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233 行
14 KiB
233 行
14 KiB
using System.Linq;
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using UnityEditor;
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using UnityEditor.AnimatedValues;
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using UnityEditor.Experimental.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[CustomEditor(typeof(LightweightPipelineAsset))]
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public class LightweightPipelineAssetEditor : Editor
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{
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internal class Styles
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{
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public static GUIContent generalSettingsLabel = new GUIContent("General");
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public static GUIContent renderingLabel = new GUIContent("Rendering");
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public static GUIContent shadowLabel = new GUIContent("Shadows");
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public static GUIContent directionalShadowLabel = new GUIContent("Directional Shadows");
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public static GUIContent localShadowLabel = new GUIContent("Local Shadows");
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public static GUIContent capabilitiesLabel = new GUIContent("Capabilities");
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public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead.");
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public static GUIContent maxPixelLightsLabel = new GUIContent("Pixel Lights",
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"Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object.");
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public static GUIContent enableVertexLightLabel = new GUIContent("Vertex Lighting",
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"If enabled shades additional lights exceeding the maximum number of pixel lights per-vertex up to the maximum of 8 lights.");
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public static GUIContent requireDepthTexture = new GUIContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture.");
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public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.\nNeeds Depth Texture to be enabled.");
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public static GUIContent requireOpaqueTexture = new GUIContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
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public static GUIContent opaqueDownsampling = new GUIContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
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public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
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public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
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public static GUIContent dynamicBatching = new GUIContent("Dynamic Batching", "If enabled the pipeline will batch drawcalls with few triangles together by copying their vertex buffers into a shared buffer on a per-frame basis.");
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public static GUIContent supportsSoftShadows = new GUIContent("Soft Shadows", "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample.\nNeeds either Directional or Local Shadows to be enabled in the Capabilities section.");
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public static GUIContent supportsDirectionalShadows = new GUIContent("Directional Shadows", "If enabled shadows will be supported for directional lights.\nNeeds Directional Shadows to be enabled in the Capabilities section.");
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public static GUIContent shadowDistance = new GUIContent("Distance", "Max shadow rendering distance.");
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public static GUIContent directionalShadowAtlasResolution = new GUIContent("Atlas Resolution",
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"Resolution of the directional shadow map texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the max shadows atlas resolution.");
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public static GUIContent shadowCascades = new GUIContent("Cascades",
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"Number of cascades used in directional lights shadows");
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public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split",
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"Percentages to split shadow volume");
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public static GUIContent supportsLocalShadows = new GUIContent("Local Shadows", "If enabled shadows will be supported for spot lights.\nNeeds Local Shadows to be enabled in the Capabilities section.");
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public static GUIContent localShadowsAtlasResolution = new GUIContent("Atlas Resolution",
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"All local lights are packed into a single atlas. This setting controls the atlas size.");
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public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
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public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
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}
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public static class StrippingStyles
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{
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public static GUIContent strippingLabel = new GUIContent("Shader Stripping");
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public static GUIContent pipelineCapabilitiesLabel = new GUIContent("Pipeline Capabilities", "Select pipeline capabilities variants to be kept in the build.");
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public static string[] strippingOptions = {"Automatic", "Custom"};
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public static GUIContent localLightsLabel = new GUIContent("Additional Lights", "If enabled additional lights variants won't be stripped from build.");
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public static GUIContent vertexLightsLabel = new GUIContent("Vertex Lights", "If enabled vertex lights variants wont' be stripped from build.");
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public static GUIContent directionalShadowsLabel = new GUIContent("Directional Shadows", "If enabled directional shadows variants won't be stripped from build.");
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public static GUIContent localShadowsLabel = new GUIContent("Local Shadows", "If enabled local shadows variants won't be stripped from build.");
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public static GUIContent softShadowsLabel = new GUIContent("Soft Shadows", "If enabled soft shadows variants won't be stripped from build.");
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}
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AnimBool m_ShowSoftParticles = new AnimBool();
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AnimBool m_ShowOpaqueTextureScale = new AnimBool();
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int k_MaxSupportedPixelLights = 8;
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float k_MinRenderScale = 0.1f;
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float k_MaxRenderScale = 4.0f;
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SerializedProperty m_RenderScale;
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SerializedProperty m_MaxPixelLights;
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SerializedProperty m_SupportsVertexLightProp;
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SerializedProperty m_RequireDepthTextureProp;
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SerializedProperty m_RequireSoftParticlesProp;
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SerializedProperty m_RequireOpaqueTextureProp;
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SerializedProperty m_OpaqueDownsamplingProp;
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SerializedProperty m_HDR;
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SerializedProperty m_MSAA;
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SerializedProperty m_SupportsDynamicBatching;
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SerializedProperty m_SoftShadowsSupportedProp;
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SerializedProperty m_DirectionalShadowsSupportedProp;
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SerializedProperty m_ShadowDistanceProp;
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SerializedProperty m_DirectionalShadowAtlasResolutionProp;
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SerializedProperty m_ShadowCascadesProp;
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SerializedProperty m_ShadowCascade2SplitProp;
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SerializedProperty m_ShadowCascade4SplitProp;
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SerializedProperty m_LocalShadowSupportedProp;
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SerializedProperty m_LocalShadowsAtlasResolutionProp;
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SerializedProperty m_CustomShaderVariantStripSettingsProp;
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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UpdateAnimationValues();
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DrawCapabilitiesSettings();
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DrawGeneralSettings();
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serializedObject.ApplyModifiedProperties();
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}
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void OnEnable()
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{
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m_RenderScale = serializedObject.FindProperty("m_RenderScale");
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m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
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m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
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m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
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m_RequireSoftParticlesProp = serializedObject.FindProperty("m_RequireSoftParticles");
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m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
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m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
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m_HDR = serializedObject.FindProperty("m_SupportsHDR");
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m_MSAA = serializedObject.FindProperty("m_MSAA");
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m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
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m_DirectionalShadowsSupportedProp = serializedObject.FindProperty("m_DirectionalShadowsSupported");
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m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
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m_DirectionalShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");
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m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
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m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
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m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
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m_LocalShadowSupportedProp = serializedObject.FindProperty("m_LocalShadowsSupported");
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m_LocalShadowsAtlasResolutionProp = serializedObject.FindProperty("m_LocalShadowsAtlasResolution");
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m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
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m_ShowSoftParticles.valueChanged.AddListener(Repaint);
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m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;
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m_ShowOpaqueTextureScale.valueChanged.AddListener(Repaint);
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m_ShowOpaqueTextureScale.value = m_RequireOpaqueTextureProp.boolValue;
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}
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void OnDisable()
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{
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m_ShowSoftParticles.valueChanged.RemoveListener(Repaint);
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m_ShowOpaqueTextureScale.valueChanged.RemoveListener(Repaint);
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}
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void UpdateAnimationValues()
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{
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m_ShowSoftParticles.target = m_RequireDepthTextureProp.boolValue;
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m_ShowOpaqueTextureScale.target = m_RequireOpaqueTextureProp.boolValue;
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}
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void DrawGeneralSettings()
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{
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EditorGUILayout.LabelField(Styles.generalSettingsLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, m_RenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
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m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(Styles.maxPixelLightsLabel, m_MaxPixelLights.intValue, 0, k_MaxSupportedPixelLights);
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EditorGUILayout.Space();
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bool directionalShadows = m_DirectionalShadowsSupportedProp.boolValue;
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if (directionalShadows)
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{
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EditorGUILayout.LabelField(Styles.directionalShadowLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_DirectionalShadowAtlasResolutionProp, Styles.directionalShadowAtlasResolution);
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m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f,
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EditorGUILayout.FloatField(Styles.shadowDistance, m_ShadowDistanceProp.floatValue));
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CoreEditorUtils.DrawPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
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ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
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if (cascades == ShadowCascades.FOUR_CASCADES)
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CoreEditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp);
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else if (cascades == ShadowCascades.TWO_CASCADES)
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CoreEditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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}
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bool localShadows = m_LocalShadowSupportedProp.boolValue;
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if (localShadows)
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{
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EditorGUILayout.LabelField(Styles.localShadowLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_LocalShadowsAtlasResolutionProp, Styles.localShadowsAtlasResolution);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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}
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if (directionalShadows || localShadows)
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EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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void DrawCapabilitiesSettings()
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{
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EditorGUILayout.LabelField(Styles.capabilitiesLabel, EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
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EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTexture);
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EditorGUI.BeginDisabledGroup(!m_RequireDepthTextureProp.boolValue);
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EditorGUILayout.PropertyField(m_RequireSoftParticlesProp, Styles.requireSoftParticles);
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EditorGUI.EndDisabledGroup();
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EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTexture);
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EditorGUI.indentLevel++;
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EditorGUI.BeginDisabledGroup(!m_RequireOpaqueTextureProp.boolValue);
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EditorGUILayout.PropertyField(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUILayout.PropertyField(m_HDR, Styles.hdrContent);
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EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);
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EditorGUILayout.PropertyField(m_SupportsDynamicBatching, Styles.dynamicBatching);
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EditorGUILayout.PropertyField(m_DirectionalShadowsSupportedProp, Styles.supportsDirectionalShadows);
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EditorGUILayout.PropertyField(m_LocalShadowSupportedProp, Styles.supportsLocalShadows);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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}
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}
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