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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs
2021-06-13 10:28:03 +02:00

70 lines
4.0 KiB
C#

using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
internal class ScreenSpaceAmbientOcclusionEditor : Editor
{
#region Serialized Properties
private SerializedProperty m_Downsample;
private SerializedProperty m_Source;
private SerializedProperty m_NormalQuality;
private SerializedProperty m_Intensity;
private SerializedProperty m_DirectLightingStrength;
private SerializedProperty m_Radius;
private SerializedProperty m_SampleCount;
#endregion
private bool m_IsInitialized = false;
// Structs
private struct Styles
{
public static GUIContent Downsample = EditorGUIUtility.TrTextContent("Downsample", "With this option enabled, Unity downsamples the SSAO effect texture to improve performance. Each dimension of the texture is reduced by a factor of 2.");
public static GUIContent Source = EditorGUIUtility.TrTextContent("Source", "This option determines whether the ambient occlusion reconstructs the normal from depth or is given it from a DepthNormal/Deferred Gbuffer texture.");
public static GUIContent NormalQuality = new GUIContent("Normal Quality", "The options in this field define the number of depth texture samples that Unity takes when computing the normals. Low: 1 sample, Medium: 5 samples, High: 9 samples.");
public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
public static GUIContent SampleCount = EditorGUIUtility.TrTextContent("Sample Count", "The number of samples that Unity takes when calculating the obscurance value. Higher values have high performance impact.");
}
private void Init()
{
SerializedProperty settings = serializedObject.FindProperty("m_Settings");
m_Source = settings.FindPropertyRelative("Source");
m_Downsample = settings.FindPropertyRelative("Downsample");
m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
m_Intensity = settings.FindPropertyRelative("Intensity");
m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
m_Radius = settings.FindPropertyRelative("Radius");
m_SampleCount = settings.FindPropertyRelative("SampleCount");
m_IsInitialized = true;
}
public override void OnInspectorGUI()
{
if (!m_IsInitialized)
{
Init();
}
EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
EditorGUILayout.PropertyField(m_Source, Styles.Source);
// We only enable this field when depth source is selected
GUI.enabled = m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
GUI.enabled = true;
m_Intensity.floatValue = EditorGUILayout.Slider(Styles.Intensity, m_Intensity.floatValue, 0f, 10f);
m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
m_Radius.floatValue = Mathf.Clamp(m_Radius.floatValue, 0f, m_Radius.floatValue);
m_SampleCount.intValue = EditorGUILayout.IntSlider(Styles.SampleCount, m_SampleCount.intValue, 4, 20);
}
}
}