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91 行
5.1 KiB

using UnityEngine.Events;
namespace UnityEditor.Experimental.Rendering
{
using _ = CoreEditorUtils;
using CED = CoreEditorDrawer<RenderPipelineSettingsUI, SerializedRenderPipelineSettings>;
class RenderPipelineSettingsUI : BaseUI<SerializedRenderPipelineSettings>
{
static RenderPipelineSettingsUI()
{
Inspector = CED.Group(
SectionPrimarySettings,
CED.space,
CED.Select(
(s, d, o) => s.lightLoopSettings,
(s, d, o) => d.lightLoopSettings,
GlobalLightLoopSettingsUI.Inspector
),
CED.space,
CED.Select(
(s, d, o) => s.shadowInitParams,
(s, d, o) => d.shadowInitParams,
ShadowInitParametersUI.SectionAtlas
),
CED.space,
CED.Select(
(s, d, o) => s.decalSettings,
(s, d, o) => d.decalSettings,
GlobalDecalSettingsUI.Inspector
)
);
}
public static readonly CED.IDrawer Inspector;
public static readonly CED.IDrawer SectionPrimarySettings = CED.Group(
CED.Action(Drawer_SectionPrimarySettings)
);
GlobalLightLoopSettingsUI lightLoopSettings = new GlobalLightLoopSettingsUI();
GlobalDecalSettingsUI decalSettings = new GlobalDecalSettingsUI();
ShadowInitParametersUI shadowInitParams = new ShadowInitParametersUI();
public RenderPipelineSettingsUI()
: base(0)
{
}
public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint)
{
lightLoopSettings.Reset(data.lightLoopSettings, repaint);
shadowInitParams.Reset(data.shadowInitParams, repaint);
decalSettings.Reset(data.decalSettings, repaint);
base.Reset(data, repaint);
}
public override void Update()
{
lightLoopSettings.Update();
shadowInitParams.Update();
decalSettings.Update();
base.Update();
}
static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o)
{
EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel);
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask|Enable memory (Extra Gbuffer in deferred) and shader variant for shadow mask."));
EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR|Enable memory use by SSR effect."));
EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO|Enable memory use by SSAO effect."));
EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer|Enable memory and variant of decal buffer."));
// TODO: Implement MSAA - Hide for now as it doesn't work
//EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing|This feature doesn't work currently."));
//EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count|Allow to select the level of MSAA."));
EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
EditorGUILayout.PropertyField(d.supportOnlyForward, _.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
EditorGUILayout.PropertyField(d.increaseSssSampleCount, _.GetContent("Increase SSS Sample Count|This allows for better SSS quality. Warning: high performance cost, do not enable on consoles."));
EditorGUILayout.PropertyField(d.supportVolumetrics, _.GetContent("Support volumetrics|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.increaseResolutionOfVolumetrics, _.GetContent("Increase resolution of volumetrics|Increase the resolution of volumetric lighting buffers. Warning: high performance cost, do not enable on consoles."));
EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));
EditorGUILayout.PropertyField(d.supportDitheringCrossFade, _.GetContent("Support dithering cross fade|Remove all dithering cross fade shader variant only in the player. Allow faster build."));
--EditorGUI.indentLevel;
}
}
}