654 lines
40 KiB
C#
654 lines
40 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEditorInternal;
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namespace UnityEditor.Rendering.Universal
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{
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[CustomEditor(typeof(UniversalRenderPipelineAsset))]
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[MovedFrom("UnityEditor.Rendering.LWRP")] public class UniversalRenderPipelineAssetEditor : Editor
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{
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internal class Styles
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{
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// Groups
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public static GUIContent generalSettingsText = EditorGUIUtility.TrTextContent("General");
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public static GUIContent qualitySettingsText = EditorGUIUtility.TrTextContent("Quality");
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public static GUIContent lightingSettingsText = EditorGUIUtility.TrTextContent("Lighting");
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public static GUIContent shadowSettingsText = EditorGUIUtility.TrTextContent("Shadows");
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public static GUIContent postProcessingSettingsText = EditorGUIUtility.TrTextContent("Post-processing");
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public static GUIContent advancedSettingsText = EditorGUIUtility.TrTextContent("Advanced");
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public static GUIContent adaptivePerformanceText = EditorGUIUtility.TrTextContent("Adaptive Performance");
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// General
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public static GUIContent rendererHeaderText = EditorGUIUtility.TrTextContent("Renderer List", "Lists all the renderers available to this Render Pipeline Asset.");
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public static GUIContent rendererDefaultText = EditorGUIUtility.TrTextContent("Default", "This renderer is currently the default for the render pipeline.");
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public static GUIContent rendererSetDefaultText = EditorGUIUtility.TrTextContent("Set Default", "Makes this renderer the default for the render pipeline.");
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public static GUIContent rendererSettingsText = EditorGUIUtility.TrIconContent("_Menu", "Opens settings for this renderer.");
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public static GUIContent rendererMissingText = EditorGUIUtility.TrIconContent("console.warnicon.sml", "Renderer missing. Click this to select a new renderer.");
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public static GUIContent rendererDefaultMissingText = EditorGUIUtility.TrIconContent("console.erroricon.sml", "Default renderer missing. Click this to select a new renderer.");
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public static GUIContent requireDepthTextureText = EditorGUIUtility.TrTextContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture.");
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public static GUIContent requireOpaqueTextureText = EditorGUIUtility.TrTextContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
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public static GUIContent opaqueDownsamplingText = EditorGUIUtility.TrTextContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
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public static GUIContent supportsTerrainHolesText = EditorGUIUtility.TrTextContent("Terrain Holes", "When disabled, Universal Rendering Pipeline removes all Terrain hole Shader variants when you build for the Unity Player. This decreases build time.");
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// Quality
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public static GUIContent hdrText = EditorGUIUtility.TrTextContent("HDR", "Controls the global HDR settings.");
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public static GUIContent msaaText = EditorGUIUtility.TrTextContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
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public static GUIContent renderScaleText = EditorGUIUtility.TrTextContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution.");
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// Main light
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public static GUIContent mainLightRenderingModeText = EditorGUIUtility.TrTextContent("Main Light", "Main light is the brightest directional light.");
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public static GUIContent supportsMainLightShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled the main light can be a shadow casting light.");
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public static GUIContent mainLightShadowmapResolutionText = EditorGUIUtility.TrTextContent("Shadow Resolution", "Resolution of the main light shadowmap texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the maximum shadows atlas resolution.");
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// Additional lights
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public static GUIContent addditionalLightsRenderingModeText = EditorGUIUtility.TrTextContent("Additional Lights", "Additional lights support.");
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public static GUIContent perObjectLimit = EditorGUIUtility.TrTextContent("Per Object Limit", "Maximum amount of additional lights. These lights are sorted and culled per-object.");
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public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled shadows will be supported for spot lights.\n");
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public static GUIContent additionalLightsShadowmapResolution = EditorGUIUtility.TrTextContent("Shadow Atlas Resolution", "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size.");
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public static GUIContent additionalLightsShadowResolutionTiers = EditorGUIUtility.TrTextContent("Shadow Resolution Tiers", $"Additional Lights Shadow Resolution Tiers. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}.");
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public static GUIContent[] additionalLightsShadowResolutionTierNames =
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{
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new GUIContent("Low"),
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new GUIContent("Medium"),
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new GUIContent("High")
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};
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// Shadow settings
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public static GUIContent shadowDistanceText = EditorGUIUtility.TrTextContent("Max Distance", "Maximum shadow rendering distance.");
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public static GUIContent shadowCascadesText = EditorGUIUtility.TrTextContent("Cascade Count", "Number of cascade splits used for directional shadows.");
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public static GUIContent shadowDepthBias = EditorGUIUtility.TrTextContent("Depth Bias", "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts.");
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public static GUIContent shadowNormalBias = EditorGUIUtility.TrTextContent("Normal Bias", "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts.");
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public static GUIContent supportsSoftShadows = EditorGUIUtility.TrTextContent("Soft Shadows", "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample.");
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// Post-processing
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public static GUIContent colorGradingMode = EditorGUIUtility.TrTextContent("Grading Mode", "Defines how color grading will be applied. Operators will react differently depending on the mode.");
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public static GUIContent colorGradingLutSize = EditorGUIUtility.TrTextContent("LUT size", "Sets the size of the internal and external color grading lookup textures (LUTs).");
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public static GUIContent useFastSRGBLinearConversion = EditorGUIUtility.TrTextContent("Fast sRGB/Linear conversions", "Use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces.");
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public static string colorGradingModeWarning = "HDR rendering is required to use the high dynamic range color grading mode. The low dynamic range will be used instead.";
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public static string colorGradingModeSpecInfo = "The high dynamic range color grading mode works best on platforms that support floating point textures.";
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public static string colorGradingLutSizeWarning = "The minimal recommended LUT size for the high dynamic range color grading mode is 32. Using lower values will potentially result in color banding and posterization effects.";
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// Advanced settings
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public static GUIContent srpBatcher = EditorGUIUtility.TrTextContent("SRP Batcher", "If enabled, the render pipeline uses the SRP batcher.");
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public static GUIContent dynamicBatching = EditorGUIUtility.TrTextContent("Dynamic Batching", "If enabled, the render pipeline will batch drawcalls with few triangles together by copying their vertex buffers into a shared buffer on a per-frame basis.");
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public static GUIContent mixedLightingSupportLabel = EditorGUIUtility.TrTextContent("Mixed Lighting", "Makes the render pipeline include mixed-lighting Shader Variants in the build.");
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public static GUIContent debugLevel = EditorGUIUtility.TrTextContent("Debug Level", "Controls the level of debug information generated by the render pipeline. When Profiling is selected, the pipeline provides detailed profiling tags.");
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public static GUIContent shaderVariantLogLevel = EditorGUIUtility.TrTextContent("Shader Variant Log Level", "Controls the level logging in of shader variants information is outputted when a build is performed. Information will appear in the Unity console when the build finishes.");
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// Adaptive performance settings
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public static GUIContent useAdaptivePerformance = EditorGUIUtility.TrTextContent("Use adaptive performance", "Allows Adaptive Performance to adjust rendering quality during runtime");
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// Renderer List Messages
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public static GUIContent rendererListDefaultMessage =
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EditorGUIUtility.TrTextContent("Cannot remove Default Renderer",
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"Removal of the Default Renderer is not allowed. To remove, set another Renderer to be the new Default and then remove.");
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public static GUIContent rendererMissingDefaultMessage =
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EditorGUIUtility.TrTextContent("Missing Default Renderer\nThere is no default renderer assigned, so Unity can’t perform any rendering. Set another renderer to be the new Default, or assign a renderer to the Default slot.");
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public static GUIContent rendererMissingMessage =
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EditorGUIUtility.TrTextContent("Missing Renderer(s)\nOne or more renderers are either missing or unassigned. Switching to these renderers at runtime can cause issues.");
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public static GUIContent rendererUnsupportedAPIMessage =
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EditorGUIUtility.TrTextContent("Some Renderer(s) in the Renderer List are incompatible with the Player Graphics APIs list. Switching to these renderers at runtime can cause issues.\n\n");
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// Dropdown menu options
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public static string[] mainLightOptions = { "Disabled", "Per Pixel" };
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public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
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}
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SavedBool m_GeneralSettingsFoldout;
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SavedBool m_QualitySettingsFoldout;
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SavedBool m_LightingSettingsFoldout;
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SavedBool m_ShadowSettingsFoldout;
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SavedBool m_PostProcessingSettingsFoldout;
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SavedBool m_AdvancedSettingsFoldout;
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SavedBool m_AdaptivePerformanceFoldout;
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SerializedProperty m_RendererDataProp;
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SerializedProperty m_DefaultRendererProp;
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ReorderableList m_RendererDataList;
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SerializedProperty m_RequireDepthTextureProp;
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SerializedProperty m_RequireOpaqueTextureProp;
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SerializedProperty m_OpaqueDownsamplingProp;
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SerializedProperty m_SupportsTerrainHolesProp;
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SerializedProperty m_HDR;
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SerializedProperty m_MSAA;
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SerializedProperty m_RenderScale;
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SerializedProperty m_MainLightRenderingModeProp;
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SerializedProperty m_MainLightShadowsSupportedProp;
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SerializedProperty m_MainLightShadowmapResolutionProp;
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SerializedProperty m_AdditionalLightsRenderingModeProp;
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SerializedProperty m_AdditionalLightsPerObjectLimitProp;
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SerializedProperty m_AdditionalLightShadowsSupportedProp;
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SerializedProperty m_AdditionalLightShadowmapResolutionProp;
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SerializedProperty m_AdditionalLightsShadowResolutionTierLowProp;
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SerializedProperty m_AdditionalLightsShadowResolutionTierMediumProp;
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SerializedProperty m_AdditionalLightsShadowResolutionTierHighProp;
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SerializedProperty m_ShadowDistanceProp;
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SerializedProperty m_ShadowCascadeCountProp;
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SerializedProperty m_ShadowCascade2SplitProp;
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SerializedProperty m_ShadowCascade3SplitProp;
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SerializedProperty m_ShadowCascade4SplitProp;
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SerializedProperty m_ShadowDepthBiasProp;
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SerializedProperty m_ShadowNormalBiasProp;
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SerializedProperty m_SoftShadowsSupportedProp;
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SerializedProperty m_SRPBatcher;
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SerializedProperty m_SupportsDynamicBatching;
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SerializedProperty m_MixedLightingSupportedProp;
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SerializedProperty m_DebugLevelProp;
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SerializedProperty m_ShaderVariantLogLevel;
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LightRenderingMode selectedLightRenderingMode;
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SerializedProperty m_ColorGradingMode;
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SerializedProperty m_ColorGradingLutSize;
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SerializedProperty m_UseFastSRGBLinearConversion;
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SerializedProperty m_UseAdaptivePerformance;
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EditorPrefBoolFlags<EditorUtils.Unit> m_State;
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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DrawGeneralSettings();
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DrawQualitySettings();
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DrawLightingSettings();
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DrawShadowSettings();
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DrawPostProcessingSettings();
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DrawAdvancedSettings();
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#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
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DrawAdaptivePerformance();
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#endif
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serializedObject.ApplyModifiedProperties();
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}
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void OnEnable()
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{
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m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false);
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m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false);
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m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false);
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m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false);
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m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false);
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m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false);
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m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false);
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m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList");
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m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex");
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m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, true, true, true, true);
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DrawRendererListLayout(m_RendererDataList, m_RendererDataProp);
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m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
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m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
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m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
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m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles");
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m_HDR = serializedObject.FindProperty("m_SupportsHDR");
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m_MSAA = serializedObject.FindProperty("m_MSAA");
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m_RenderScale = serializedObject.FindProperty("m_RenderScale");
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m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode");
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m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported");
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m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");
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m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
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m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
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m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
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m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");
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m_AdditionalLightsShadowResolutionTierLowProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow");
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m_AdditionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium");
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m_AdditionalLightsShadowResolutionTierHighProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh");
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m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
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m_ShadowCascadeCountProp = serializedObject.FindProperty("m_ShadowCascadeCount");
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m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
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m_ShadowCascade3SplitProp = serializedObject.FindProperty("m_Cascade3Split");
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m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
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m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias");
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m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias");
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m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
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m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
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m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
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m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
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m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel");
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m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel");
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m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode");
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m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");
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m_UseFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion");
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m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance");
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selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue;
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string Key = "Universal_Shadow_Setting_Unit:UI_State";
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m_State = new EditorPrefBoolFlags<EditorUtils.Unit>(Key);
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}
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void DrawGeneralSettings()
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{
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m_GeneralSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_GeneralSettingsFoldout.value, Styles.generalSettingsText);
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if (m_GeneralSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.Space();
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EditorGUI.indentLevel--;
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m_RendererDataList.DoLayoutList();
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EditorGUI.indentLevel++;
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UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
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string unsupportedGraphicsApisMessage;
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if (!asset.ValidateRendererData(-1))
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EditorGUILayout.HelpBox(Styles.rendererMissingDefaultMessage.text, MessageType.Error, true);
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else if (!asset.ValidateRendererDataList(true))
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EditorGUILayout.HelpBox(Styles.rendererMissingMessage.text, MessageType.Warning, true);
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else if (!ValidateRendererGraphicsAPIs(asset, out unsupportedGraphicsApisMessage))
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EditorGUILayout.HelpBox(Styles.rendererUnsupportedAPIMessage.text + unsupportedGraphicsApisMessage, MessageType.Warning, true);
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EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTextureText);
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EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTextureText);
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EditorGUI.indentLevel++;
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EditorGUI.BeginDisabledGroup(!m_RequireOpaqueTextureProp.boolValue);
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EditorGUILayout.PropertyField(m_OpaqueDownsamplingProp, Styles.opaqueDownsamplingText);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUILayout.PropertyField(m_SupportsTerrainHolesProp, Styles.supportsTerrainHolesText);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawQualitySettings()
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{
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m_QualitySettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_QualitySettingsFoldout.value, Styles.qualitySettingsText);
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if (m_QualitySettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_HDR, Styles.hdrText);
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EditorGUILayout.PropertyField(m_MSAA, Styles.msaaText);
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m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleText, m_RenderScale.floatValue, UniversalRenderPipeline.minRenderScale, UniversalRenderPipeline.maxRenderScale);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawLightingSettings()
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{
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m_LightingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_LightingSettingsFoldout.value, Styles.lightingSettingsText);
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if (m_LightingSettingsFoldout.value)
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{
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EditorGUI.indentLevel++;
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// Main Light
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bool disableGroup = false;
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EditorGUI.BeginDisabledGroup(disableGroup);
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CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, m_MainLightRenderingModeProp, Styles.mainLightOptions);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel++;
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disableGroup |= !m_MainLightRenderingModeProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_MainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText);
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EditorGUI.EndDisabledGroup();
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disableGroup |= !m_MainLightShadowsSupportedProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_MainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText);
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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// Additional light
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selectedLightRenderingMode = (LightRenderingMode)EditorGUILayout.EnumPopup(Styles.addditionalLightsRenderingModeText, selectedLightRenderingMode);
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m_AdditionalLightsRenderingModeProp.intValue = (int)selectedLightRenderingMode;
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EditorGUI.indentLevel++;
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disableGroup = m_AdditionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;
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EditorGUI.BeginDisabledGroup(disableGroup);
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m_AdditionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, m_AdditionalLightsPerObjectLimitProp.intValue, 0, UniversalRenderPipeline.maxPerObjectLights);
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EditorGUI.EndDisabledGroup();
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disableGroup |= (m_AdditionalLightsPerObjectLimitProp.intValue == 0 || m_AdditionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel);
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_AdditionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText);
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EditorGUI.EndDisabledGroup();
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disableGroup |= !m_AdditionalLightShadowsSupportedProp.boolValue;
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EditorGUI.BeginDisabledGroup(disableGroup);
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EditorGUILayout.PropertyField(m_AdditionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution);
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DrawShadowResolutionTierSettings();
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EditorGUI.EndDisabledGroup();
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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void DrawShadowResolutionTierSettings()
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{
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// UI code adapted from HDRP U.I logic implemented in com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs )
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var rect = GUILayoutUtility.GetRect(0, float.Epsilon, EditorGUIUtility.singleLineHeight, EditorGUIUtility.singleLineHeight);
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var contentRect = EditorGUI.PrefixLabel(rect, Styles.additionalLightsShadowResolutionTiers);
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EditorGUI.BeginChangeCheck();
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const int k_ShadowResolutionTiersCount = 3;
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var values = new[] { m_AdditionalLightsShadowResolutionTierLowProp, m_AdditionalLightsShadowResolutionTierMediumProp, m_AdditionalLightsShadowResolutionTierHighProp};
|
||
|
||
var num = contentRect.width / (float)k_ShadowResolutionTiersCount; // space allocated for every field including the label
|
||
|
||
var indentLevel = EditorGUI.indentLevel;
|
||
EditorGUI.indentLevel = 0; // Reset the indentation
|
||
|
||
float pixelShift = 0; // Variable to keep track of the current pixel shift in the rectangle we were assigned for this whole section.
|
||
for (var index = 0; index < k_ShadowResolutionTiersCount; ++index)
|
||
{
|
||
var labelWidth = Mathf.Clamp(EditorStyles.label.CalcSize(Styles.additionalLightsShadowResolutionTierNames[index]).x, 0, num);
|
||
EditorGUI.LabelField(new Rect(contentRect.x + pixelShift, contentRect.y, labelWidth, contentRect.height), Styles.additionalLightsShadowResolutionTierNames[index]);
|
||
pixelShift += labelWidth; // We need to remove from the position the label size that we've just drawn and shift by it's length
|
||
float spaceLeft = num - labelWidth; // The amount of space left for the field
|
||
if (spaceLeft > 2) // If at least two pixels are left to draw this field, draw it, otherwise, skip
|
||
{
|
||
var fieldSlot = new Rect(contentRect.x + pixelShift, contentRect.y, num - labelWidth, contentRect.height); // Define the rectangle for the field
|
||
int value = EditorGUI.DelayedIntField(fieldSlot, values[index].intValue);
|
||
values[index].intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(value));
|
||
}
|
||
pixelShift += spaceLeft; // Shift by the slot that was left for the field
|
||
}
|
||
|
||
EditorGUI.indentLevel = indentLevel;
|
||
|
||
EditorGUI.EndChangeCheck();
|
||
}
|
||
|
||
void DrawShadowSettings()
|
||
{
|
||
m_ShadowSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_ShadowSettingsFoldout.value, Styles.shadowSettingsText);
|
||
if (m_ShadowSettingsFoldout.value)
|
||
{
|
||
EditorGUI.indentLevel++;
|
||
m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistanceText, m_ShadowDistanceProp.floatValue));
|
||
EditorUtils.Unit unit = EditorUtils.Unit.Metric;
|
||
if (m_ShadowCascadeCountProp.intValue != 0)
|
||
{
|
||
EditorGUI.BeginChangeCheck();
|
||
unit = (EditorUtils.Unit)EditorGUILayout.EnumPopup(EditorGUIUtility.TrTextContent("Working Unit", "Except Max Distance which will be still in meter."), m_State.value);
|
||
if (EditorGUI.EndChangeCheck())
|
||
{
|
||
m_State.value = unit;
|
||
}
|
||
}
|
||
|
||
UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
|
||
EditorGUILayout.IntSlider(m_ShadowCascadeCountProp, UniversalRenderPipelineAsset.k_ShadowCascadeMinCount, UniversalRenderPipelineAsset.k_ShadowCascadeMaxCount, Styles.shadowCascadesText);
|
||
|
||
int cascadeCount = m_ShadowCascadeCountProp.intValue;
|
||
EditorGUI.indentLevel++;
|
||
if (cascadeCount == 4)
|
||
EditorUtils.DrawCascadeSplitGUI<Vector3>(ref m_ShadowCascade4SplitProp, m_ShadowDistanceProp.floatValue, cascadeCount, unit);
|
||
else if (cascadeCount == 3)
|
||
EditorUtils.DrawCascadeSplitGUI<Vector2>(ref m_ShadowCascade3SplitProp, m_ShadowDistanceProp.floatValue, cascadeCount, unit);
|
||
else if (cascadeCount == 2)
|
||
EditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp, m_ShadowDistanceProp.floatValue, cascadeCount, unit);
|
||
else if (cascadeCount == 1)
|
||
EditorUtils.DrawCascadeSplitGUI<float>(ref m_ShadowCascade2SplitProp, m_ShadowDistanceProp.floatValue, cascadeCount, unit);
|
||
|
||
m_ShadowDepthBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowDepthBias, m_ShadowDepthBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
|
||
m_ShadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, m_ShadowNormalBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
|
||
EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
|
||
EditorGUI.indentLevel--;
|
||
EditorGUILayout.Space();
|
||
EditorGUILayout.Space();
|
||
}
|
||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||
}
|
||
|
||
void DrawPostProcessingSettings()
|
||
{
|
||
m_PostProcessingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_PostProcessingSettingsFoldout.value, Styles.postProcessingSettingsText);
|
||
if (m_PostProcessingSettingsFoldout.value)
|
||
{
|
||
bool isHdrOn = m_HDR.boolValue;
|
||
|
||
EditorGUI.indentLevel++;
|
||
|
||
EditorGUILayout.PropertyField(m_ColorGradingMode, Styles.colorGradingMode);
|
||
if (!isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
|
||
EditorGUILayout.HelpBox(Styles.colorGradingModeWarning, MessageType.Warning);
|
||
else if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
|
||
EditorGUILayout.HelpBox(Styles.colorGradingModeSpecInfo, MessageType.Info);
|
||
|
||
EditorGUILayout.DelayedIntField(m_ColorGradingLutSize, Styles.colorGradingLutSize);
|
||
m_ColorGradingLutSize.intValue = Mathf.Clamp(m_ColorGradingLutSize.intValue, UniversalRenderPipelineAsset.k_MinLutSize, UniversalRenderPipelineAsset.k_MaxLutSize);
|
||
if (isHdrOn && m_ColorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange && m_ColorGradingLutSize.intValue < 32)
|
||
EditorGUILayout.HelpBox(Styles.colorGradingLutSizeWarning, MessageType.Warning);
|
||
|
||
EditorGUILayout.PropertyField(m_UseFastSRGBLinearConversion, Styles.useFastSRGBLinearConversion);
|
||
|
||
EditorGUI.indentLevel--;
|
||
EditorGUILayout.Space();
|
||
EditorGUILayout.Space();
|
||
}
|
||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||
}
|
||
|
||
void DrawAdvancedSettings()
|
||
{
|
||
m_AdvancedSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdvancedSettingsFoldout.value, Styles.advancedSettingsText);
|
||
if (m_AdvancedSettingsFoldout.value)
|
||
{
|
||
EditorGUI.indentLevel++;
|
||
EditorGUILayout.PropertyField(m_SRPBatcher, Styles.srpBatcher);
|
||
EditorGUILayout.PropertyField(m_SupportsDynamicBatching, Styles.dynamicBatching);
|
||
EditorGUILayout.PropertyField(m_MixedLightingSupportedProp, Styles.mixedLightingSupportLabel);
|
||
EditorGUILayout.PropertyField(m_DebugLevelProp, Styles.debugLevel);
|
||
EditorGUILayout.PropertyField(m_ShaderVariantLogLevel, Styles.shaderVariantLogLevel);
|
||
EditorGUI.indentLevel--;
|
||
EditorGUILayout.Space();
|
||
EditorGUILayout.Space();
|
||
}
|
||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||
}
|
||
|
||
void DrawAdaptivePerformance()
|
||
{
|
||
m_AdaptivePerformanceFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdaptivePerformanceFoldout.value, Styles.adaptivePerformanceText);
|
||
if (m_AdaptivePerformanceFoldout.value)
|
||
{
|
||
EditorGUI.indentLevel++;
|
||
EditorGUILayout.PropertyField(m_UseAdaptivePerformance, Styles.useAdaptivePerformance);
|
||
EditorGUI.indentLevel--;
|
||
EditorGUILayout.Space();
|
||
EditorGUILayout.Space();
|
||
}
|
||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||
}
|
||
|
||
void DrawRendererListLayout(ReorderableList list, SerializedProperty prop)
|
||
{
|
||
list.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
|
||
{
|
||
rect.y += 2;
|
||
Rect indexRect = new Rect(rect.x, rect.y, 14, EditorGUIUtility.singleLineHeight);
|
||
EditorGUI.LabelField(indexRect, index.ToString());
|
||
Rect objRect = new Rect(rect.x + indexRect.width, rect.y, rect.width - 134, EditorGUIUtility.singleLineHeight);
|
||
|
||
EditorGUI.BeginChangeCheck();
|
||
EditorGUI.ObjectField(objRect, prop.GetArrayElementAtIndex(index), GUIContent.none);
|
||
if (EditorGUI.EndChangeCheck())
|
||
EditorUtility.SetDirty(target);
|
||
|
||
Rect defaultButton = new Rect(rect.width - 75, rect.y, 86, EditorGUIUtility.singleLineHeight);
|
||
var defaultRenderer = m_DefaultRendererProp.intValue;
|
||
GUI.enabled = index != defaultRenderer;
|
||
if (GUI.Button(defaultButton, !GUI.enabled ? Styles.rendererDefaultText : Styles.rendererSetDefaultText))
|
||
{
|
||
m_DefaultRendererProp.intValue = index;
|
||
EditorUtility.SetDirty(target);
|
||
}
|
||
GUI.enabled = true;
|
||
|
||
Rect selectRect = new Rect(rect.x + rect.width - 24, rect.y, 24, EditorGUIUtility.singleLineHeight);
|
||
|
||
UniversalRenderPipelineAsset asset = target as UniversalRenderPipelineAsset;
|
||
|
||
if (asset.ValidateRendererData(index))
|
||
{
|
||
if (GUI.Button(selectRect, Styles.rendererSettingsText))
|
||
{
|
||
Selection.SetActiveObjectWithContext(prop.GetArrayElementAtIndex(index).objectReferenceValue,
|
||
null);
|
||
}
|
||
}
|
||
else // Missing ScriptableRendererData
|
||
{
|
||
if (GUI.Button(selectRect, index == defaultRenderer ? Styles.rendererDefaultMissingText : Styles.rendererMissingText))
|
||
{
|
||
EditorGUIUtility.ShowObjectPicker<ScriptableRendererData>(null, false, null, index);
|
||
}
|
||
}
|
||
|
||
// If object selector chose an object, assign it to the correct ScriptableRendererData slot.
|
||
if (Event.current.commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == index)
|
||
{
|
||
prop.GetArrayElementAtIndex(index).objectReferenceValue = EditorGUIUtility.GetObjectPickerObject();
|
||
}
|
||
};
|
||
|
||
list.drawHeaderCallback = (Rect rect) =>
|
||
{
|
||
EditorGUI.LabelField(rect, Styles.rendererHeaderText);
|
||
};
|
||
|
||
list.onCanRemoveCallback = li => { return li.count > 1; };
|
||
|
||
list.onRemoveCallback = li =>
|
||
{
|
||
bool shouldUpdateIndex = false;
|
||
// Checking so that the user is not deleting the default renderer
|
||
if (li.index != m_DefaultRendererProp.intValue)
|
||
{
|
||
// Need to add the undo to the removal of our assets here, for it to work properly.
|
||
Undo.RecordObject(target, $"Deleting renderer at index {li.index}");
|
||
|
||
if (prop.GetArrayElementAtIndex(li.index).objectReferenceValue == null)
|
||
{
|
||
shouldUpdateIndex = true;
|
||
}
|
||
prop.DeleteArrayElementAtIndex(li.index);
|
||
}
|
||
else
|
||
{
|
||
EditorUtility.DisplayDialog(Styles.rendererListDefaultMessage.text, Styles.rendererListDefaultMessage.tooltip,
|
||
"Close");
|
||
}
|
||
|
||
if (shouldUpdateIndex)
|
||
{
|
||
UpdateDefaultRendererValue(li.index);
|
||
}
|
||
|
||
EditorUtility.SetDirty(target);
|
||
};
|
||
|
||
list.onReorderCallbackWithDetails += (reorderableList, index, newIndex) =>
|
||
{
|
||
// Need to update the default renderer index
|
||
UpdateDefaultRendererValue(index, newIndex);
|
||
};
|
||
}
|
||
|
||
void UpdateDefaultRendererValue(int index)
|
||
{
|
||
// If the index that is being removed is lower than the default renderer value,
|
||
// the default prop value needs to be one lower.
|
||
if (index < m_DefaultRendererProp.intValue)
|
||
{
|
||
m_DefaultRendererProp.intValue--;
|
||
}
|
||
}
|
||
|
||
void UpdateDefaultRendererValue(int prevIndex, int newIndex)
|
||
{
|
||
// If we are moving the index that is the same as the default renderer we need to update that
|
||
if (prevIndex == m_DefaultRendererProp.intValue)
|
||
{
|
||
m_DefaultRendererProp.intValue = newIndex;
|
||
}
|
||
// If newIndex is the same as default
|
||
// then we need to know if newIndex is above or below the default index
|
||
else if (newIndex == m_DefaultRendererProp.intValue)
|
||
{
|
||
m_DefaultRendererProp.intValue += prevIndex > newIndex ? 1 : -1;
|
||
}
|
||
// If the old index is lower than default renderer and
|
||
// the new index is higher then we need to move the default renderer index one lower
|
||
else if (prevIndex < m_DefaultRendererProp.intValue && newIndex > m_DefaultRendererProp.intValue)
|
||
{
|
||
m_DefaultRendererProp.intValue--;
|
||
}
|
||
else if (newIndex < m_DefaultRendererProp.intValue && prevIndex > m_DefaultRendererProp.intValue)
|
||
{
|
||
m_DefaultRendererProp.intValue++;
|
||
}
|
||
}
|
||
|
||
bool ValidateRendererGraphicsAPIs(UniversalRenderPipelineAsset pipelineAsset, out string unsupportedGraphicsApisMessage)
|
||
{
|
||
// Check the list of Renderers against all Graphics APIs the player is built with.
|
||
unsupportedGraphicsApisMessage = null;
|
||
|
||
BuildTarget platform = EditorUserBuildSettings.activeBuildTarget;
|
||
GraphicsDeviceType[] graphicsAPIs = PlayerSettings.GetGraphicsAPIs(platform);
|
||
int rendererCount = pipelineAsset.m_RendererDataList.Length;
|
||
|
||
for (int i = 0; i < rendererCount; i++)
|
||
{
|
||
ScriptableRenderer renderer = pipelineAsset.GetRenderer(i);
|
||
if (renderer == null)
|
||
continue;
|
||
|
||
GraphicsDeviceType[] unsupportedAPIs = renderer.unsupportedGraphicsDeviceTypes;
|
||
|
||
for (int apiIndex = 0; apiIndex < unsupportedAPIs.Length; apiIndex++)
|
||
{
|
||
if (System.Array.FindIndex(graphicsAPIs, element => element == unsupportedAPIs[apiIndex]) >= 0)
|
||
unsupportedGraphicsApisMessage += System.String.Format("{0} at index {1} does not support {2}.\n", renderer, i, unsupportedAPIs[apiIndex]);
|
||
}
|
||
}
|
||
|
||
return unsupportedGraphicsApisMessage == null;
|
||
}
|
||
}
|
||
}
|