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68 行
2.7 KiB
68 行
2.7 KiB
using UnityEngine.Events;
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namespace UnityEditor.Experimental.Rendering
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{
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using _ = CoreEditorUtils;
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using CED = CoreEditorDrawer<HDRenderPipelineUI, SerializedHDRenderPipelineAsset>;
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class HDRenderPipelineUI : BaseUI<SerializedHDRenderPipelineAsset>
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{
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static HDRenderPipelineUI()
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{
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Inspector = CED.Group(
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SectionPrimarySettings,
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CED.space,
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CED.Select(
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(s, d, o) => s.renderPipelineSettings,
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(s, d, o) => d.renderPipelineSettings,
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RenderPipelineSettingsUI.Inspector
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),
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CED.space,
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CED.Action(Drawer_TitleDefaultFrameSettings),
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CED.Select(
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(s, d, o) => s.defaultFrameSettings,
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(s, d, o) => d.defaultFrameSettings,
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FrameSettingsUI.Inspector
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)
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);
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}
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public static readonly CED.IDrawer Inspector;
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public static readonly CED.IDrawer SectionPrimarySettings = CED.Action(Drawer_SectionPrimarySettings);
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public FrameSettingsUI defaultFrameSettings = new FrameSettingsUI();
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public RenderPipelineSettingsUI renderPipelineSettings = new RenderPipelineSettingsUI();
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public HDRenderPipelineUI()
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: base(0)
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{
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}
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public override void Reset(SerializedHDRenderPipelineAsset data, UnityAction repaint)
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{
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renderPipelineSettings.Reset(data.renderPipelineSettings, repaint);
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defaultFrameSettings.Reset(data.defaultFrameSettings, repaint);
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base.Reset(data, repaint);
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}
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public override void Update()
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{
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renderPipelineSettings.Update();
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defaultFrameSettings.Update();
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base.Update();
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}
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static void Drawer_TitleDefaultFrameSettings(HDRenderPipelineUI s, SerializedHDRenderPipelineAsset d, Editor o)
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{
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EditorGUILayout.LabelField(_.GetContent("Default Frame Settings"), EditorStyles.boldLabel);
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}
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static void Drawer_SectionPrimarySettings(HDRenderPipelineUI s, SerializedHDRenderPipelineAsset d, Editor o)
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{
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EditorGUILayout.PropertyField(d.renderPipelineResources, _.GetContent("Render Pipeline Resources|Set of resources that need to be loaded when creating stand alone"));
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EditorGUILayout.PropertyField(d.diffusionProfileSettings, _.GetContent("Diffusion Profile Settings"));
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EditorGUILayout.PropertyField(d.allowShaderVariantStripping, _.GetContent("Enable Shader Variant Stripping (experimental)"));
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}
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}
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}
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