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107 行
5.5 KiB
107 行
5.5 KiB
using UnityEngine;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering
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{
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class SerializedHDCamera
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{
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public SerializedObject serializedObject;
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public SerializedObject serializedAdditionalDataObject;
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//public SerializedProperty backgroundColor;
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public SerializedProperty normalizedViewPortRect;
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public SerializedProperty fieldOfView;
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public SerializedProperty orthographic;
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public SerializedProperty orthographicSize;
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public SerializedProperty depth;
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public SerializedProperty cullingMask;
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public SerializedProperty occlusionCulling;
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public SerializedProperty targetTexture;
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public SerializedProperty HDR;
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public SerializedProperty stereoConvergence;
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public SerializedProperty stereoSeparation;
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public SerializedProperty nearClippingPlane;
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public SerializedProperty farClippingPlane;
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public SerializedProperty targetEye;
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public SerializedProperty aperture;
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public SerializedProperty shutterSpeed;
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public SerializedProperty iso;
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#if ENABLE_MULTIPLE_DISPLAYS
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public SerializedProperty targetDisplay;
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#endif
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public SerializedProperty clearColorMode;
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public SerializedProperty backgroundColorHDR;
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public SerializedProperty renderingPath;
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public SerializedProperty clearDepth;
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public SerializedProperty volumeLayerMask;
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public SerializedFrameSettings frameSettings;
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public SerializedHDCamera(SerializedObject serializedObject)
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{
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this.serializedObject = serializedObject;
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var additionals = CoreEditorUtils.GetAdditionalData<HDAdditionalCameraData>(serializedObject.targetObjects, HDAdditionalCameraData.InitDefaultHDAdditionalCameraData);
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serializedAdditionalDataObject = new SerializedObject(additionals);
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var hideFlags = serializedAdditionalDataObject.FindProperty("m_ObjectHideFlags");
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// We don't hide additional camera data anymore on UX team request. To be compatible with already author scene we force to be visible
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//hideFlags.intValue = (int)HideFlags.HideInInspector;
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hideFlags.intValue = (int)HideFlags.None;
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serializedAdditionalDataObject.ApplyModifiedProperties();
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//backgroundColor = serializedObject.FindProperty("m_BackGroundColor");
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normalizedViewPortRect = serializedObject.FindProperty("m_NormalizedViewPortRect");
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nearClippingPlane = serializedObject.FindProperty("near clip plane");
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farClippingPlane = serializedObject.FindProperty("far clip plane");
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fieldOfView = serializedObject.FindProperty("field of view");
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orthographic = serializedObject.FindProperty("orthographic");
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orthographicSize = serializedObject.FindProperty("orthographic size");
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depth = serializedObject.FindProperty("m_Depth");
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cullingMask = serializedObject.FindProperty("m_CullingMask");
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occlusionCulling = serializedObject.FindProperty("m_OcclusionCulling");
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targetTexture = serializedObject.FindProperty("m_TargetTexture");
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HDR = serializedObject.FindProperty("m_HDR");
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stereoConvergence = serializedObject.FindProperty("m_StereoConvergence");
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stereoSeparation = serializedObject.FindProperty("m_StereoSeparation");
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#if ENABLE_MULTIPLE_DISPLAYS
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targetDisplay = serializedObject.FindProperty("m_TargetDisplay");
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#endif
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targetEye = serializedObject.FindProperty("m_TargetEye");
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aperture = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.aperture);
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shutterSpeed = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.shutterSpeed);
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iso = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.iso);
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clearColorMode = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.clearColorMode);
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backgroundColorHDR = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.backgroundColorHDR);
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renderingPath = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.renderingPath);
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clearDepth = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.clearDepth);
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volumeLayerMask = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.volumeLayerMask);
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frameSettings = new SerializedFrameSettings(serializedAdditionalDataObject.FindProperty("m_FrameSettings"));
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}
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public void Update()
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{
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serializedObject.Update();
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serializedAdditionalDataObject.Update();
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// Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
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// When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
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HDR.boolValue = false;
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}
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public void Apply()
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{
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serializedObject.ApplyModifiedProperties();
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serializedAdditionalDataObject.ApplyModifiedProperties();
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}
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}
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}
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