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228 行
9.7 KiB
228 行
9.7 KiB
using System.Reflection;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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[CustomEditor(typeof(HDRenderPipelineAsset))]
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public sealed partial class HDRenderPipelineInspector : HDBaseEditor<HDRenderPipelineAsset>
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{
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SerializedProperty m_DefaultDiffuseMaterial;
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SerializedProperty m_DefaultShader;
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// TilePass settings
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SerializedProperty m_enableTileAndCluster;
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SerializedProperty m_enableSplitLightEvaluation;
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SerializedProperty m_enableComputeLightEvaluation;
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SerializedProperty m_enableComputeLightVariants;
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SerializedProperty m_enableComputeMaterialVariants;
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SerializedProperty m_enableClustered;
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SerializedProperty m_enableFptlForOpaqueWhenClustered;
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SerializedProperty m_enableBigTilePrepass;
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// Rendering Settings
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SerializedProperty m_RenderingUseForwardOnly;
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SerializedProperty m_RenderingUseDepthPrepass;
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SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly;
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// Subsurface Scattering Settings
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SerializedProperty m_SubsurfaceScatteringSettings;
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// Shadow Settings
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SerializedProperty m_ShadowAtlasWidth;
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SerializedProperty m_ShadowAtlasHeight;
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// Texture Settings
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SerializedProperty m_SpotCookieSize;
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SerializedProperty m_PointCookieSize;
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SerializedProperty m_ReflectionCubemapSize;
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void InitializeProperties()
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{
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m_DefaultDiffuseMaterial = properties.Find("m_DefaultDiffuseMaterial");
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m_DefaultShader = properties.Find("m_DefaultShader");
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// Tile settings
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m_enableTileAndCluster = properties.Find(x => x.tileSettings.enableTileAndCluster);
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m_enableComputeLightEvaluation = properties.Find(x => x.tileSettings.enableComputeLightEvaluation);
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m_enableComputeLightVariants = properties.Find(x => x.tileSettings.enableComputeLightVariants);
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m_enableComputeMaterialVariants = properties.Find(x => x.tileSettings.enableComputeMaterialVariants);
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m_enableClustered = properties.Find(x => x.tileSettings.enableClustered);
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m_enableFptlForOpaqueWhenClustered = properties.Find(x => x.tileSettings.enableFptlForOpaqueWhenClustered);
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m_enableBigTilePrepass = properties.Find(x => x.tileSettings.enableBigTilePrepass);
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// Shadow settings
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m_ShadowAtlasWidth = properties.Find(x => x.shadowInitParams.shadowAtlasWidth);
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m_ShadowAtlasHeight = properties.Find(x => x.shadowInitParams.shadowAtlasHeight);
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// Texture settings
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m_SpotCookieSize = properties.Find(x => x.textureSettings.spotCookieSize);
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m_PointCookieSize = properties.Find(x => x.textureSettings.pointCookieSize);
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m_ReflectionCubemapSize = properties.Find(x => x.textureSettings.reflectionCubemapSize);
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// Rendering settings
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m_RenderingUseForwardOnly = properties.Find(x => x.renderingSettings.useForwardRenderingOnly);
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m_RenderingUseDepthPrepass = properties.Find(x => x.renderingSettings.useDepthPrepassWithDeferredRendering);
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m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.renderingSettings.renderAlphaTestOnlyInDeferredPrepass);
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// Subsurface Scattering Settings
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m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings);
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}
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static void HackSetDirty(RenderPipelineAsset asset)
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{
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EditorUtility.SetDirty(asset);
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var method = typeof(RenderPipelineAsset).GetMethod("OnValidate", BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Instance);
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if (method != null)
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method.Invoke(asset, new object[0]);
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}
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void TileSettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.tileLightLoopSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_enableTileAndCluster, s_Styles.enableTileAndCluster);
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if (m_enableTileAndCluster.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass);
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EditorGUILayout.PropertyField(m_enableClustered, s_Styles.enableClustered);
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// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
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// if (m_enableClustered.boolValue)
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if (m_enableClustered.boolValue && !m_enableComputeLightEvaluation.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_enableFptlForOpaqueWhenClustered, s_Styles.enableFptlForOpaqueWhenClustered);
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, s_Styles.enableComputeLightEvaluation);
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if (m_enableComputeLightEvaluation.boolValue)
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{
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// Tag: SUPPORT_COMPUTE_CLUSTER_OPAQUE - Uncomment this if you want to do cluster opaque with compute shader (by default we support only fptl on opaque)
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m_enableFptlForOpaqueWhenClustered.boolValue = true; // Force fptl to be always true if compute evaluation is enable
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_enableComputeLightVariants, s_Styles.enableComputeLightVariants);
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EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, s_Styles.enableComputeMaterialVariants);
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EditorGUI.indentLevel--;
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(renderContext); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void SssSettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings);
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}
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void SettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.LabelField(s_Styles.settingsLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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SssSettingsUI(renderContext);
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ShadowSettingsUI(renderContext);
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TextureSettingsUI(renderContext);
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RendereringSettingsUI(renderContext);
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TileSettingsUI(renderContext);
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EditorGUI.indentLevel--;
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}
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void ShadowSettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.shadowSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_ShadowAtlasWidth, s_Styles.shadowsAtlasWidth);
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EditorGUILayout.PropertyField(m_ShadowAtlasHeight, s_Styles.shadowsAtlasHeight);
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(renderContext); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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void RendereringSettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, s_Styles.useForwardRenderingOnly);
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if (!m_RenderingUseForwardOnly.boolValue) // If we are deferred
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{
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EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, s_Styles.useDepthPrepassWithDeferredRendering);
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if(m_RenderingUseDepthPrepass.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_RenderingUseDepthPrepassAlphaTestOnly, s_Styles.renderAlphaTestOnlyInDeferredPrepass);
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EditorGUI.indentLevel--;
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}
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}
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EditorGUI.indentLevel--;
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}
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void TextureSettingsUI(HDRenderPipelineAsset renderContext)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(s_Styles.textureSettings);
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize);
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EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize);
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EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize);
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if (EditorGUI.EndChangeCheck())
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{
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HackSetDirty(renderContext); // Repaint
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}
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EditorGUI.indentLevel--;
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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InitializeProperties();
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}
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public override void OnInspectorGUI()
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{
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if (!m_Target || m_HDPipeline == null)
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return;
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CheckStyles();
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serializedObject.Update();
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EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial);
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EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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SettingsUI(m_Target);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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