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60 行
2.7 KiB
60 行
2.7 KiB
using UnityEditor.AnimatedValues;
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using UnityEngine;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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using _ = CoreEditorUtils;
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using CED = CoreEditorDrawer<LightLoopSettingsUI, SerializedLightLoopSettings>;
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class LightLoopSettingsUI : BaseUI<SerializedLightLoopSettings>
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{
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public static CED.IDrawer SectionLightLoopSettings = CED.FoldoutGroup(
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"Light Loop Settings",
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(s, p, o) => s.isSectionExpandedLightLoopSettings,
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FoldoutOption.Indent,
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CED.LabelWidth(250, CED.Action(Drawer_SectionLightLoopSettings)));
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public AnimBool isSectionExpandedLightLoopSettings { get { return m_AnimBools[0]; } }
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public AnimBool isSectionExpandedEnableTileAndCluster { get { return m_AnimBools[1]; } }
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public AnimBool isSectionExpandedComputeLightEvaluation { get { return m_AnimBools[2]; } }
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public LightLoopSettingsUI()
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: base(3)
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{
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}
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public override void Update()
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{
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isSectionExpandedEnableTileAndCluster.target = data.enableTileAndCluster.boolValue;
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isSectionExpandedComputeLightEvaluation.target = data.enableComputeLightEvaluation.boolValue;
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base.Update();
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}
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static void Drawer_SectionLightLoopSettings(LightLoopSettingsUI s, SerializedLightLoopSettings p, Editor owner)
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{
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// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
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//EditorGUILayout.PropertyField(p.enableTileAndCluster, _.GetContent("Enable Tile And Cluster"));
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//EditorGUI.indentLevel++;
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GUILayout.BeginVertical();
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if (s.isSectionExpandedEnableTileAndCluster.target)
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{
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EditorGUILayout.PropertyField(p.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque"));
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EditorGUILayout.PropertyField(p.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass"));
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EditorGUILayout.PropertyField(p.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation"));
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GUILayout.BeginVertical();
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if (s.isSectionExpandedComputeLightEvaluation.target)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(p.enableComputeLightVariants, _.GetContent("Enable Compute Light Variants"));
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EditorGUILayout.PropertyField(p.enableComputeMaterialVariants, _.GetContent("Enable Compute Material Variants"));
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EditorGUI.indentLevel--;
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}
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GUILayout.EndVertical();
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}
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GUILayout.EndVertical();
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//EditorGUI.indentLevel--;
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}
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}
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}
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