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9.9 KiB

using System.Linq;
using UnityEditor;
using UnityEditor.AnimatedValues;
using UnityEditor.Experimental.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
[CustomEditor(typeof(LightweightPipelineAsset))]
public class LightweightAssetEditor : Editor
{
internal class Styles
{
public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead.");
public static GUIContent maxPixelLightsLabel = new GUIContent("Pixel Lights",
"Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object.");
public static GUIContent enableVertexLightLabel = new GUIContent("Vertex Lighting",
"If enabled shades additional lights exceeding the maximum number of pixel lights per-vertex up to the maximum of 8 lights.");
public static GUIContent requireDepthTexture = new GUIContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture.");
public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.");
public static GUIContent requireOpaqueTexture = new GUIContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
public static GUIContent opaqueDownsampling = new GUIContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
public static GUIContent shadowType = new GUIContent("Type",
"Global shadow settings. Options are NO_SHADOW, HARD_SHADOWS and SOFT_SHADOWS.");
public static GUIContent shadowDistante = new GUIContent("Distance", "Max shadow rendering distance.");
public static GUIContent shadowAtlasResolution = new GUIContent("Shadowmap Resolution",
"Resolution of shadow map texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the max shadows atlas resolution.");
public static GUIContent shadowCascades = new GUIContent("Cascades",
"Number of cascades used in directional lights shadows");
public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split",
"Percentages to split shadow volume");
public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"};
public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
}
AnimBool m_ShowSoftParticles = new AnimBool();
AnimBool m_ShowOpaqueTextureScale = new AnimBool();
private int kMaxSupportedPixelLights = 8;
private float kMinRenderScale = 0.1f;
private float kMaxRenderScale = 4.0f;
private SerializedProperty m_RenderScale;
private SerializedProperty m_MaxPixelLights;
private SerializedProperty m_SupportsVertexLightProp;
private SerializedProperty m_RequireDepthTextureProp;
private SerializedProperty m_RequireSoftParticlesProp;
private SerializedProperty m_RequireOpaqueTextureProp;
private SerializedProperty m_OpaqueDownsamplingProp;
private SerializedProperty m_ShadowTypeProp;
private SerializedProperty m_ShadowDistanceProp;
private SerializedProperty m_ShadowAtlasResolutionProp;
private SerializedProperty m_ShadowCascadesProp;
private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_HDR;
private SerializedProperty m_MSAA;
void OnEnable()
{
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
m_RequireSoftParticlesProp = serializedObject.FindProperty("m_RequireSoftParticles");
m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
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_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_ShowSoftParticles.valueChanged.AddListener(Repaint);
m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;
m_ShowOpaqueTextureScale.valueChanged.AddListener(Repaint);
m_ShowOpaqueTextureScale.value = m_RequireOpaqueTextureProp.boolValue;
}
void OnDisable()
{
m_ShowSoftParticles.valueChanged.RemoveListener(Repaint);
m_ShowOpaqueTextureScale.valueChanged.RemoveListener(Repaint);
}
void UpdateAnimationValues()
{
m_ShowSoftParticles.target = m_RequireDepthTextureProp.boolValue;
m_ShowOpaqueTextureScale.target = m_RequireOpaqueTextureProp.boolValue;
}
void DrawAnimatedProperty(SerializedProperty prop, GUIContent content, AnimBool animation)
{
using (var group = new EditorGUILayout.FadeGroupScope(animation.faded))
if (group.visible)
EditorGUILayout.PropertyField(prop, content);
}
void DrawAnimatedPopup(SerializedProperty prop, GUIContent content, string[] options, AnimBool animation)
{
using (var group = new EditorGUILayout.FadeGroupScope(animation.faded))
if (group.visible)
CoreEditorUtils.DrawPopup(content, prop, options);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
UpdateAnimationValues();
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.renderScaleLabel);
m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, kMinRenderScale, kMaxRenderScale);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(Styles.maxPixelLightsLabel);
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, kMaxSupportedPixelLights);
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTexture);
DrawAnimatedProperty(m_RequireSoftParticlesProp, Styles.requireSoftParticles, m_ShowSoftParticles);
EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTexture);
DrawAnimatedPopup(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling, Styles.opaqueDownsamplingOptions, m_ShowOpaqueTextureScale);
EditorGUILayout.PropertyField(m_HDR, Styles.hdrContent);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
CoreEditorUtils.DrawPopup(Styles.shadowType, m_ShadowTypeProp, Styles.shadowTypeOptions);
EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution);
m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistante, m_ShadowDistanceProp.floatValue));
CoreEditorUtils.DrawPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
if (cascades == ShadowCascades.FOUR_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
else if (cascades == ShadowCascades.TWO_CASCADES)
CoreEditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();
}
}
}