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