void DrawShadowSettings()
        {
            m_ShadowSettingsFoldout = EditorGUILayout.Foldout(m_ShadowSettingsFoldout, Styles.shadowSettingsText);
            if (m_ShadowSettingsFoldout)
            {
                EditorGUI.indentLevel++;
                m_ShadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistanceText, m_ShadowDistanceProp.floatValue));
                CoreEditorUtils.DrawPopup(Styles.shadowCascadesText, m_ShadowCascadesProp, Styles.shadowCascadeOptions);

                ShadowCascadesOption cascades = (ShadowCascadesOption)m_ShadowCascadesProp.intValue;
                if (cascades == ShadowCascadesOption.FourCascades)
                {
                    CoreEditorUtils.DrawCascadeSplitGUI <Vector3>(ref m_ShadowCascade4SplitProp);
                }
                else if (cascades == ShadowCascadesOption.TwoCascades)
                {
                    CoreEditorUtils.DrawCascadeSplitGUI <float>(ref m_ShadowCascade2SplitProp);
                }

                EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
                EditorGUI.indentLevel--;
                EditorGUILayout.Space();
                EditorGUILayout.Space();
            }
        }
        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));
                CoreEditorUtils.DrawPopup(Styles.shadowCascadesText, m_ShadowCascadesProp, Styles.shadowCascadeOptions);

                ShadowCascadesOption cascades = (ShadowCascadesOption)m_ShadowCascadesProp.intValue;
                if (cascades == ShadowCascadesOption.FourCascades)
                {
                    LightweightRenderPipelineEditorUtils.DrawCascadeSplitGUI <Vector3>(ref m_ShadowCascade4SplitProp);
                }
                else if (cascades == ShadowCascadesOption.TwoCascades)
                {
                    LightweightRenderPipelineEditorUtils.DrawCascadeSplitGUI <float>(ref m_ShadowCascade2SplitProp);
                }

                m_ShadowDepthBiasProp.floatValue  = EditorGUILayout.Slider(Styles.shadowDepthBias, m_ShadowDepthBiasProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);
                m_ShadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, m_ShadowNormalBiasProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);
                EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
                EditorGUI.indentLevel--;
                EditorGUILayout.Space();
                EditorGUILayout.Space();
            }
            EditorGUILayout.EndFoldoutHeaderGroup();
        }
Exemple #3
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        void DrawShadowSettings()
        {
            m_ShadowSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_ShadowSettingsFoldout.value, Styles.shadowSettingsText);
            if (m_ShadowSettingsFoldout.value)
            {
                EditorGUI.indentLevel++;
                CoreEditorUtils.DrawPopup(Styles.shadowCascadesText, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
                ShadowCascadesOption cascades = (ShadowCascadesOption)m_ShadowCascadesProp.intValue;
                if (cascades == ShadowCascadesOption.FourCascades)
                {
                    EditorUtils.DrawCascadeSplitGUI <Vector3>(ref m_ShadowCascade4SplitProp);
                }
                else if (cascades == ShadowCascadesOption.TwoCascades)
                {
                    EditorUtils.DrawCascadeSplitGUI <float>(ref m_ShadowCascade2SplitProp);
                }

                m_ShadowDepthBiasProp.floatValue  = EditorGUILayout.Slider(Styles.shadowDepthBias, m_ShadowDepthBiasProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);
                m_ShadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, m_ShadowNormalBiasProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);

                m_ShadowHWDepthOffsetProp.floatValue = EditorGUILayout.Slider(Styles.shadowHWDepthOffsetContent, m_ShadowHWDepthOffsetProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);
                m_ShadowHWDepthSlopeProp.floatValue  = EditorGUILayout.Slider(Styles.shadowHWDepthSlopeContent, m_ShadowHWDepthSlopeProp.floatValue, 0.0f, LightweightRenderPipeline.maxShadowBias);

                EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
                EditorGUILayout.PropertyField(m_SSShadowsDownsampleSupportedProp, Styles.supportSMDownsample);
                if (m_SSShadowsDownsampleSupportedProp.boolValue)
                {
                    EditorGUI.indentLevel++;
                    EditorGUILayout.PropertyField(m_SSShadowsDownsampleSizeProp, Styles.SMDownsampleSize);
                    EditorGUI.indentLevel--;
                }
                EditorGUILayout.PropertyField(m_SemiTransShadowsSupportedProp, Styles.supportSemitransShadows);



                EditorGUI.indentLevel--;
                EditorGUILayout.Space();
                EditorGUILayout.Space();
            }
            EditorGUILayout.EndFoldoutHeaderGroup();
        }