Ejemplo n.º 1
0
        static HDCameraUI()
        {
            Inspector = new[]
            {
                CED.space,
                SectionGeneralSettings,
                SectionFrameSettings,
                SectionPhysicalSettings,
                SectionOutputSettings,
            };

            string key = $"HDRP:{typeof(HDCameraUI).Name}:ShutterSpeedState";

            m_ShutterSpeedState = new EditorPrefBoolFlags <ShutterSpeedUnit>(key);
        }
        public HDShadowSettingsEditor()
        {
            string Key = string.Format("{0}:{1}:UI_State", "HDRP", typeof(HDShadowSettingsEditor).Name);

            m_State = new EditorPrefBoolFlags <Unit>(Key);
        }
Ejemplo n.º 3
0
        static HDCameraUI()
        {
            string key = $"HDRP:{typeof(HDCameraUI).Name}:ShutterSpeedState";

            m_ShutterSpeedState = new EditorPrefBoolFlags <ShutterSpeedUnit>(key);
        }
Ejemplo n.º 4
0
        void OnEnable()
        {
            m_GeneralSettingsFoldout        = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false);
            m_QualitySettingsFoldout        = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false);
            m_LightingSettingsFoldout       = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false);
            m_ShadowSettingsFoldout         = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false);
            m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false);
            m_AdvancedSettingsFoldout       = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false);
            m_AdaptivePerformanceFoldout    = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false);

            m_RendererDataProp    = serializedObject.FindProperty("m_RendererDataList");
            m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex");
            m_RendererDataList    = new ReorderableList(serializedObject, m_RendererDataProp, false, true, true, true);

            DrawRendererListLayout(m_RendererDataList, m_RendererDataProp);

            m_RequireDepthTextureProp  = serializedObject.FindProperty("m_RequireDepthTexture");
            m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
            m_OpaqueDownsamplingProp   = serializedObject.FindProperty("m_OpaqueDownsampling");
            m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles");

            m_HDR         = serializedObject.FindProperty("m_SupportsHDR");
            m_MSAA        = serializedObject.FindProperty("m_MSAA");
            m_RenderScale = serializedObject.FindProperty("m_RenderScale");

            m_MainLightRenderingModeProp       = serializedObject.FindProperty("m_MainLightRenderingMode");
            m_MainLightShadowsSupportedProp    = serializedObject.FindProperty("m_MainLightShadowsSupported");
            m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");

            m_AdditionalLightsRenderingModeProp      = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
            m_AdditionalLightsPerObjectLimitProp     = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
            m_AdditionalLightShadowsSupportedProp    = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
            m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");

            m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");

            m_ShadowCascadeCountProp   = serializedObject.FindProperty("m_ShadowCascadeCount");
            m_ShadowCascade2SplitProp  = serializedObject.FindProperty("m_Cascade2Split");
            m_ShadowCascade3SplitProp  = serializedObject.FindProperty("m_Cascade3Split");
            m_ShadowCascade4SplitProp  = serializedObject.FindProperty("m_Cascade4Split");
            m_ShadowDepthBiasProp      = serializedObject.FindProperty("m_ShadowDepthBias");
            m_ShadowNormalBiasProp     = serializedObject.FindProperty("m_ShadowNormalBias");
            m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");

            m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
            m_SupportsDynamicBatching    = serializedObject.FindProperty("m_SupportsDynamicBatching");
            m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
            m_DebugLevelProp             = serializedObject.FindProperty("m_DebugLevel");

            m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel");

            m_ColorGradingMode    = serializedObject.FindProperty("m_ColorGradingMode");
            m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");

            m_UseFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion");

            m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance");

            selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue;

            string Key = "Universal_Shadow_Setting_Unit:UI_State";

            m_State = new EditorPrefBoolFlags <EditorUtils.Unit>(Key);
        }
Ejemplo n.º 5
0
        public SerializedUniversalRenderPipelineAsset(SerializedObject serializedObject)
        {
            asset = serializedObject.targetObject as UniversalRenderPipelineAsset;
            this.serializedObject = serializedObject;

            requireDepthTextureProp  = serializedObject.FindProperty("m_RequireDepthTexture");
            requireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
            opaqueDownsamplingProp   = serializedObject.FindProperty("m_OpaqueDownsampling");
            supportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles");

            hdr                  = serializedObject.FindProperty("m_SupportsHDR");
            msaa                 = serializedObject.FindProperty("m_MSAA");
            renderScale          = serializedObject.FindProperty("m_RenderScale");
            upscalingFilter      = serializedObject.FindProperty("m_UpscalingFilter");
            fsrOverrideSharpness = serializedObject.FindProperty("m_FsrOverrideSharpness");
            fsrSharpness         = serializedObject.FindProperty("m_FsrSharpness");

            mainLightRenderingModeProp       = serializedObject.FindProperty("m_MainLightRenderingMode");
            mainLightShadowsSupportedProp    = serializedObject.FindProperty("m_MainLightShadowsSupported");
            mainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");

            additionalLightsRenderingModeProp      = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
            additionalLightsPerObjectLimitProp     = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
            additionalLightShadowsSupportedProp    = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
            additionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");

            additionalLightsShadowResolutionTierLowProp    = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow");
            additionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium");
            additionalLightsShadowResolutionTierHighProp   = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh");

            additionalLightCookieResolutionProp = serializedObject.FindProperty("m_AdditionalLightsCookieResolution");
            additionalLightCookieFormatProp     = serializedObject.FindProperty("m_AdditionalLightsCookieFormat");

            reflectionProbeBlendingProp      = serializedObject.FindProperty("m_ReflectionProbeBlending");
            reflectionProbeBoxProjectionProp = serializedObject.FindProperty("m_ReflectionProbeBoxProjection");

            shadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");

            shadowCascadeCountProp          = serializedObject.FindProperty("m_ShadowCascadeCount");
            shadowCascade2SplitProp         = serializedObject.FindProperty("m_Cascade2Split");
            shadowCascade3SplitProp         = serializedObject.FindProperty("m_Cascade3Split");
            shadowCascade4SplitProp         = serializedObject.FindProperty("m_Cascade4Split");
            shadowCascadeBorderProp         = serializedObject.FindProperty("m_CascadeBorder");
            shadowDepthBiasProp             = serializedObject.FindProperty("m_ShadowDepthBias");
            shadowNormalBiasProp            = serializedObject.FindProperty("m_ShadowNormalBias");
            softShadowsSupportedProp        = serializedObject.FindProperty("m_SoftShadowsSupported");
            conservativeEnclosingSphereProp = serializedObject.FindProperty("m_ConservativeEnclosingSphere");

            srpBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
            supportsDynamicBatching    = serializedObject.FindProperty("m_SupportsDynamicBatching");
            mixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
            supportsLightLayers        = serializedObject.FindProperty("m_SupportsLightLayers");
            debugLevelProp             = serializedObject.FindProperty("m_DebugLevel");

            volumeFrameworkUpdateModeProp = serializedObject.FindProperty("m_VolumeFrameworkUpdateMode");

            storeActionsOptimizationProperty = serializedObject.FindProperty("m_StoreActionsOptimization");

            colorGradingMode    = serializedObject.FindProperty("m_ColorGradingMode");
            colorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");

            useFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion");

            useScreenCoordOverride = serializedObject.FindProperty("m_UseScreenCoordOverride");

#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
            useAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance");
#endif
            string Key = "Universal_Shadow_Setting_Unit:UI_State";
            state = new EditorPrefBoolFlags <EditorUtils.Unit>(Key);
        }