您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
142 行
7.4 KiB
142 行
7.4 KiB
using UnityEditor.AnimatedValues;
|
|
using UnityEngine.Events;
|
|
|
|
namespace UnityEditor.Experimental.Rendering
|
|
{
|
|
using _ = CoreEditorUtils;
|
|
using CED = CoreEditorDrawer<FrameSettingsUI, SerializedFrameSettings>;
|
|
|
|
class FrameSettingsUI : BaseUI<SerializedFrameSettings>
|
|
{
|
|
public static CED.IDrawer SectionRenderingPasses = CED.FoldoutGroup(
|
|
"Rendering Passes",
|
|
(s, p, o) => s.isSectionExpandedRenderingPasses,
|
|
true,
|
|
CED.Action(Drawer_SectionRenderingPasses));
|
|
|
|
public static CED.IDrawer SectionRenderingSettings = CED.FoldoutGroup(
|
|
"Rendering Settings",
|
|
(s, p, o) => s.isSectionExpandedRenderingSettings,
|
|
true,
|
|
CED.Action(Drawer_FieldForwardRenderingOnly),
|
|
CED.FadeGroup(
|
|
(s, d, o, i) => s.isSectionExpandedUseForwardOnly,
|
|
false,
|
|
CED.Action(Drawer_FieldUseDepthPrepassWithDefferedRendering),
|
|
CED.FadeGroup(
|
|
(s, d, o, i) => s.isSectionExpandedUseDepthPrepass,
|
|
true,
|
|
CED.Action(Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass))),
|
|
CED.Action(Drawer_SectionOtherRenderingSettings));
|
|
|
|
public static CED.IDrawer SectionXRSettings = CED.FadeGroup(
|
|
(s, d, o, i) => s.isSectionExpandedXRSupported,
|
|
false,
|
|
CED.FoldoutGroup(
|
|
"XR Settings",
|
|
(s, p, o) => s.isSectionExpandedXRSettings,
|
|
true,
|
|
CED.Action(Drawer_FieldStereoEnabled)));
|
|
|
|
public static CED.IDrawer SectionLightingSettings = CED.FoldoutGroup(
|
|
"Lighting Settings",
|
|
(s, p, o) => s.isSectionExpandedLightingSettings,
|
|
true,
|
|
CED.Action(Drawer_SectionLightingSettings));
|
|
|
|
public AnimBool isSectionExpandedRenderingPasses { get { return m_AnimBools[0]; } }
|
|
public AnimBool isSectionExpandedLightingSettings { get { return m_AnimBools[1]; } }
|
|
public AnimBool isSectionExpandedRenderingSettings { get { return m_AnimBools[2]; } }
|
|
public AnimBool isSectionExpandedXRSettings { get { return m_AnimBools[3]; } }
|
|
public AnimBool isSectionExpandedXRSupported { get { return m_AnimBools[4]; } }
|
|
public AnimBool isSectionExpandedUseForwardOnly { get { return m_AnimBools[5]; } }
|
|
public AnimBool isSectionExpandedUseDepthPrepass { get { return m_AnimBools[6]; } }
|
|
|
|
public LightLoopSettingsUI lightLoopSettingsUI = new LightLoopSettingsUI();
|
|
|
|
public FrameSettingsUI()
|
|
: base(7)
|
|
{
|
|
}
|
|
|
|
public override void Reset(SerializedFrameSettings data, UnityAction repaint)
|
|
{
|
|
lightLoopSettingsUI.Reset(data.lightLoopSettings, repaint);
|
|
base.Reset(data, repaint);
|
|
}
|
|
|
|
public override void Update()
|
|
{
|
|
isSectionExpandedXRSupported.target = PlayerSettings.virtualRealitySupported;
|
|
isSectionExpandedUseForwardOnly.target = !data.enableForwardRenderingOnly.boolValue;
|
|
isSectionExpandedUseDepthPrepass.target = data.enableDepthPrepassWithDeferredRendering.boolValue;
|
|
lightLoopSettingsUI.Update();
|
|
}
|
|
|
|
static void Drawer_SectionRenderingPasses(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableTransparentPrepass, _.GetContent("Enable Transparent Prepass"));
|
|
EditorGUILayout.PropertyField(p.enableTransparentPostpass, _.GetContent("Enable Transparent Postpass"));
|
|
EditorGUILayout.PropertyField(p.enableMotionVectors, _.GetContent("Enable Motion Vectors"));
|
|
EditorGUILayout.PropertyField(p.enableObjectMotionVectors, _.GetContent("Enable Object Motion Vectors"));
|
|
EditorGUILayout.PropertyField(p.enableDBuffer, _.GetContent("Enable DBuffer"));
|
|
EditorGUILayout.PropertyField(p.enableAtmosphericScattering, _.GetContent("Enable Atmospheric Scattering"));
|
|
EditorGUILayout.PropertyField(p.enableRoughRefraction, _.GetContent("Enable Rough Refraction"));
|
|
EditorGUILayout.PropertyField(p.enableDistortion, _.GetContent("Enable Distortion"));
|
|
EditorGUILayout.PropertyField(p.enablePostprocess, _.GetContent("Enable Postprocess"));
|
|
}
|
|
|
|
static void Drawer_SectionRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only"));
|
|
EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering"));
|
|
EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass"));
|
|
|
|
EditorGUILayout.PropertyField(p.enableAsyncCompute, _.GetContent("Enable Async Compute"));
|
|
|
|
EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects"));
|
|
EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects"));
|
|
|
|
EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
|
|
}
|
|
|
|
static void Drawer_FieldForwardRenderingOnly(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableForwardRenderingOnly, _.GetContent("Enable Forward Rendering Only"));
|
|
}
|
|
|
|
static void Drawer_FieldUseDepthPrepassWithDefferedRendering(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableDepthPrepassWithDeferredRendering, _.GetContent("Enable Depth Prepass With Deferred Rendering"));
|
|
}
|
|
|
|
static void Drawer_FieldRenderAlphaTestOnlyInDeferredPrepass(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableAlphaTestOnlyInDeferredPrepass, _.GetContent("Enable Alpha Test Only In Deferred Prepass"));
|
|
}
|
|
|
|
static void Drawer_SectionOtherRenderingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableAsyncCompute, _.GetContent("Enable Async Compute"));
|
|
|
|
EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects"));
|
|
EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects"));
|
|
|
|
EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
|
|
}
|
|
|
|
static void Drawer_FieldStereoEnabled(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableStereo, _.GetContent("Enable Stereo"));
|
|
}
|
|
|
|
static void Drawer_SectionLightingSettings(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)
|
|
{
|
|
EditorGUILayout.PropertyField(p.enableSSR, _.GetContent("Enable SSR"));
|
|
EditorGUILayout.PropertyField(p.enableSSAO, _.GetContent("Enable SSAO"));
|
|
EditorGUILayout.PropertyField(p.enableSSSAndTransmission, _.GetContent("Enable SSS And Transmission"));
|
|
EditorGUILayout.PropertyField(p.enableShadow, _.GetContent("Enable Shadow"));
|
|
EditorGUILayout.PropertyField(p.enableShadowMask, _.GetContent("Enable Shadow Masks"));
|
|
}
|
|
}
|
|
}
|