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
557 行
26 KiB
557 行
26 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Assertions;
|
|
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
|
|
{
|
|
[MenuItem("CONTEXT/Light/Remove HD Light", false,0)]
|
|
static void RemoveLight(MenuCommand menuCommand)
|
|
{
|
|
GameObject go = ( (Light) menuCommand.context ).gameObject;
|
|
|
|
Assert.IsNotNull(go);
|
|
|
|
Undo.IncrementCurrentGroup();
|
|
Undo.DestroyObjectImmediate(go.GetComponent<Light>());
|
|
Undo.DestroyObjectImmediate(go.GetComponent<HDAdditionalLightData>());
|
|
Undo.DestroyObjectImmediate(go.GetComponent<AdditionalShadowData>());
|
|
}
|
|
|
|
sealed class SerializedLightData
|
|
{
|
|
public SerializedProperty directionalIntensity;
|
|
public SerializedProperty punctualIntensity;
|
|
public SerializedProperty areaIntensity;
|
|
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 resolution;
|
|
|
|
// Bias control
|
|
public SerializedProperty viewBiasMin;
|
|
public SerializedProperty viewBiasMax;
|
|
public SerializedProperty viewBiasScale;
|
|
public SerializedProperty normalBiasMin;
|
|
public SerializedProperty normalBiasMax;
|
|
public SerializedProperty normalBiasScale;
|
|
public SerializedProperty sampleBiasScale;
|
|
public SerializedProperty edgeLeakFixup;
|
|
public SerializedProperty edgeToleranceNormal;
|
|
public SerializedProperty edgeTolerance;
|
|
}
|
|
|
|
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,
|
|
}
|
|
|
|
const float k_MinAreaWidth = 0.01f; // Provide a small size of 1cm for line light
|
|
|
|
// 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, HDAdditionalLightData.InitDefaultHDAdditionalLightData);
|
|
var shadowData = CoreEditorUtils.GetAdditionalData<AdditionalShadowData>(targets, HDAdditionalShadowData.InitDefaultHDAdditionalShadowData);
|
|
m_SerializedAdditionalLightData = new SerializedObject(lightData);
|
|
m_SerializedAdditionalShadowData = new SerializedObject(shadowData);
|
|
|
|
using (var o = new PropertyFetcher<HDAdditionalLightData>(m_SerializedAdditionalLightData))
|
|
m_AdditionalLightData = new SerializedLightData
|
|
{
|
|
directionalIntensity = o.Find(x => x.directionalIntensity),
|
|
punctualIntensity = o.Find(x => x.punctualIntensity),
|
|
areaIntensity = o.Find(x => x.areaIntensity),
|
|
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),
|
|
resolution = o.Find(x => x.shadowResolution),
|
|
|
|
viewBiasMin = o.Find(x => x.viewBiasMin),
|
|
viewBiasMax = o.Find(x => x.viewBiasMax),
|
|
viewBiasScale = o.Find(x => x.viewBiasScale),
|
|
normalBiasMin = o.Find(x => x.normalBiasMin),
|
|
normalBiasMax = o.Find(x => x.normalBiasMax),
|
|
normalBiasScale = o.Find(x => x.normalBiasScale),
|
|
sampleBiasScale = o.Find(x => x.sampleBiasScale),
|
|
edgeLeakFixup = o.Find(x => x.edgeLeakFixup),
|
|
edgeToleranceNormal = o.Find(x => x.edgeToleranceNormal),
|
|
edgeTolerance = o.Find(x => x.edgeTolerance)
|
|
};
|
|
}
|
|
|
|
public override void OnInspectorGUI()
|
|
{
|
|
m_SerializedAdditionalLightData.Update();
|
|
m_SerializedAdditionalShadowData.Update();
|
|
|
|
// Disable the default light editor for the release, it is just use for development
|
|
/*
|
|
// 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;
|
|
}
|
|
|
|
EditorGUILayout.PropertyField(m_AdditionalLightData.showAdditionalSettings);
|
|
}
|
|
|
|
void DrawShape()
|
|
{
|
|
EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty + For intensity we need to detect light shape change
|
|
|
|
m_LightShape = (LightShape)EditorGUILayout.Popup(s_Styles.shape, (int)m_LightShape, s_Styles.shapeNames);
|
|
|
|
if (m_LightShape != LightShape.Directional)
|
|
settings.DrawRange(false);
|
|
|
|
// 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;
|
|
// In case of change, think to update InitDefaultHDAdditionalLightData()
|
|
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);
|
|
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
|
|
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
|
|
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);
|
|
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
|
|
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
|
|
// Fake line with a small rectangle in vanilla unity for GI
|
|
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
|
|
settings.areaSizeY.floatValue = k_MinAreaWidth;
|
|
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())
|
|
{
|
|
UpdateLightIntensity();
|
|
((Light)target).SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
|
|
}
|
|
}
|
|
|
|
// Caution: this function must match the one in HDAdditionalLightData.ConvertPhysicalLightIntensityToLightIntensity - any change need to be replicated
|
|
void UpdateLightIntensity()
|
|
{
|
|
// Clamp negative values.
|
|
m_AdditionalLightData.directionalIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.directionalIntensity.floatValue);
|
|
m_AdditionalLightData.punctualIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.punctualIntensity.floatValue);
|
|
m_AdditionalLightData.areaIntensity.floatValue = Mathf.Max(0, m_AdditionalLightData.areaIntensity.floatValue);
|
|
|
|
switch (m_LightShape)
|
|
{
|
|
case LightShape.Directional:
|
|
settings.intensity.floatValue = m_AdditionalLightData.directionalIntensity.floatValue;
|
|
break;
|
|
|
|
case LightShape.Point:
|
|
settings.intensity.floatValue = LightUtils.ConvertPointLightIntensity(m_AdditionalLightData.punctualIntensity.floatValue);
|
|
break;
|
|
|
|
case LightShape.Spot:
|
|
// Spot should used conversion which take into account the angle, and thus the intensity vary with angle.
|
|
// This is not easy to manipulate for lighter, so we simply consider any spot light as just occluded point light. So reuse the same code.
|
|
settings.intensity.floatValue = LightUtils.ConvertPointLightIntensity(m_AdditionalLightData.punctualIntensity.floatValue);
|
|
// TODO: What to do with box shape ?
|
|
// var spotLightShape = (SpotLightShape)m_AdditionalLightData.spotLightShape.enumValueIndex;
|
|
break;
|
|
|
|
case LightShape.Rectangle:
|
|
settings.intensity.floatValue = LightUtils.ConvertRectLightIntensity(m_AdditionalLightData.areaIntensity.floatValue, m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue);
|
|
break;
|
|
|
|
case LightShape.Line:
|
|
settings.intensity.floatValue = LightUtils.CalculateLineLightIntensity(m_AdditionalLightData.areaIntensity.floatValue, m_AdditionalLightData.shapeWidth.floatValue);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void DrawLightSettings()
|
|
{
|
|
settings.DrawColor();
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
|
|
switch (m_LightShape)
|
|
{
|
|
case LightShape.Directional:
|
|
EditorGUILayout.PropertyField(m_AdditionalLightData.directionalIntensity, s_Styles.directionalIntensity);
|
|
break;
|
|
|
|
case LightShape.Point:
|
|
case LightShape.Spot:
|
|
EditorGUILayout.PropertyField(m_AdditionalLightData.punctualIntensity, s_Styles.punctualIntensity);
|
|
break;
|
|
|
|
case LightShape.Rectangle:
|
|
case LightShape.Line:
|
|
EditorGUILayout.PropertyField(m_AdditionalLightData.areaIntensity, s_Styles.areaIntensity);
|
|
break;
|
|
}
|
|
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
UpdateLightIntensity();
|
|
}
|
|
|
|
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())
|
|
{
|
|
m_AdditionalLightData.fadeDistance.floatValue = Mathf.Max(m_AdditionalLightData.fadeDistance.floatValue, 0.01f);
|
|
((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(m_AdditionalShadowData.viewBiasScale, 0.0f, 15.0f, s_Styles.viewBiasScale);
|
|
EditorGUILayout.Slider(settings.shadowsNearPlane, 0.01f, 10f, s_Styles.shadowNearPlane);
|
|
|
|
if (settings.isBakedOrMixed)
|
|
DrawBakedShadowParameters();
|
|
|
|
// There is currently no additional settings for shadow on directional light
|
|
if (m_AdditionalLightData.showAdditionalSettings.boolValue)
|
|
{
|
|
EditorGUILayout.Space();
|
|
EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
|
|
EditorGUI.indentLevel++;
|
|
|
|
if (settings.lightType.enumValueIndex != (int)LightType.Directional)
|
|
{
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.fadeDistance, s_Styles.shadowFadeDistance);
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.dimmer, s_Styles.shadowDimmer);
|
|
}
|
|
|
|
EditorGUILayout.Slider(m_AdditionalShadowData.viewBiasMin, 0.0f, 5.0f, s_Styles.viewBiasMin);
|
|
//EditorGUILayout.PropertyField(m_AdditionalShadowData.viewBiasMax, s_Styles.viewBiasMax);
|
|
EditorGUI.BeginChangeCheck();
|
|
EditorGUILayout.Slider(m_AdditionalShadowData.normalBiasMin, 0.0f, 5.0f, s_Styles.normalBiasMin);
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
// Link min to max and don't expose normalBiasScale (useless when min == max)
|
|
m_AdditionalShadowData.normalBiasMax.floatValue = m_AdditionalShadowData.normalBiasMin.floatValue;
|
|
}
|
|
//EditorGUILayout.PropertyField(m_AdditionalShadowData.normalBiasMax, s_Styles.normalBiasMax);
|
|
//EditorGUILayout.PropertyField(m_AdditionalShadowData.normalBiasScale, s_Styles.normalBiasScale);
|
|
//EditorGUILayout.PropertyField(m_AdditionalShadowData.sampleBiasScale, s_Styles.sampleBiasScale);
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.edgeLeakFixup, s_Styles.edgeLeakFixup);
|
|
if (m_AdditionalShadowData.edgeLeakFixup.boolValue)
|
|
{
|
|
EditorGUI.indentLevel++;
|
|
EditorGUILayout.PropertyField(m_AdditionalShadowData.edgeToleranceNormal, s_Styles.edgeToleranceNormal);
|
|
EditorGUILayout.Slider(m_AdditionalShadowData.edgeTolerance, 0.0f, 1.0f, s_Styles.edgeTolerance);
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
EditorGUI.indentLevel--;
|
|
}
|
|
}
|
|
|
|
// Internal utilities
|
|
void ApplyAdditionalComponentsVisibility(bool hide)
|
|
{
|
|
// UX team decided thta we should always show component in inspector.
|
|
// However already authored scene save this settings, so force the component to be visible
|
|
// var flags = hide ? HideFlags.HideInInspector : HideFlags.None;
|
|
var flags = 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_AdditionalLightData.lightTypeExtent.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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|