static bool HasShadowQualitySettingsUI(HDShadowQuality quality, SerializedHDLight serialized, Editor owner) { // Handle quality where there is nothing to draw directly here // No PCSS for now with directional light if (quality == HDShadowQuality.Medium || quality == HDShadowQuality.Low) { return(false); } // Draw shadow settings using the current shadow algorithm HDShadowInitParameters hdShadowInitParameters = (GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset).currentPlatformRenderPipelineSettings.hdShadowInitParams; LightType lightType = (LightType)serialized.settings.lightType.enumValueIndex; if (hdShadowInitParameters.shadowQuality == HDShadowQuality.VeryHigh) { // For very high settings shadow punctial lights we do not use the Very high settings but rather the High if (quality == HDShadowQuality.High && lightType != LightType.Directional) { return(true); } // Only the directional can access the very high shadow settings else if (quality == HDShadowQuality.VeryHigh && lightType == LightType.Directional) { return(true); } return(false); } return(hdShadowInitParameters.shadowQuality == quality); }
static bool HasShadowQualitySettingsUI(HDShadowQuality quality, SerializedHDLight serialized, Editor owner) { // Handle quality where there is nothing to draw directly here // No PCSS for now with directional light if (quality == HDShadowQuality.Medium || quality == HDShadowQuality.Low) return false; // Draw shadow settings using the current shadow algorithm HDShadowInitParameters hdShadowInitParameters = (GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset).renderPipelineSettings.hdShadowInitParams; return hdShadowInitParameters.shadowQuality == quality; }
static bool IsShadowSettings(HDShadowQuality quality, SerializedHDLight serialized, Editor owner) { //handle quality where there is nothing to draw directly here if (quality == HDShadowQuality.Medium || quality == HDShadowQuality.Low) { return(false); } // Draw shadow settings using the current shadow algorithm HDShadowInitParameters hdShadowInitParameters = (GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset).renderPipelineSettings.hdShadowInitParams; HDShadowQuality currentAlgorithm; if (serialized.settings.lightType.enumValueIndex == (int)LightType.Directional) { currentAlgorithm = hdShadowInitParameters.directionalShadowQuality; } else { currentAlgorithm = hdShadowInitParameters.punctualShadowQuality; } return(currentAlgorithm == quality); }