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566 行
26 KiB
566 行
26 KiB
using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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using UnityEngine.Rendering;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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// TODO: Simplify this editor once we can target 2018.1
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[CanEditMultipleObjects]
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[CustomEditorForRenderPipeline(typeof(Light), typeof(HDRenderPipelineAsset))]
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sealed partial class HDLightEditor : LightEditor
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{
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sealed class SerializedBaseData
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{
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public SerializedProperty type;
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public SerializedProperty range;
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public SerializedProperty spotAngle;
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public SerializedProperty cookie;
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public SerializedProperty cookieSize;
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public SerializedProperty color;
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public SerializedProperty intensity;
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public SerializedProperty bounceIntensity;
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public SerializedProperty colorTemperature;
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public SerializedProperty useColorTemperature;
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public SerializedProperty shadowsType;
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public SerializedProperty shadowsBias;
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public SerializedProperty shadowsNormalBias;
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public SerializedProperty shadowsNearPlane;
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public SerializedProperty lightmapping;
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public SerializedProperty areaSizeX;
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public SerializedProperty areaSizeY;
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public SerializedProperty bakedShadowRadius;
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public SerializedProperty bakedShadowAngle;
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}
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sealed class SerializedLightData
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{
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public SerializedProperty spotInnerPercent;
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public SerializedProperty lightDimmer;
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public SerializedProperty fadeDistance;
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public SerializedProperty affectDiffuse;
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public SerializedProperty affectSpecular;
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public SerializedProperty lightTypeExtent;
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public SerializedProperty spotLightShape;
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public SerializedProperty shapeLength;
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public SerializedProperty shapeWidth;
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public SerializedProperty aspectRatio;
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public SerializedProperty shapeRadius;
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public SerializedProperty maxSmoothness;
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public SerializedProperty applyRangeAttenuation;
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// Editor stuff
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public SerializedProperty useOldInspector;
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public SerializedProperty showFeatures;
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public SerializedProperty showAdditionalSettings;
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}
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sealed class SerializedShadowData
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{
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public SerializedProperty dimmer;
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public SerializedProperty fadeDistance;
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public SerializedProperty cascadeCount;
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public SerializedProperty cascadeRatios;
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public SerializedProperty cascadeBorders;
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public SerializedProperty resolution;
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}
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SerializedObject m_SerializedAdditionalLightData;
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SerializedObject m_SerializedAdditionalShadowData;
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SerializedBaseData m_BaseData;
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SerializedLightData m_AdditionalLightData;
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SerializedShadowData m_AdditionalShadowData;
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// Copied over from teh original LightEditor class. Will go away once we can target 2018.1
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bool m_TypeIsSame { get { return !m_BaseData.type.hasMultipleDifferentValues; } }
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bool m_LightmappingTypeIsSame { get { return !m_BaseData.lightmapping.hasMultipleDifferentValues; } }
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bool m_IsCompletelyBaked { get { return m_BaseData.lightmapping.intValue == 2; } }
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bool m_IsRealtime { get { return m_BaseData.lightmapping.intValue == 4; } }
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Light light { get { return serializedObject.targetObject as Light; } }
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Texture m_Cookie { get { return m_BaseData.cookie.objectReferenceValue as Texture; } }
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bool m_BakingWarningValue { get { return !UnityEditor.Lightmapping.bakedGI && m_LightmappingTypeIsSame && !m_IsRealtime; } }
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bool m_BounceWarningValue
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{
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get
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{
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return m_TypeIsSame && (light.type == LightType.Point || light.type == LightType.Spot) &&
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m_LightmappingTypeIsSame && m_IsRealtime && !m_BaseData.bounceIntensity.hasMultipleDifferentValues
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&& m_BaseData.bounceIntensity.floatValue > 0.0f;
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}
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}
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public bool cookieWarningValue
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{
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get
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{
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return m_TypeIsSame && light.type == LightType.Spot &&
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!m_BaseData.cookie.hasMultipleDifferentValues && m_Cookie && m_Cookie.wrapMode != TextureWrapMode.Clamp;
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}
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}
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// LightType + LightTypeExtent combined
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enum LightShape
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{
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Spot,
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Directional,
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Point,
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//Area, <= offline base type not displayed in our case but used for GI of our area light
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Rectangle,
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Line,
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//Sphere,
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//Disc,
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}
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// Used for UI only; the processing code must use LightTypeExtent and LightType
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LightShape m_LightShape;
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void OnEnable()
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{
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// Get & automatically add additional HD data if not present
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var lightData = GetAdditionalData<HDAdditionalLightData>();
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var shadowData = GetAdditionalData<AdditionalShadowData>();
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m_SerializedAdditionalLightData = new SerializedObject(lightData);
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m_SerializedAdditionalShadowData = new SerializedObject(shadowData);
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// Grab all the serialized data we need
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m_BaseData = new SerializedBaseData
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{
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type = serializedObject.FindProperty("m_Type"),
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range = serializedObject.FindProperty("m_Range"),
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spotAngle = serializedObject.FindProperty("m_SpotAngle"),
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cookie = serializedObject.FindProperty("m_Cookie"),
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cookieSize = serializedObject.FindProperty("m_CookieSize"),
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color = serializedObject.FindProperty("m_Color"),
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intensity = serializedObject.FindProperty("m_Intensity"),
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bounceIntensity = serializedObject.FindProperty("m_BounceIntensity"),
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colorTemperature = serializedObject.FindProperty("m_ColorTemperature"),
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useColorTemperature = serializedObject.FindProperty("m_UseColorTemperature"),
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shadowsType = serializedObject.FindProperty("m_Shadows.m_Type"),
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shadowsBias = serializedObject.FindProperty("m_Shadows.m_Bias"),
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shadowsNormalBias = serializedObject.FindProperty("m_Shadows.m_NormalBias"),
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shadowsNearPlane = serializedObject.FindProperty("m_Shadows.m_NearPlane"),
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lightmapping = serializedObject.FindProperty("m_Lightmapping"),
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areaSizeX = serializedObject.FindProperty("m_AreaSize.x"),
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areaSizeY = serializedObject.FindProperty("m_AreaSize.y"),
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bakedShadowRadius = serializedObject.FindProperty("m_ShadowRadius"),
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bakedShadowAngle = serializedObject.FindProperty("m_ShadowAngle")
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};
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using (var o = new PropertyFetcher<HDAdditionalLightData>(m_SerializedAdditionalLightData))
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m_AdditionalLightData = new SerializedLightData
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{
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spotInnerPercent = o.Find(x => x.m_InnerSpotPercent),
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lightDimmer = o.Find(x => x.lightDimmer),
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fadeDistance = o.Find(x => x.fadeDistance),
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affectDiffuse = o.Find(x => x.affectDiffuse),
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affectSpecular = o.Find(x => x.affectSpecular),
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lightTypeExtent = o.Find(x => x.lightTypeExtent),
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spotLightShape = o.Find(x => x.spotLightShape),
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shapeLength = o.Find(x => x.shapeLength),
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shapeWidth = o.Find(x => x.shapeWidth),
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aspectRatio = o.Find(x => x.aspectRatio),
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shapeRadius = o.Find(x => x.shapeRadius),
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maxSmoothness = o.Find(x => x.maxSmoothness),
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applyRangeAttenuation = o.Find(x => x.applyRangeAttenuation),
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// Editor stuff
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useOldInspector = o.Find(x => x.useOldInspector),
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showFeatures = o.Find(x => x.featuresFoldout),
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showAdditionalSettings = o.Find(x => x.showAdditionalSettings)
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};
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// TODO: Review this once AdditionalShadowData is refactored
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using (var o = new PropertyFetcher<AdditionalShadowData>(m_SerializedAdditionalShadowData))
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m_AdditionalShadowData = new SerializedShadowData
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{
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dimmer = o.Find(x => x.shadowDimmer),
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fadeDistance = o.Find(x => x.shadowFadeDistance),
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cascadeCount = o.Find("shadowCascadeCount"),
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cascadeRatios = o.Find("shadowCascadeRatios"),
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cascadeBorders = o.Find("shadowCascadeBorders"),
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resolution = o.Find(x => x.shadowResolution)
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};
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}
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public override void OnInspectorGUI()
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{
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m_SerializedAdditionalLightData.Update();
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m_SerializedAdditionalShadowData.Update();
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// Temporary toggle to go back to the old editor & separated additional datas
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bool useOldInspector = m_AdditionalLightData.useOldInspector.boolValue;
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if (GUILayout.Button("Toggle default light editor"))
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useOldInspector = !useOldInspector;
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m_AdditionalLightData.useOldInspector.boolValue = useOldInspector;
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if (useOldInspector)
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{
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DrawDefaultInspector();
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ApplyAdditionalComponentsVisibility(false);
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m_SerializedAdditionalShadowData.ApplyModifiedProperties();
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m_SerializedAdditionalLightData.ApplyModifiedProperties();
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return;
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}
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// New editor
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ApplyAdditionalComponentsVisibility(true);
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CheckStyles();
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serializedObject.Update();
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ResolveLightShape();
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DrawFoldout(m_AdditionalLightData.showFeatures, "Features", DrawFeatures);
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DrawFoldout(m_BaseData.type, "Shape", DrawShape);
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DrawFoldout(m_BaseData.intensity, "Light", DrawLightSettings);
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if (m_BaseData.shadowsType.enumValueIndex != (int)LightShadows.None)
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DrawFoldout(m_BaseData.shadowsType, "Shadows", DrawShadows);
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CoreEditorUtils.DrawSplitter();
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EditorGUILayout.Space();
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m_SerializedAdditionalShadowData.ApplyModifiedProperties();
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m_SerializedAdditionalLightData.ApplyModifiedProperties();
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serializedObject.ApplyModifiedProperties();
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}
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void DrawFoldout(SerializedProperty foldoutProperty, string title, Action func)
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{
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CoreEditorUtils.DrawSplitter();
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bool state = foldoutProperty.isExpanded;
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state = CoreEditorUtils.DrawHeaderFoldout(title, state);
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if (state)
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{
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EditorGUI.indentLevel++;
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func();
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EditorGUI.indentLevel--;
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GUILayout.Space(2f);
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}
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foldoutProperty.isExpanded = state;
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}
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void DrawFeatures()
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{
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EditorGUILayout.PropertyField(m_AdditionalLightData.showAdditionalSettings);
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bool disabledScope = m_IsCompletelyBaked
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|| m_LightShape == LightShape.Line
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|| m_LightShape == LightShape.Rectangle;
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using (new EditorGUI.DisabledScope(disabledScope))
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{
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bool shadowsEnabled = EditorGUILayout.Toggle(new GUIContent("Enable Shadows"), m_BaseData.shadowsType.enumValueIndex != 0);
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m_BaseData.shadowsType.enumValueIndex = shadowsEnabled ? (int)LightShadows.Hard : (int)LightShadows.None;
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}
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}
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void DrawShape()
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{
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m_LightShape = (LightShape)EditorGUILayout.Popup(s_Styles.shape, (int)m_LightShape, s_Styles.shapeNames);
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// LightShape is HD specific, it need to drive LightType from the original LightType
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// when it make sense, so the GI is still in sync with the light shape
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switch (m_LightShape)
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{
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case LightShape.Directional:
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m_BaseData.type.enumValueIndex = (int)LightType.Directional;
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m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
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break;
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case LightShape.Point:
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m_BaseData.type.enumValueIndex = (int)LightType.Point;
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m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
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EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness);
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break;
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case LightShape.Spot:
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m_BaseData.type.enumValueIndex = (int)LightType.Spot;
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m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
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EditorGUILayout.PropertyField(m_AdditionalLightData.spotLightShape, s_Styles.spotLightShape);
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var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex;
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// Cone Spot
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if (spotLightShape == SpotLightShape.Cone)
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{
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EditorGUILayout.Slider(m_BaseData.spotAngle, 0f, 179.9f, s_Styles.spotAngle);
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EditorGUILayout.Slider(m_AdditionalLightData.spotInnerPercent, 0f, 100f, s_Styles.spotInnerPercent);
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}
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// TODO : replace with angle and ratio
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else if (spotLightShape == SpotLightShape.Pyramid)
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{
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EditorGUILayout.Slider(m_BaseData.spotAngle, 0f, 179.9f, s_Styles.spotAngle);
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EditorGUILayout.Slider(m_AdditionalLightData.aspectRatio, 0.05f, 20.0f, s_Styles.aspectRatioPyramid);
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}
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else if (spotLightShape == SpotLightShape.Box)
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{
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EditorGUILayout.PropertyField(m_AdditionalLightData.shapeLength, s_Styles.shapeLengthBox);
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EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthBox);
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}
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EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness);
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break;
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case LightShape.Rectangle:
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// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
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//m_BaseData.type.enumValueIndex = (int)LightType.Area;
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m_BaseData.type.enumValueIndex = (int)LightType.Point;
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m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
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EditorGUILayout.PropertyField(m_AdditionalLightData.shapeLength, s_Styles.shapeLengthRect);
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EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthRect);
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m_BaseData.areaSizeX.floatValue = m_AdditionalLightData.shapeLength.floatValue;
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m_BaseData.areaSizeY.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
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m_BaseData.shadowsType.enumValueIndex = (int)LightShadows.None;
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break;
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case LightShape.Line:
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// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
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//m_BaseData.type.enumValueIndex = (int)LightType.Area;
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m_BaseData.type.enumValueIndex = (int)LightType.Point;
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m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Line;
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EditorGUILayout.PropertyField(m_AdditionalLightData.shapeLength, s_Styles.shapeLengthLine);
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// Fake line with a small rectangle in vanilla unity for GI
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m_BaseData.areaSizeX.floatValue = m_AdditionalLightData.shapeLength.floatValue;
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m_BaseData.areaSizeY.floatValue = 0.01f;
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m_BaseData.shadowsType.enumValueIndex = (int)LightShadows.None;
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break;
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case (LightShape)(-1):
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// don't do anything, this is just to handle multi selection
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break;
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default:
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Debug.Assert(false, "Not implemented light type");
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break;
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}
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}
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void DrawLightSettings()
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{
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if (GraphicsSettings.lightsUseLinearIntensity && GraphicsSettings.lightsUseColorTemperature)
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{
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EditorGUILayout.PropertyField(m_BaseData.useColorTemperature, s_Styles.useColorTemperature);
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if (m_BaseData.useColorTemperature.boolValue)
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{
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const float kMinKelvin = 1000f;
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const float kMaxKelvin = 20000f;
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EditorGUILayout.LabelField(s_Styles.color);
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EditorGUI.indentLevel += 1;
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EditorGUILayout.PropertyField(m_BaseData.color, s_Styles.colorFilter);
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EditorGUILayout.Slider(m_BaseData.colorTemperature, kMinKelvin, kMaxKelvin, s_Styles.colorTemperature);
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EditorGUI.indentLevel -= 1;
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}
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else EditorGUILayout.PropertyField(m_BaseData.color, s_Styles.color);
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}
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else EditorGUILayout.PropertyField(m_BaseData.color, s_Styles.color);
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EditorGUILayout.PropertyField(m_BaseData.intensity, s_Styles.intensity);
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EditorGUILayout.PropertyField(m_BaseData.bounceIntensity, s_Styles.lightBounceIntensity);
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// Indirect shadows warning (Should be removed when we support realtime indirect shadows)
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if (m_BounceWarningValue)
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EditorGUILayout.HelpBox(s_Styles.indirectBounceShadowWarning.text, MessageType.Info);
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EditorGUILayout.PropertyField(m_BaseData.range, s_Styles.range);
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EditorGUILayout.PropertyField(m_BaseData.lightmapping, s_Styles.lightmappingMode);
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// Warning if GI Baking disabled and m_Lightmapping isn't realtime
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if (m_BakingWarningValue)
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EditorGUILayout.HelpBox(s_Styles.bakingWarning.text, MessageType.Info);
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// No cookie with area light (maybe in future textured area light ?)
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if (m_LightShape != LightShape.Rectangle && m_LightShape != LightShape.Line)
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{
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EditorGUILayout.PropertyField(m_BaseData.cookie, s_Styles.cookie);
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// Warn on spotlights if the cookie is set to repeat
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if (cookieWarningValue)
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EditorGUILayout.HelpBox(s_Styles.cookieWarning.text, MessageType.Warning);
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// When directional light use a cookie, it can control the size
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if (m_Cookie != null && m_LightShape == LightShape.Directional)
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{
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EditorGUILayout.Slider(m_AdditionalLightData.shapeLength, 0.01f, 10f, s_Styles.cookieSizeX);
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EditorGUILayout.Slider(m_AdditionalLightData.shapeWidth, 0.01f, 10f, s_Styles.cookieSizeY);
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}
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}
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if (m_AdditionalLightData.showAdditionalSettings.boolValue)
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{
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EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse);
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EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular);
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EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
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EditorGUILayout.PropertyField(m_AdditionalLightData.lightDimmer, s_Styles.lightDimmer);
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EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
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EditorGUI.indentLevel--;
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}
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}
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void DrawShadows()
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{
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if (m_IsCompletelyBaked)
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{
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switch ((LightType)m_BaseData.type.enumValueIndex)
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{
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case LightType.Directional:
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EditorGUILayout.Slider(m_BaseData.bakedShadowAngle, 0f, 90f, s_Styles.bakedShadowAngle);
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break;
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case LightType.Spot:
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case LightType.Point:
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EditorGUILayout.PropertyField(m_BaseData.bakedShadowRadius, s_Styles.bakedShadowRadius);
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break;
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}
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return;
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}
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EditorGUILayout.PropertyField(m_AdditionalShadowData.resolution, s_Styles.shadowResolution);
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EditorGUILayout.Slider(m_BaseData.shadowsBias, 0.001f, 1f, s_Styles.shadowBias);
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EditorGUILayout.Slider(m_BaseData.shadowsNormalBias, 0.001f, 1f, s_Styles.shadowNormalBias);
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EditorGUILayout.Slider(m_BaseData.shadowsNearPlane, 0.01f, 10f, s_Styles.shadowNearPlane);
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if (m_BaseData.type.enumValueIndex != (int)LightType.Directional)
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return;
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using (var scope = new EditorGUI.ChangeCheckScope())
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{
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EditorGUILayout.IntSlider(m_AdditionalShadowData.cascadeCount, 1, 4, s_Styles.shadowCascadeCount);
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if (scope.changed)
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{
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int len = m_AdditionalShadowData.cascadeCount.intValue;
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m_AdditionalShadowData.cascadeRatios.arraySize = len - 1;
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m_AdditionalShadowData.cascadeBorders.arraySize = len;
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}
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}
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EditorGUI.indentLevel++;
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using (var scope = new EditorGUI.ChangeCheckScope())
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|
{
|
|
// Draw each field first...
|
|
int arraySize = m_AdditionalShadowData.cascadeRatios.arraySize;
|
|
for (int i = 0; i < arraySize; i++)
|
|
EditorGUILayout.Slider(m_AdditionalShadowData.cascadeRatios.GetArrayElementAtIndex(i), 0f, 1f, s_Styles.shadowCascadeRatios[i]);
|
|
|
|
if (scope.changed)
|
|
{
|
|
// ...then clamp values to avoid out of bounds cascade ratios
|
|
for (int i = 0; i < arraySize; i++)
|
|
{
|
|
var ratios = m_AdditionalShadowData.cascadeRatios;
|
|
var ratioProp = ratios.GetArrayElementAtIndex(i);
|
|
float val = ratioProp.floatValue;
|
|
|
|
if (i > 0)
|
|
{
|
|
var prevRatioProp = ratios.GetArrayElementAtIndex(i - 1);
|
|
float prevVal = prevRatioProp.floatValue;
|
|
val = Mathf.Max(val, prevVal);
|
|
}
|
|
|
|
if (i < arraySize - 1)
|
|
{
|
|
var nextRatioProp = ratios.GetArrayElementAtIndex(i + 1);
|
|
float nextVal = nextRatioProp.floatValue;
|
|
val = Mathf.Min(val, nextVal);
|
|
}
|
|
|
|
ratioProp.floatValue = val;
|
|
}
|
|
}
|
|
}
|
|
|
|
EditorGUI.indentLevel--;
|
|
|
|
if (m_AdditionalLightData.showAdditionalSettings.boolValue)
|
|
{
|
|
EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.fadeDistance, s_Styles.shadowFadeDistance);
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.dimmer, s_Styles.shadowDimmer);
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
}
|
|
|
|
// Internal utilities
|
|
void ApplyAdditionalComponentsVisibility(bool hide)
|
|
{
|
|
var flags = hide ? HideFlags.HideInInspector : HideFlags.None;
|
|
|
|
foreach (var t in m_SerializedAdditionalLightData.targetObjects)
|
|
((HDAdditionalLightData)t).hideFlags = flags;
|
|
|
|
foreach (var t in m_SerializedAdditionalShadowData.targetObjects)
|
|
((AdditionalShadowData)t).hideFlags = flags;
|
|
}
|
|
|
|
void ResolveLightShape()
|
|
{
|
|
var type = m_BaseData.type;
|
|
|
|
// Special case for multi-selection: don't resolve light shape or it'll corrupt lights
|
|
if (type.hasMultipleDifferentValues)
|
|
{
|
|
m_LightShape = (LightShape)(-1);
|
|
return;
|
|
}
|
|
|
|
var lightTypeExtent = (LightTypeExtent)m_AdditionalLightData.lightTypeExtent.enumValueIndex;
|
|
|
|
if (lightTypeExtent == LightTypeExtent.Punctual)
|
|
{
|
|
switch ((LightType)type.enumValueIndex)
|
|
{
|
|
case LightType.Directional:
|
|
m_LightShape = LightShape.Directional;
|
|
break;
|
|
case LightType.Point:
|
|
m_LightShape = LightShape.Point;
|
|
break;
|
|
case LightType.Spot:
|
|
m_LightShape = LightShape.Spot;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Rectangle:
|
|
m_LightShape = LightShape.Rectangle;
|
|
break;
|
|
case LightTypeExtent.Line:
|
|
m_LightShape = LightShape.Line;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: Move this to a generic EditorUtilities class
|
|
T[] GetAdditionalData<T>()
|
|
where T : Component
|
|
{
|
|
// Handles multi-selection
|
|
var data = targets.Cast<Component>()
|
|
.Select(t => t.GetComponent<T>())
|
|
.ToArray();
|
|
|
|
for (int i = 0; i < data.Length; i++)
|
|
{
|
|
if (data[i] == null)
|
|
data[i] = Undo.AddComponent<T>(((Component)targets[i]).gameObject);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
}
|
|
}
|