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88 行
4.6 KiB
88 行
4.6 KiB
using UnityEngine.Events;
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namespace UnityEditor.Experimental.Rendering
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{
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using _ = CoreEditorUtils;
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using CED = CoreEditorDrawer<RenderPipelineSettingsUI, SerializedRenderPipelineSettings>;
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class RenderPipelineSettingsUI : BaseUI<SerializedRenderPipelineSettings>
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{
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static RenderPipelineSettingsUI()
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{
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Inspector = CED.Group(
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SectionPrimarySettings,
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CED.space,
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CED.Select(
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(s, d, o) => s.lightLoopSettings,
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(s, d, o) => d.lightLoopSettings,
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GlobalLightLoopSettingsUI.Inspector
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),
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CED.space,
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CED.Select(
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(s, d, o) => s.shadowInitParams,
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(s, d, o) => d.shadowInitParams,
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ShadowInitParametersUI.SectionAtlas
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),
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CED.space,
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CED.Select(
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(s, d, o) => s.decalSettings,
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(s, d, o) => d.decalSettings,
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GlobalDecalSettingsUI.Inspector
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)
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);
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}
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public static readonly CED.IDrawer Inspector;
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public static readonly CED.IDrawer SectionPrimarySettings = CED.Group(
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CED.Action(Drawer_SectionPrimarySettings)
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);
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GlobalLightLoopSettingsUI lightLoopSettings = new GlobalLightLoopSettingsUI();
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GlobalDecalSettingsUI decalSettings = new GlobalDecalSettingsUI();
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ShadowInitParametersUI shadowInitParams = new ShadowInitParametersUI();
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public RenderPipelineSettingsUI()
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: base(0)
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{
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}
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public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint)
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{
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lightLoopSettings.Reset(data.lightLoopSettings, repaint);
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shadowInitParams.Reset(data.shadowInitParams, repaint);
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decalSettings.Reset(data.decalSettings, repaint);
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base.Reset(data, repaint);
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}
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public override void Update()
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{
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lightLoopSettings.Update();
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shadowInitParams.Update();
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decalSettings.Update();
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base.Update();
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}
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static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o)
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{
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EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel);
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++EditorGUI.indentLevel;
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EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask|Enable memory (Extra Gbuffer in deferred) and shader variant for shadow mask."));
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EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR|Enable memory use by SSR effect."));
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EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO|Enable memory use by SSAO effect."));
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EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer|Enable memory and variant of decal buffer."));
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EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing|This feature doesn't work currently."));
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EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count|Allow to select the level of MSAA."));
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EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
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EditorGUILayout.PropertyField(d.supportOnlyForward, _.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
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EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
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EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
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EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
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EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
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EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));
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--EditorGUI.indentLevel;
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}
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}
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}
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