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
162 行
9.5 KiB
162 行
9.5 KiB
using UnityEditor;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
|
|
{
|
|
[CustomEditor(typeof(LightweightPipelineAsset))]
|
|
public class LightweightAssetInspector : Editor
|
|
{
|
|
internal class Styles
|
|
{
|
|
public static GUIContent renderingLabel = new GUIContent("Rendering");
|
|
public static GUIContent shadowLabel = new GUIContent("Shadows");
|
|
public static GUIContent defaults = new GUIContent("Defaults");
|
|
public static GUIContent linearRenderingLabel = new GUIContent("Force Linear Colorspace", "When enabled Lightweight shader will perform gamma to linear conversion in the shader when linear rendering is not supported or disabled");
|
|
|
|
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Allows game to render at a resolution different than native resolution. UI is always rendered at native resolution.");
|
|
|
|
public static GUIContent maxPixelLights = new GUIContent("Per-Object Pixel Lights",
|
|
"Max amount of dynamic per-object pixel lights.");
|
|
|
|
public static GUIContent enableVertexLightLabel = new GUIContent("Enable Vertex Light",
|
|
"Lightweight pipeline support at most 4 per-object lights between pixel and vertex. If value in pixel lights is set to max this settings has no effect.");
|
|
|
|
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 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");
|
|
|
|
public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
|
|
"Material to use when creating 3D objects");
|
|
|
|
public static GUIContent defaultParticleMaterial = new GUIContent("Default Particle Material",
|
|
"Material to use when creating Paticle Systems");
|
|
|
|
public static GUIContent defaultLineMaterial = new GUIContent("Default Line Material",
|
|
"Material to use when creating Line Renderers");
|
|
|
|
public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material",
|
|
"Material to use when creating Sprites");
|
|
|
|
public static GUIContent defaultUIMaterial = new GUIContent("Default UI Material", "Material to use when creating UI Text");
|
|
|
|
public static GUIContent defaultShader = new GUIContent("Default Shader",
|
|
"Shader to use when creating materials");
|
|
|
|
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing quality. When set to disabled, MSAA will not be performed even if the camera allows it.");
|
|
|
|
public static GUIContent attenuationTextureLabel = new GUIContent("Attenuation Texture", "Light attenuation falloff texture");
|
|
}
|
|
|
|
private SerializedProperty m_LinearRenderingProperty;
|
|
private SerializedProperty m_RenderScale;
|
|
private SerializedProperty m_MaxPixelLights;
|
|
private SerializedProperty m_SupportsVertexLightProp;
|
|
private SerializedProperty m_ShadowTypeProp;
|
|
private SerializedProperty m_ShadowNearPlaneOffsetProp;
|
|
private SerializedProperty m_ShadowDistanceProp;
|
|
private SerializedProperty m_ShadowAtlasResolutionProp;
|
|
private SerializedProperty m_ShadowCascadesProp;
|
|
private SerializedProperty m_ShadowCascade2SplitProp;
|
|
private SerializedProperty m_ShadowCascade4SplitProp;
|
|
private SerializedProperty m_DefaultDiffuseMaterial;
|
|
private SerializedProperty m_DefaultParticleMaterial;
|
|
private SerializedProperty m_DefaultLineMaterial;
|
|
private SerializedProperty m_DefaultSpriteMaterial;
|
|
private SerializedProperty m_DefaultUIMaterial;
|
|
private SerializedProperty m_DefaultShader;
|
|
private SerializedProperty m_MSAA;
|
|
private SerializedProperty m_AttenuationTexture;
|
|
|
|
void OnEnable()
|
|
{
|
|
m_LinearRenderingProperty = serializedObject.FindProperty("m_LinearRendering");
|
|
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
|
|
m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
|
|
m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
|
|
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
|
|
m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
|
|
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");
|
|
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
|
|
m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial");
|
|
m_DefaultLineMaterial = serializedObject.FindProperty("m_DefaultLineMaterial");
|
|
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
|
|
m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial");
|
|
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
|
|
m_MSAA = serializedObject.FindProperty("m_MSAA");
|
|
m_AttenuationTexture = serializedObject.FindProperty("m_AttenuationTexture");
|
|
}
|
|
|
|
public override void OnInspectorGUI()
|
|
{
|
|
serializedObject.Update();
|
|
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
EditorGUILayout.PropertyField(m_LinearRenderingProperty, Styles.linearRenderingLabel);
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(Styles.renderScaleLabel);
|
|
m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, 0.1f, 1.0f);
|
|
EditorGUILayout.EndHorizontal();
|
|
EditorGUILayout.BeginHorizontal();
|
|
EditorGUILayout.LabelField(Styles.maxPixelLights);
|
|
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, 4);
|
|
EditorGUILayout.EndHorizontal();
|
|
EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
|
|
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
|
|
EditorGUILayout.PropertyField(m_AttenuationTexture, Styles.attenuationTextureLabel);
|
|
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_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--;
|
|
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
|
|
EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial);
|
|
EditorGUILayout.PropertyField(m_DefaultLineMaterial, Styles.defaultLineMaterial);
|
|
EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial);
|
|
EditorGUILayout.PropertyField(m_DefaultUIMaterial, Styles.defaultUIMaterial);
|
|
EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader);
|
|
EditorGUI.indentLevel--;
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
}
|