using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UI;
namespace UnityEditor.Rendering.Universal.Internal
{
///
/// Contains a database of built-in resource GUIds. These are used to load built-in resource files.
///
public static class ResourceGuid
{
///
/// GUId for the ScriptableRendererFeature template file.
///
public static readonly string rendererTemplate = "51493ed8d97d3c24b94c6cffe834630b";
}
}
namespace UnityEditor.Rendering.Universal
{
static partial class EditorUtils
{
// Each group is separate in the menu by a menu bar
public const int lwrpAssetCreateMenuPriorityGroup1 = CoreUtils.assetCreateMenuPriority1;
public const int lwrpAssetCreateMenuPriorityGroup2 = CoreUtils.assetCreateMenuPriority1 + 50;
public const int lwrpAssetCreateMenuPriorityGroup3 = lwrpAssetCreateMenuPriorityGroup2 + 50;
internal enum Unit { Metric, Percent }
internal class Styles
{
//Measurements
public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
}
static float[] splitZero = new float[0];
static float[] splitOne = new float[1];
static float[] splitTwo = new float[2];
static float[] splitThree = new float[3];
static int splitCount;
public static void DrawCascadeSplitGUI(ref SerializedProperty shadowCascadeSplit, float distance, int cascadeCount, Unit unit)
{
if (cascadeCount <= 0)
{
throw new ArgumentException($"Cascade value ({cascadeCount}) needs to be positive.");
}
splitCount = cascadeCount - 1;
if (splitCount == 0)
{
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitZero, distance, unit);
return;
}
Type type = typeof(T);
if (type == typeof(float))
{
DrawFloatGUI(ref shadowCascadeSplit, distance, unit);
}
else if (type == typeof(Vector2))
{
DrawVector2GUI(ref shadowCascadeSplit, distance, unit);
}
else if (type == typeof(Vector3))
{
DrawVector3GUI(ref shadowCascadeSplit, distance, unit);
}
}
private static void DrawFloatGUI(ref SerializedProperty shadowCascadeSplit, float distance, Unit unit)
{
splitOne[0] = shadowCascadeSplit.floatValue;
var value = shadowCascadeSplit.floatValue;
float unitValue = 0f;
EditorGUI.BeginChangeCheck();
if (unit == Unit.Metric)
{
unitValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {1}", ""), (float)Math.Round(value * distance, 2), 0f, distance, null);
}
else if (unit == Unit.Percent)
{
var posPerc = Mathf.Clamp(value, 0.01f, distance) * 100f;
var percValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {1}", ""), (float)Math.Round(posPerc, 2), 0f, 100, null);
unitValue = percValue / 100;
}
if (EditorGUI.EndChangeCheck())
{
float percValue = 0f;
if (unit == Unit.Metric)
{
var posMeter = Mathf.Clamp(unitValue, 0.01f, distance);
percValue = posMeter / distance;
}
else if (unit == Unit.Percent)
{
percValue = unitValue;
}
shadowCascadeSplit.floatValue = percValue;
}
EditorGUI.BeginChangeCheck();
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitOne, distance, unit);
if (EditorGUI.EndChangeCheck())
{
shadowCascadeSplit.floatValue = splitOne[0];
}
}
private static void DrawVector2GUI(ref SerializedProperty shadowCascadeSplit, float distance, Unit unit)
{
Vector2 splits = shadowCascadeSplit.vector2Value;
splitTwo[0] = Mathf.Clamp(splits[0], 0.0f, 1.0f);
splitTwo[1] = Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f);
for (int i = 0; i < splitCount; ++i)
{
var vec2value = shadowCascadeSplit.vector2Value;
var threshold = 0.1f / distance;
float unitValue = 0f;
EditorGUI.BeginChangeCheck();
if (unit == Unit.Metric)
{
unitValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(vec2value[i] * distance, 2), 0f, distance, null);
}
else if (unit == Unit.Percent)
{
var posPerc = Mathf.Clamp(vec2value[i], 0.01f, distance) * 100f;
var percValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(posPerc, 2), 0f, 100, null);
unitValue = percValue / 100f;
}
if (EditorGUI.EndChangeCheck())
{
float percValue = 0f;
if (unit == Unit.Metric)
{
var posMeter = Mathf.Clamp(unitValue, 0.01f, distance);
percValue = posMeter / distance;
}
else if (unit == Unit.Percent)
{
percValue = unitValue;
}
if (i < splitCount - 1)
{
percValue = Math.Min((percValue), (vec2value[i + 1] - threshold));
}
if (i != 0)
{
percValue = Math.Max((percValue), (vec2value[i - 1] + threshold));
}
vec2value[i] = percValue;
shadowCascadeSplit.vector2Value = vec2value;
}
}
EditorGUI.BeginChangeCheck();
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitTwo, distance, unit);
if (EditorGUI.EndChangeCheck())
{
Vector2 updatedValue = new Vector2();
updatedValue[0] = splitTwo[0];
updatedValue[1] = updatedValue[0] + splitTwo[1];
shadowCascadeSplit.vector2Value = updatedValue;
}
}
private static void DrawVector3GUI(ref SerializedProperty shadowCascadeSplit, float distance, Unit unit)
{
Vector3 splits = shadowCascadeSplit.vector3Value;
splitThree[0] = Mathf.Clamp(splits[0], 0.0f, 1.0f);
splitThree[1] = Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f);
splitThree[2] = Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f);
for (int i = 0; i < splitCount; ++i)
{
var vec3value = shadowCascadeSplit.vector3Value;
var threshold = 0.1f / distance;
float unitValue = 0f;
EditorGUI.BeginChangeCheck();
if (unit == Unit.Metric)
{
unitValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(vec3value[i] * distance, 2), 0f, distance, null);
}
else if (unit == Unit.Percent)
{
var posPerc = Mathf.Clamp(vec3value[i], 0.01f, distance) * 100f;
var percValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(posPerc, 2), 0f, 100, null);
unitValue = percValue / 100f;
}
if (EditorGUI.EndChangeCheck())
{
float percValue = 0f;
if (unit == Unit.Metric)
{
var posMeter = Mathf.Clamp(unitValue, 0.01f, distance);
percValue = posMeter / distance;
}
else if (unit == Unit.Percent)
{
percValue = unitValue;
}
if (i < splitCount - 1)
{
percValue = Math.Min((percValue), (vec3value[i + 1] - threshold));
}
if (i != 0)
{
percValue = Math.Max((percValue), (vec3value[i - 1] + threshold));
}
vec3value[i] = percValue;
shadowCascadeSplit.vector3Value = vec3value;
}
}
EditorGUI.BeginChangeCheck();
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitThree, distance, unit);
if (EditorGUI.EndChangeCheck())
{
Vector3 updatedValue = new Vector3();
updatedValue[0] = splitThree[0];
updatedValue[1] = updatedValue[0] + splitThree[1];
updatedValue[2] = updatedValue[1] + splitThree[2];
shadowCascadeSplit.vector3Value = updatedValue;
}
}
}
}