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151 行
7.4 KiB
151 行
7.4 KiB
using UnityEditor.AnimatedValues;
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using UnityEngine.Events;
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namespace UnityEditor.Experimental.Rendering
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{
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using _ = CoreEditorUtils;
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using CED = CoreEditorDrawer<FrameSettingsUI, SerializedFrameSettings>;
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class FrameSettingsUI : BaseUI<SerializedFrameSettings>
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{
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static FrameSettingsUI()
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{
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Inspector = CED.Group(
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SectionRenderingPasses,
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SectionRenderingSettings,
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SectionXRSettings,
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SectionLightingSettings,
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CED.Select(
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(s, d, o) => s.lightLoopSettings,
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(s, d, o) => d.lightLoopSettings,
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LightLoopSettingsUI.SectionLightLoopSettings
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)
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);
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}
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public static CED.IDrawer Inspector;
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public static CED.IDrawer SectionRenderingPasses = CED.FoldoutGroup(
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"Rendering Passes",
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(s, p, o) => s.isSectionExpandedRenderingPasses,
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FoldoutOption.Indent,
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CED.LabelWidth(200, CED.Action(Drawer_SectionRenderingPasses))
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);
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public static CED.IDrawer SectionRenderingSettings = CED.FoldoutGroup(
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"Rendering Settings",
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(s, p, o) => s.isSectionExpandedRenderingSettings,
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FoldoutOption.Indent,
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CED.LabelWidth(300,
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CED.Action(Drawer_FieldForwardRenderingOnly),
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CED.FadeGroup(
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(s, d, o, i) => s.isSectionExpandedUseForwardOnly,
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FadeOption.None,
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CED.Action(Drawer_FieldUseDepthPrepassWithDefferedRendering),
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CED.FadeGroup(
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(s, d, o, i) => s.isSectionExpandedUseDepthPrepass,
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FadeOption.Indent,
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CED.Action(Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass))),
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CED.Action(Drawer_SectionOtherRenderingSettings)
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)
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);
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public static CED.IDrawer SectionXRSettings = CED.FadeGroup(
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(s, d, o, i) => s.isSectionExpandedXRSupported,
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FadeOption.None,
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CED.FoldoutGroup(
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"XR Settings",
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(s, p, o) => s.isSectionExpandedXRSettings,
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FoldoutOption.Indent,
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CED.LabelWidth(200, CED.Action(Drawer_FieldStereoEnabled))));
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public static CED.IDrawer SectionLightingSettings = CED.FoldoutGroup(
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"Lighting Settings",
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(s, p, o) => s.isSectionExpandedLightingSettings,
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FoldoutOption.Indent,
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CED.LabelWidth(250, CED.Action(Drawer_SectionLightingSettings)));
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public AnimBool isSectionExpandedRenderingPasses { get { return m_AnimBools[0]; } }
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public AnimBool isSectionExpandedLightingSettings { get { return m_AnimBools[1]; } }
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public AnimBool isSectionExpandedRenderingSettings { get { return m_AnimBools[2]; } }
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public AnimBool isSectionExpandedXRSettings { get { return m_AnimBools[3]; } }
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public AnimBool isSectionExpandedXRSupported { get { return m_AnimBools[4]; } }
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public AnimBool isSectionExpandedUseForwardOnly { get { return m_AnimBools[5]; } }
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public AnimBool isSectionExpandedUseDepthPrepass { get { return m_AnimBools[6]; } }
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public LightLoopSettingsUI lightLoopSettings = new LightLoopSettingsUI();
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public FrameSettingsUI()
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: base(7)
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{
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}
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public override void Reset(SerializedFrameSettings data, UnityAction repaint)
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{
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lightLoopSettings.Reset(data.lightLoopSettings, repaint);
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base.Reset(data, repaint);
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}
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public override void Update()
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{
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isSectionExpandedXRSupported.target = PlayerSettings.virtualRealitySupported;
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isSectionExpandedUseForwardOnly.target = !data.enableForwardRenderingOnly.boolValue;
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isSectionExpandedUseDepthPrepass.target = data.enableDepthPrepassWithDeferredRendering.boolValue;
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lightLoopSettings.Update();
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}
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static void Drawer_SectionRenderingPasses(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableTransparentPrepass, _.GetContent("Enable Transparent Prepass"));
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EditorGUILayout.PropertyField(p.enableTransparentPostpass, _.GetContent("Enable Transparent Postpass"));
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EditorGUILayout.PropertyField(p.enableMotionVectors, _.GetContent("Enable Motion Vectors"));
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EditorGUILayout.PropertyField(p.enableObjectMotionVectors, _.GetContent("Enable Object Motion Vectors"));
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EditorGUILayout.PropertyField(p.enableDBuffer, _.GetContent("Enable DBuffer"));
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EditorGUILayout.PropertyField(p.enableAtmosphericScattering, _.GetContent("Enable Atmospheric Scattering"));
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EditorGUILayout.PropertyField(p.enableRoughRefraction, _.GetContent("Enable Rough Refraction"));
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EditorGUILayout.PropertyField(p.enableDistortion, _.GetContent("Enable Distortion"));
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EditorGUILayout.PropertyField(p.enablePostprocess, _.GetContent("Enable Postprocess"));
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}
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static void Drawer_FieldForwardRenderingOnly(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only"));
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}
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static void Drawer_FieldUseDepthPrepassWithDefferedRendering(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering"));
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}
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static void Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass"));
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}
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static void Drawer_SectionOtherRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableAsyncCompute, _.GetContent("Enable Async Compute"));
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EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects"));
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EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects"));
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EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
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}
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static void Drawer_FieldStereoEnabled(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableStereo, _.GetContent("Enable Stereo"));
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}
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static void Drawer_SectionLightingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
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{
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EditorGUILayout.PropertyField(p.enableSSR, _.GetContent("Enable SSR"));
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EditorGUILayout.PropertyField(p.enableSSAO, _.GetContent("Enable SSAO"));
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EditorGUILayout.PropertyField(p.enableSubsurfaceScattering, _.GetContent("Enable Subsurface Scattering"));
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EditorGUILayout.PropertyField(p.enableTransmission, _.GetContent("Enable Transmission"));
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EditorGUILayout.PropertyField(p.enableShadow, _.GetContent("Enable Shadow"));
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EditorGUILayout.PropertyField(p.enableContactShadow, _.GetContent("Enable Contact Shadows"));
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EditorGUILayout.PropertyField(p.enableShadowMask, _.GetContent("Enable Shadow Masks"));
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}
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}
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}
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