelineInspector : HDBaseEditor<HDRenderPipelineAsset>
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{
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SerializedProperty m_RenderPipelineResources;
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SerializedProperty m_DefaultDiffuseMaterial;
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SerializedProperty m_DefaultShader;
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// Global Frame Settings
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// Global Render settings
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SerializedProperty m_supportDBuffer;
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SerializedProperty m_supportMSAA;
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// Global Shadow settings
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SerializedProperty m_ShadowAtlasWidth;
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SerializedProperty m_ShadowAtlasHeight;
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// Global LightLoop settings
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SerializedProperty m_SpotCookieSize;
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SerializedProperty m_PointCookieSize;
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SerializedProperty m_ReflectionCubemapSize;
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// Commented out until we have proper realtime BC6H compression
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//SerializedProperty m_ReflectionCacheCompressed;
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// FrameSettings
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// LightLoop settings
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SerializedProperty m_enableTileAndCluster;
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SerializedProperty m_enableSplitLightEvaluation;
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SerializedProperty m_enableComputeLightEvaluation;
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SerializedProperty m_enableComputeLightVariants;
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SerializedProperty m_enableComputeMaterialVariants;
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SerializedProperty m_enableFptlForForwardOpaque;
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SerializedProperty m_enableBigTilePrepass;
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// Rendering Settings
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SerializedProperty m_RenderingUseForwardOnly;
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SerializedProperty m_RenderingUseDepthPrepass;
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SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly;
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SerializedProperty m_enableAsyncCompute;
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// Subsurface Scattering Settings
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SerializedProperty m_SubsurfaceScatteringSettings;
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void InitializeProperties()
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{
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m_RenderPipelineResources = properties.Find("m_RenderPipelineResources");
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m_DefaultDiffuseMaterial = properties.Find("m_DefaultDiffuseMaterial");
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m_DefaultShader = properties.Find("m_DefaultShader");
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// Global FrameSettings
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// Global Render settings
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m_supportDBuffer = properties.Find(x => x.renderPipelineSettings.supportDBuffer);
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m_supportMSAA = properties.Find(x => x.renderPipelineSettings.supportMSAA);
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// Global Shadow settings
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m_ShadowAtlasWidth = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasWidth);
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m_ShadowAtlasHeight = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasHeight);
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// Global LightLoop settings
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m_SpotCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.spotCookieSize);
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m_PointCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.pointCookieSize);
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m_ReflectionCubemapSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.reflectionCubemapSize);
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// Commented out until we have proper realtime BC6H compression
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//m_ReflectionCacheCompressed = properties.Find(x => x.globalFrameSettings.lightLoopSettings.reflectionCacheCompressed);
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// FrameSettings
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// LightLoop settings
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m_enableTileAndCluster = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableTileAndCluster);
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m_enableComputeLightEvaluation = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightEvaluation);
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m_enableComputeLightVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightVariants);
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m_enableComputeMaterialVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeMaterialVariants);
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m_enableFptlForForwardOpaque = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableFptlForForwardOpaque);
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m_enableBigTilePrepass = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableBigTilePrepass);
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// Rendering Settings
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m_enableAsyncCompute = properties.Find(x => x.serializedFrameSettings.enableAsyncCompute);
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m_RenderingUseForwardOnly = properties.Find(x => x.serializedFrameSettings.enableForwardRenderingOnly);
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m_RenderingUseDepthPrepass = properties.Find(x => x.serializedFrameSettings.enableDepthPrepassWithDeferredRendering);
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m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.serializedFrameSettings.enableAlphaTestOnlyInDeferredPrepass);
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// Subsurface Scattering Settings
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m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings);
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}
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static void HackSetDirty(RenderPipelineAsset asset)
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{
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EditorUtility.SetDirty(asset);
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var method = typeof(RenderPipelineAsset).GetMethod("OnValidate", BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Instance);
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if (method != null)
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method.Invoke(asset, new object[0]);
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}
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void GlobalLightLoopSettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.textureSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize);
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EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize);
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EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize);
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// Commented out until we have proper realtime BC6H compression
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//EditorGUILayout.PropertyField(m_ReflectionCacheCompressed, s_Styles.reflectionCacheCompressed);
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(hdAsset); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void GlobalRenderSettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_supportDBuffer, s_Styles.supportDBuffer);
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EditorGUILayout.PropertyField(m_supportMSAA, s_Styles.supportMSAA);
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(hdAsset); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void GlobalShadowSettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.shadowSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_ShadowAtlasWidth, s_Styles.shadowsAtlasWidth);
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EditorGUILayout.PropertyField(m_ShadowAtlasHeight, s_Styles.shadowsAtlasHeight);
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(hdAsset); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void LightLoopSettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.lightLoopSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_enableTileAndCluster, s_Styles.enableTileAndCluster);
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if (m_enableTileAndCluster.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass);
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// Allow to disable cluster for forward opaque when in forward only (option have no effect when MSAA is enabled)
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// Deferred opaque are always tiled
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EditorGUILayout.PropertyField(m_enableFptlForForwardOpaque, s_Styles.enableFptlForForwardOpaque);
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EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, s_Styles.enableComputeLightEvaluation);
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if (m_enableComputeLightEvaluation.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_enableComputeLightVariants, s_Styles.enableComputeLightVariants);
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EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, s_Styles.enableComputeMaterialVariants);
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EditorGUI.indentLevel--;
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(hdAsset); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void RendereringSettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, s_Styles.useForwardRenderingOnly);
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if (!m_RenderingUseForwardOnly.boolValue) // If we are deferred
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{
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EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, s_Styles.useDepthPrepassWithDeferredRendering);
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if (m_RenderingUseDepthPrepass.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_RenderingUseDepthPrepassAlphaTestOnly, s_Styles.renderAlphaTestOnlyInDeferredPrepass);
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EditorGUI.indentLevel--;
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}
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}
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EditorGUILayout.PropertyField(m_enableAsyncCompute, s_Styles.enableAsyncCompute);
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EditorGUI.indentLevel--;
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}
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void SettingsUI(HDRenderPipelineAsset hdAsset)
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{
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EditorGUILayout.LabelField(s_Styles.settingsLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.LabelField(s_Styles.renderPipelineSettings, EditorStyles.boldLabel);
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GlobalRenderSettingsUI(hdAsset);
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GlobalShadowSettingsUI(hdAsset);
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GlobalLightLoopSettingsUI(hdAsset);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.defaultFrameSettings, EditorStyles.boldLabel);
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RendereringSettingsUI(hdAsset);
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LightLoopSettingsUI(hdAsset);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings);
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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InitializeProperties();
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}
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public override void OnInspectorGUI()
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{
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if (!m_Target || m_HDPipeline == null)
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return;
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CheckStyles();
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serializedObject.Update();
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EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources);
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EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial);
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EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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SettingsUI(m_Target);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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