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174 行
9.1 KiB
174 行
9.1 KiB
using UnityEditor;
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using UnityEditor.AnimatedValues;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[CustomEditor(typeof(LightweightPipelineAsset))]
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public class LightweightAssetEditor : Editor
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{
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internal class Styles
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{
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public static GUIContent renderingLabel = new GUIContent("Rendering");
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public static GUIContent shadowLabel = new GUIContent("Shadows");
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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.");
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public static GUIContent maxPixelLightsLabel = new GUIContent("Pixel Lights",
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"Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object.");
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public static GUIContent enableVertexLightLabel = new GUIContent("Vertex Lighting",
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"If enabled shades additional lights exceeding the maximum number of pixel lights per-vertex up to the maximum of 8 lights.");
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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.");
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public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.");
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public static GUIContent shadowType = new GUIContent("Type",
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"Global shadow settings. Options are NO_SHADOW, HARD_SHADOWS and SOFT_SHADOWS.");
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public static GUIContent shadowNearPlaneOffset = new GUIContent("Near Plane Offset",
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"Offset shadow near plane to account for large triangles being distorted by pancaking.");
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public static GUIContent shadowDistante = new GUIContent("Distance", "Max shadow rendering distance.");
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public static GUIContent shadowAtlasResolution = new GUIContent("Shadowmap Resolution",
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"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.");
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public static GUIContent shadowCascades = new GUIContent("Cascades",
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"Number of cascades used in directional lights shadows");
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public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split",
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"Percentages to split shadow volume");
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public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
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public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
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public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"};
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public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
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}
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AnimBool m_ShowSoftParticles = new AnimBool();
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private int kMaxSupportedPixelLights = 8;
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private float kMinRenderScale = 0.1f;
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private float kMaxRenderScale = 4.0f;
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private SerializedProperty m_RenderScale;
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private SerializedProperty m_MaxPixelLights;
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private SerializedProperty m_SupportsVertexLightProp;
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private SerializedProperty m_RequireDepthTextureProp;
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private SerializedProperty m_RequireSoftParticlesProp;
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private SerializedProperty m_ShadowTypeProp;
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private SerializedProperty m_ShadowNearPlaneOffsetProp;
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private SerializedProperty m_ShadowDistanceProp;
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private SerializedProperty m_ShadowAtlasResolutionProp;
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private SerializedProperty m_ShadowCascadesProp;
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private SerializedProperty m_ShadowCascade2SplitProp;
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private SerializedProperty m_ShadowCascade4SplitProp;
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private SerializedProperty m_HDR;
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private SerializedProperty m_MSAA;
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void OnEnable()
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{
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m_RenderScale = serializedObject.FindProperty("m_RenderScale");
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m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
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m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
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m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
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m_RequireSoftParticlesProp = serializedObject.FindProperty("m_RequireSoftParticles");
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m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
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m_ShadowNearPlaneOffsetProp = serializedObject.FindProperty("m_ShadowNearPlaneOffset");
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m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
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m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");
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m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
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m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
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m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
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m_HDR = serializedObject.FindProperty("m_SupportsHDR");
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m_MSAA = serializedObject.FindProperty("m_MSAA");
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m_ShowSoftParticles.valueChanged.AddListener(Repaint);
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m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;
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}
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void OnDisable()
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{
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m_ShowSoftParticles.valueChanged.RemoveListener(Repaint);
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}
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void UpdateAnimationValues()
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{
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m_ShowSoftParticles.target = m_RequireDepthTextureProp.boolValue;
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}
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void DrawAnimatedProperty(SerializedProperty prop, GUIContent content, AnimBool animation)
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{
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using (var group = new EditorGUILayout.FadeGroupScope(animation.faded))
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if (group.visible)
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EditorGUILayout.PropertyField(prop, content);
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}
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protected void DoPopup(GUIContent label, SerializedProperty property, string[] options)
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{
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var mode = property.intValue;
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EditorGUI.BeginChangeCheck();
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if (mode >= options.Length)
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Debug.LogError(string.Format("Invalid option while trying to set {0}", label.text));
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mode = EditorGUILayout.Popup(label, mode, options);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(property.objectReferenceValue, property.name);
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property.intValue = mode;
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}
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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UpdateAnimationValues();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(Styles.renderingLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(Styles.renderScaleLabel);
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m_RenderScale.floatValue = EditorGUILayout.Slider(m_RenderScale.floatValue, kMinRenderScale, kMaxRenderScale);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(Styles.maxPixelLightsLabel);
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m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(m_MaxPixelLights.intValue, 0, kMaxSupportedPixelLights);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
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EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTexture);
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DrawAnimatedProperty(m_RequireSoftParticlesProp, Styles.requireSoftParticles, m_ShowSoftParticles);
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EditorGUILayout.PropertyField(m_HDR, Styles.hdrContent);
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EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(Styles.shadowLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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DoPopup(Styles.shadowType, m_ShadowTypeProp, Styles.shadowTypeOptions);
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EditorGUILayout.PropertyField(m_ShadowAtlasResolutionProp, Styles.shadowAtlasResolution);
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EditorGUILayout.PropertyField(m_ShadowNearPlaneOffsetProp, Styles.shadowNearPlaneOffset);
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EditorGUILayout.PropertyField(m_ShadowDistanceProp, Styles.shadowDistante);
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DoPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
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ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
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if (cascades == ShadowCascades.FOUR_CASCADES)
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{
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EditorGUILayout.PropertyField(m_ShadowCascade4SplitProp, Styles.shadowCascadeSplit);
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}
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else if (cascades == ShadowCascades.TWO_CASCADES)
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{
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EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit);
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}
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EditorGUI.indentLevel--;
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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