70 lines
4.0 KiB
C#
70 lines
4.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
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internal class ScreenSpaceAmbientOcclusionEditor : Editor
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{
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#region Serialized Properties
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private SerializedProperty m_Downsample;
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private SerializedProperty m_Source;
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private SerializedProperty m_NormalQuality;
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private SerializedProperty m_Intensity;
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private SerializedProperty m_DirectLightingStrength;
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private SerializedProperty m_Radius;
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private SerializedProperty m_SampleCount;
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#endregion
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private bool m_IsInitialized = false;
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// Structs
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private struct Styles
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{
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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.");
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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.");
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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.");
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public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
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public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
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public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
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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.");
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}
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private void Init()
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{
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SerializedProperty settings = serializedObject.FindProperty("m_Settings");
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m_Source = settings.FindPropertyRelative("Source");
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m_Downsample = settings.FindPropertyRelative("Downsample");
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m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
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m_Intensity = settings.FindPropertyRelative("Intensity");
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m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
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m_Radius = settings.FindPropertyRelative("Radius");
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m_SampleCount = settings.FindPropertyRelative("SampleCount");
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m_IsInitialized = true;
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}
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public override void OnInspectorGUI()
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{
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if (!m_IsInitialized)
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{
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Init();
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}
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EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
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EditorGUILayout.PropertyField(m_Source, Styles.Source);
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// We only enable this field when depth source is selected
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GUI.enabled = m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
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EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
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GUI.enabled = true;
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m_Intensity.floatValue = EditorGUILayout.Slider(Styles.Intensity, m_Intensity.floatValue, 0f, 10f);
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m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
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EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
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m_Radius.floatValue = Mathf.Clamp(m_Radius.floatValue, 0f, m_Radius.floatValue);
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m_SampleCount.intValue = EditorGUILayout.IntSlider(Styles.SampleCount, m_SampleCount.intValue, 4, 20);
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}
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}
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}
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