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472 行
22 KiB

using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CanEditMultipleObjects]
[CustomEditorForRenderPipeline(typeof(Light), typeof(HDRenderPipelineAsset))]
sealed partial class HDLightEditor : LightEditor
{
sealed class SerializedLightData
{
public SerializedProperty spotInnerPercent;
public SerializedProperty lightDimmer;
public SerializedProperty fadeDistance;
public SerializedProperty affectDiffuse;
public SerializedProperty affectSpecular;
public SerializedProperty lightTypeExtent;
public SerializedProperty spotLightShape;
public SerializedProperty shapeWidth;
public SerializedProperty shapeHeight;
public SerializedProperty aspectRatio;
public SerializedProperty shapeRadius;
public SerializedProperty maxSmoothness;
public SerializedProperty applyRangeAttenuation;
// Editor stuff
public SerializedProperty useOldInspector;
public SerializedProperty showFeatures;
public SerializedProperty showAdditionalSettings;
}
sealed class SerializedShadowData
{
public SerializedProperty dimmer;
public SerializedProperty fadeDistance;
public SerializedProperty cascadeCount;
public SerializedProperty cascadeRatios;
public SerializedProperty cascadeBorders;
public SerializedProperty resolution;
public SerializedProperty enableContactShadows;
public SerializedProperty contactShadowLength;
public SerializedProperty contactShadowDistanceScaleFactor;
public SerializedProperty contactShadowMaxDistance;
public SerializedProperty contactShadowFadeDistance;
public SerializedProperty contactShadowSampleCount;
}
SerializedObject m_SerializedAdditionalLightData;
SerializedObject m_SerializedAdditionalShadowData;
SerializedLightData m_AdditionalLightData;
SerializedShadowData m_AdditionalShadowData;
// LightType + LightTypeExtent combined
enum LightShape
{
Spot,
Directional,
Point,
//Area, <= offline base type not displayed in our case but used for GI of our area light
Rectangle,
Line,
//Sphere,
//Disc,
}
// Used for UI only; the processing code must use LightTypeExtent and LightType
LightShape m_LightShape;
protected override void OnEnable()
{
base.OnEnable();
// Get & automatically add additional HD data if not present
var lightData = CoreEditorUtils.GetAdditionalData<HDAdditionalLightData>(targets);
var shadowData = CoreEditorUtils.GetAdditionalData<AdditionalShadowData>(targets);
m_SerializedAdditionalLightData = new SerializedObject(lightData);
m_SerializedAdditionalShadowData = new SerializedObject(shadowData);
using (var o = new PropertyFetcher<HDAdditionalLightData>(m_SerializedAdditionalLightData))
m_AdditionalLightData = new SerializedLightData
{
spotInnerPercent = o.Find(x => x.m_InnerSpotPercent),
lightDimmer = o.Find(x => x.lightDimmer),
fadeDistance = o.Find(x => x.fadeDistance),
affectDiffuse = o.Find(x => x.affectDiffuse),
affectSpecular = o.Find(x => x.affectSpecular),
lightTypeExtent = o.Find(x => x.lightTypeExtent),
spotLightShape = o.Find(x => x.spotLightShape),
shapeWidth = o.Find(x => x.shapeWidth),
shapeHeight = o.Find(x => x.shapeHeight),
aspectRatio = o.Find(x => x.aspectRatio),
shapeRadius = o.Find(x => x.shapeRadius),
maxSmoothness = o.Find(x => x.maxSmoothness),
applyRangeAttenuation = o.Find(x => x.applyRangeAttenuation),
// Editor stuff
useOldInspector = o.Find(x => x.useOldInspector),
showFeatures = o.Find(x => x.featuresFoldout),
showAdditionalSettings = o.Find(x => x.showAdditionalSettings)
};
// TODO: Review this once AdditionalShadowData is refactored
using (var o = new PropertyFetcher<AdditionalShadowData>(m_SerializedAdditionalShadowData))
m_AdditionalShadowData = new SerializedShadowData
{
dimmer = o.Find(x => x.shadowDimmer),
fadeDistance = o.Find(x => x.shadowFadeDistance),
cascadeCount = o.Find("shadowCascadeCount"),
cascadeRatios = o.Find("shadowCascadeRatios"),
cascadeBorders = o.Find("shadowCascadeBorders"),
resolution = o.Find(x => x.shadowResolution),
enableContactShadows = o.Find(x => x.enableContactShadows),
contactShadowLength = o.Find(x => x.contactShadowLength),
contactShadowDistanceScaleFactor = o.Find(x => x.contactShadowDistanceScaleFactor),
contactShadowMaxDistance = o.Find(x => x.contactShadowMaxDistance),
contactShadowFadeDistance = o.Find(x => x.contactShadowFadeDistance),
contactShadowSampleCount = o.Find(x => x.contactShadowSampleCount),
};
}
public override void OnInspectorGUI()
{
m_SerializedAdditionalLightData.Update();
m_SerializedAdditionalShadowData.Update();
// Temporary toggle to go back to the old editor & separated additional datas
bool useOldInspector = m_AdditionalLightData.useOldInspector.boolValue;
if (GUILayout.Button("Toggle default light editor"))
useOldInspector = !useOldInspector;
m_AdditionalLightData.useOldInspector.boolValue = useOldInspector;
if (useOldInspector)
{
DrawDefaultInspector();
ApplyAdditionalComponentsVisibility(false);
m_SerializedAdditionalShadowData.ApplyModifiedProperties();
m_SerializedAdditionalLightData.ApplyModifiedProperties();
return;
}
// New editor
ApplyAdditionalComponentsVisibility(true);
CheckStyles();
settings.Update();
ResolveLightShape();
DrawFoldout(m_AdditionalLightData.showFeatures, "Features", DrawFeatures);
DrawFoldout(settings.lightType, "Shape", DrawShape);
DrawFoldout(settings.intensity, "Light", DrawLightSettings);
if (settings.shadowsType.enumValueIndex != (int)LightShadows.None)
DrawFoldout(settings.shadowsType, "Shadows", DrawShadows);
CoreEditorUtils.DrawSplitter();
EditorGUILayout.Space();
m_SerializedAdditionalShadowData.ApplyModifiedProperties();
m_SerializedAdditionalLightData.ApplyModifiedProperties();
settings.ApplyModifiedProperties();
}
void DrawFoldout(SerializedProperty foldoutProperty, string title, Action func)
{
CoreEditorUtils.DrawSplitter();
bool state = foldoutProperty.isExpanded;
state = CoreEditorUtils.DrawHeaderFoldout(title, state);
if (state)
{
EditorGUI.indentLevel++;
func();
EditorGUI.indentLevel--;
GUILayout.Space(2f);
}
foldoutProperty.isExpanded = state;
}
void DrawFeatures()
{
bool disabledScope = settings.isCompletelyBaked
|| m_LightShape == LightShape.Line
|| m_LightShape == LightShape.Rectangle;
using (new EditorGUI.DisabledScope(disabledScope))
{
bool shadowsEnabled = EditorGUILayout.Toggle(CoreEditorUtils.GetContent("Enable Shadows"), settings.shadowsType.enumValueIndex != 0);
settings.shadowsType.enumValueIndex = shadowsEnabled ? (int)LightShadows.Hard : (int)LightShadows.None;
if (settings.lightType.enumValueIndex == (int)LightType.Directional)
{
EditorGUILayout.PropertyField(m_AdditionalShadowData.enableContactShadows, CoreEditorUtils.GetContent("Enable Contact Shadows"));
}
}
EditorGUILayout.PropertyField(m_AdditionalLightData.showAdditionalSettings);
}
void DrawShape()
{
m_LightShape = (LightShape)EditorGUILayout.Popup(s_Styles.shape, (int)m_LightShape, s_Styles.shapeNames);
if (m_LightShape != LightShape.Directional)
settings.DrawRange(false);
EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty
// LightShape is HD specific, it need to drive LightType from the original LightType
// when it make sense, so the GI is still in sync with the light shape
switch (m_LightShape)
{
case LightShape.Directional:
settings.lightType.enumValueIndex = (int)LightType.Directional;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
break;
case LightShape.Point:
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness);
break;
case LightShape.Spot:
settings.lightType.enumValueIndex = (int)LightType.Spot;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Punctual;
EditorGUILayout.PropertyField(m_AdditionalLightData.spotLightShape, s_Styles.spotLightShape);
var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex;
// Cone Spot
if (spotLightShape == SpotLightShape.Cone)
{
settings.DrawSpotAngle();
EditorGUILayout.Slider(m_AdditionalLightData.spotInnerPercent, 0f, 100f, s_Styles.spotInnerPercent);
}
// TODO : replace with angle and ratio
else if (spotLightShape == SpotLightShape.Pyramid)
{
settings.DrawSpotAngle();
EditorGUILayout.Slider(m_AdditionalLightData.aspectRatio, 0.05f, 20.0f, s_Styles.aspectRatioPyramid);
}
else if (spotLightShape == SpotLightShape.Box)
{
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthBox);
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.shapeHeightBox);
}
EditorGUILayout.PropertyField(m_AdditionalLightData.maxSmoothness, s_Styles.maxSmoothness);
break;
case LightShape.Rectangle:
// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
//m_BaseData.type.enumValueIndex = (int)LightType.Area;
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthRect);
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.shapeHeightRect);
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue;
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;
case LightShape.Line:
// TODO: Currently if we use Area type as it is offline light in legacy, the light will not exist at runtime
//m_BaseData.type.enumValueIndex = (int)LightType.Area;
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Line;
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.shapeWidthLine);
// Fake line with a small rectangle in vanilla unity for GI
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = 0.01f;
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;
case (LightShape)(-1):
// don't do anything, this is just to handle multi selection
break;
default:
Debug.Assert(false, "Not implemented light type");
break;
}
if (EditorGUI.EndChangeCheck())
{
((Light)target).SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
}
}
void DrawLightSettings()
{
settings.DrawColor();
settings.DrawIntensity();
settings.DrawBounceIntensity();
settings.DrawLightmapping();
EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty
// No cookie with area light (maybe in future textured area light ?)
if (m_LightShape != LightShape.Rectangle && m_LightShape != LightShape.Line)
{
settings.DrawCookie();
// When directional light use a cookie, it can control the size
if (settings.cookie != null && m_LightShape == LightShape.Directional)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.cookieSizeX);
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.cookieSizeY);
EditorGUI.indentLevel--;
}
}
if (m_AdditionalLightData.showAdditionalSettings.boolValue)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse);
EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular);
EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
EditorGUILayout.PropertyField(m_AdditionalLightData.lightDimmer, s_Styles.lightDimmer);
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
EditorGUI.indentLevel--;
}
if (EditorGUI.EndChangeCheck())
{
((Light)target).SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
}
}
void DrawBakedShadowParameters()
{
switch ((LightType)settings.lightType.enumValueIndex)
{
case LightType.Directional:
EditorGUILayout.Slider(settings.bakedShadowAngleProp, 0f, 90f, s_Styles.bakedShadowAngle);
break;
case LightType.Spot:
case LightType.Point:
EditorGUILayout.PropertyField(settings.bakedShadowRadiusProp, s_Styles.bakedShadowRadius);
break;
}
}
void DrawShadows()
{
if (settings.isCompletelyBaked)
{
DrawBakedShadowParameters();
return;
}
EditorGUILayout.PropertyField(m_AdditionalShadowData.resolution, s_Styles.shadowResolution);
EditorGUILayout.Slider(settings.shadowsBias, 0.001f, 1f, s_Styles.shadowBias);
EditorGUILayout.Slider(settings.shadowsNormalBias, 0.001f, 1f, s_Styles.shadowNormalBias);
EditorGUILayout.Slider(settings.shadowsNearPlane, 0.01f, 10f, s_Styles.shadowNearPlane);
if (settings.lightType.enumValueIndex == (int)LightType.Directional)
{
using (var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUILayout.IntSlider(m_AdditionalShadowData.cascadeCount, 1, 4, s_Styles.shadowCascadeCount);
if (scope.changed)
{
int len = m_AdditionalShadowData.cascadeCount.intValue;
m_AdditionalShadowData.cascadeRatios.arraySize = len - 1;
m_AdditionalShadowData.cascadeBorders.arraySize = len;
}
}
EditorGUI.indentLevel++;
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]);
EditorGUI.indentLevel--;
if(!m_AdditionalShadowData.enableContactShadows.hasMultipleDifferentValues && m_AdditionalShadowData.enableContactShadows.boolValue)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.contactShadow, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowLength, s_Styles.contactShadowLength);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowDistanceScaleFactor, s_Styles.contactShadowDistanceScaleFactor);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowMaxDistance, s_Styles.contactShadowMaxDistance);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowFadeDistance, s_Styles.contactShadowFadeDistance);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowSampleCount, s_Styles.contactShadowSampleCount);
EditorGUI.indentLevel--;
}
}
if (settings.isBakedOrMixed)
DrawBakedShadowParameters();
// There is currently no additional settings for shadow on directional light
if (m_AdditionalLightData.showAdditionalSettings.boolValue && settings.lightType.enumValueIndex != (int)LightType.Directional)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
if (settings.lightType.enumValueIndex == (int)LightType.Point || settings.lightType.enumValueIndex == (int)LightType.Spot)
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 = settings.lightType;
// 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;
}
}
}
}
}