您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

249 行
12 KiB

using System.Reflection;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(HDRenderPipelineAsset))]
public sealed partial class HDRenderPipelineInspector : HDBaseEditor<HDRenderPipelineAsset>
{
SerializedProperty m_RenderPipelineResources;
SerializedProperty m_DefaultDiffuseMaterial;
SerializedProperty m_DefaultShader;
// Global Frame Settings
// Global Render settings
SerializedProperty m_supportDBuffer;
SerializedProperty m_supportMSAA;
// Global Shadow settings
SerializedProperty m_ShadowAtlasWidth;
SerializedProperty m_ShadowAtlasHeight;
// Global LightLoop settings
SerializedProperty m_SpotCookieSize;
SerializedProperty m_PointCookieSize;
SerializedProperty m_ReflectionCubemapSize;
// Commented out until we have proper realtime BC6H compression
//SerializedProperty m_ReflectionCacheCompressed;
SerializedProperty m_SkyReflectionSize;
// FrameSettings
// LightLoop settings
SerializedProperty m_enableTileAndCluster;
SerializedProperty m_enableSplitLightEvaluation;
SerializedProperty m_enableComputeLightEvaluation;
SerializedProperty m_enableComputeLightVariants;
SerializedProperty m_enableComputeMaterialVariants;
SerializedProperty m_enableFptlForForwardOpaque;
SerializedProperty m_enableBigTilePrepass;
// Rendering Settings
SerializedProperty m_RenderingUseForwardOnly;
SerializedProperty m_RenderingUseDepthPrepass;
SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly;
SerializedProperty m_enableAsyncCompute;
// Subsurface Scattering Settings
SerializedProperty m_SubsurfaceScatteringSettings;
void InitializeProperties()
{
m_RenderPipelineResources = properties.Find("m_RenderPipelineResources");
m_DefaultDiffuseMaterial = properties.Find("m_DefaultDiffuseMaterial");
m_DefaultShader = properties.Find("m_DefaultShader");
// Global FrameSettings
// Global Render settings
m_supportDBuffer = properties.Find(x => x.renderPipelineSettings.supportDBuffer);
m_supportMSAA = properties.Find(x => x.renderPipelineSettings.supportMSAA);
// Global Shadow settings
m_ShadowAtlasWidth = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasWidth);
m_ShadowAtlasHeight = properties.Find(x => x.renderPipelineSettings.shadowInitParams.shadowAtlasHeight);
// Global LightLoop settings
m_SpotCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.spotCookieSize);
m_PointCookieSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.pointCookieSize);
m_ReflectionCubemapSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.reflectionCubemapSize);
// Commented out until we have proper realtime BC6H compression
//m_ReflectionCacheCompressed = properties.Find(x => x.globalFrameSettings.lightLoopSettings.reflectionCacheCompressed);
m_SkyReflectionSize = properties.Find(x => x.renderPipelineSettings.lightLoopSettings.skyReflectionSize);
// FrameSettings
// LightLoop settings
m_enableTileAndCluster = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableTileAndCluster);
m_enableComputeLightEvaluation = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightEvaluation);
m_enableComputeLightVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeLightVariants);
m_enableComputeMaterialVariants = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableComputeMaterialVariants);
m_enableFptlForForwardOpaque = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableFptlForForwardOpaque);
m_enableBigTilePrepass = properties.Find(x => x.serializedFrameSettings.lightLoopSettings.enableBigTilePrepass);
// Rendering Settings
m_enableAsyncCompute = properties.Find(x => x.serializedFrameSettings.enableAsyncCompute);
m_RenderingUseForwardOnly = properties.Find(x => x.serializedFrameSettings.enableForwardRenderingOnly);
m_RenderingUseDepthPrepass = properties.Find(x => x.serializedFrameSettings.enableDepthPrepassWithDeferredRendering);
m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.serializedFrameSettings.enableAlphaTestOnlyInDeferredPrepass);
// Subsurface Scattering Settings
m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings);
}
static void HackSetDirty(RenderPipelineAsset asset)
{
EditorUtility.SetDirty(asset);
var method = typeof(RenderPipelineAsset).GetMethod("OnValidate", BindingFlags.FlattenHierarchy | BindingFlags.NonPublic | BindingFlags.Instance);
if (method != null)
method.Invoke(asset, new object[0]);
}
void GlobalLightLoopSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.textureSettings);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize);
EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize);
EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize);
// Commented out until we have proper realtime BC6H compression
//EditorGUILayout.PropertyField(m_ReflectionCacheCompressed, s_Styles.reflectionCacheCompressed);
EditorGUILayout.PropertyField(m_SkyReflectionSize, s_Styles.skyReflectionSize);
if (EditorGUI.EndChangeCheck())
{
HackSetDirty(hdAsset); // Repaint
}
EditorGUI.indentLevel--;
}
void GlobalRenderSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_supportDBuffer, s_Styles.supportDBuffer);
EditorGUILayout.PropertyField(m_supportMSAA, s_Styles.supportMSAA);
if (EditorGUI.EndChangeCheck())
{
HackSetDirty(hdAsset); // Repaint
}
EditorGUI.indentLevel--;
}
void GlobalShadowSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.shadowSettings);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_ShadowAtlasWidth, s_Styles.shadowsAtlasWidth);
EditorGUILayout.PropertyField(m_ShadowAtlasHeight, s_Styles.shadowsAtlasHeight);
if (EditorGUI.EndChangeCheck())
{
HackSetDirty(hdAsset); // Repaint
}
EditorGUI.indentLevel--;
}
void LightLoopSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.lightLoopSettings);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_enableTileAndCluster, s_Styles.enableTileAndCluster);
if (m_enableTileAndCluster.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableBigTilePrepass, s_Styles.enableBigTilePrepass);
// Allow to disable cluster for forward opaque when in forward only (option have no effect when MSAA is enabled)
// Deferred opaque are always tiled
EditorGUILayout.PropertyField(m_enableFptlForForwardOpaque, s_Styles.enableFptlForForwardOpaque);
EditorGUILayout.PropertyField(m_enableComputeLightEvaluation, s_Styles.enableComputeLightEvaluation);
if (m_enableComputeLightEvaluation.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_enableComputeLightVariants, s_Styles.enableComputeLightVariants);
EditorGUILayout.PropertyField(m_enableComputeMaterialVariants, s_Styles.enableComputeMaterialVariants);
EditorGUI.indentLevel--;
}
}
if (EditorGUI.EndChangeCheck())
{
HackSetDirty(hdAsset); // Repaint
}
EditorGUI.indentLevel--;
}
void RendereringSettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.renderingSettingsLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RenderingUseForwardOnly, s_Styles.useForwardRenderingOnly);
if (!m_RenderingUseForwardOnly.boolValue) // If we are deferred
{
EditorGUILayout.PropertyField(m_RenderingUseDepthPrepass, s_Styles.useDepthPrepassWithDeferredRendering);
if (m_RenderingUseDepthPrepass.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RenderingUseDepthPrepassAlphaTestOnly, s_Styles.renderAlphaTestOnlyInDeferredPrepass);
EditorGUI.indentLevel--;
}
}
EditorGUILayout.PropertyField(m_enableAsyncCompute, s_Styles.enableAsyncCompute);
EditorGUI.indentLevel--;
}
void SettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.LabelField(s_Styles.settingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(s_Styles.renderPipelineSettings, EditorStyles.boldLabel);
GlobalRenderSettingsUI(hdAsset);
GlobalShadowSettingsUI(hdAsset);
GlobalLightLoopSettingsUI(hdAsset);
EditorGUILayout.Space();
EditorGUILayout.LabelField(s_Styles.defaultFrameSettings, EditorStyles.boldLabel);
RendereringSettingsUI(hdAsset);
LightLoopSettingsUI(hdAsset);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings);
}
protected override void OnEnable()
{
base.OnEnable();
InitializeProperties();
}
public override void OnInspectorGUI()
{
if (!m_Target || m_HDPipeline == null)
return;
CheckStyles();
serializedObject.Update();
EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources);
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
SettingsUI(m_Target);
serializedObject.ApplyModifiedProperties();
}
}
}