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5.5 KiB

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