static void Drawer_SectionPrimarySettings(SerializedRenderPipelineSettings d, Editor o)
        {
            EditorGUILayout.PropertyField(d.supportShadowMask, k_SupportShadowMaskContent);
            EditorGUILayout.PropertyField(d.supportSSR, k_SupportSSRContent);
            EditorGUILayout.PropertyField(d.supportSSAO, k_SupportSSAOContent);

            EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, k_SupportedSSSContent);
            using (new EditorGUI.DisabledScope(!d.supportSubsurfaceScattering.boolValue))
            {
                ++EditorGUI.indentLevel;
                EditorGUILayout.PropertyField(d.increaseSssSampleCount, k_SSSSampleCountContent);
                --EditorGUI.indentLevel;
            }

            EditorGUILayout.PropertyField(d.supportVolumetrics, k_SupportVolumetricContent);
            using (new EditorGUI.DisabledScope(!d.supportVolumetrics.boolValue))
            {
                ++EditorGUI.indentLevel;
                EditorGUILayout.PropertyField(d.increaseResolutionOfVolumetrics, k_VolumetricResolutionContent);
                --EditorGUI.indentLevel;
            }

            EditorGUILayout.PropertyField(d.supportLightLayers, k_SupportLightLayerContent);

            EditorGUILayout.PropertyField(d.supportedLitShaderMode, k_SupportLitShaderModeContent);

            // MSAA is an option that is only available in full forward but Camera can be set in Full Forward only. Thus MSAA have no dependency currently
            //Note: do not use SerializedProperty.enumValueIndex here as this enum not start at 0 as it is used as flags.
            bool msaaAllowed = d.supportedLitShaderMode.intValue == (int)UnityEngine.Experimental.Rendering.HDPipeline.RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly || d.supportedLitShaderMode.intValue == (int)UnityEngine.Experimental.Rendering.HDPipeline.RenderPipelineSettings.SupportedLitShaderMode.Both;

            using (new EditorGUI.DisabledScope(!msaaAllowed))
            {
                ++EditorGUI.indentLevel;
                EditorGUILayout.PropertyField(d.MSAASampleCount, k_MSAASampleCountContent);
                --EditorGUI.indentLevel;
            }

            EditorGUILayout.PropertyField(d.supportDecals, k_SupportDecalContent);
            EditorGUILayout.PropertyField(d.supportMotionVectors, k_SupportMotionVectorContent);
            EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, k_SupportRuntimeDebugDisplayContent);
            EditorGUILayout.PropertyField(d.supportDitheringCrossFade, k_SupportDitheringCrossFadeContent);
            EditorGUILayout.PropertyField(d.supportDistortion, k_SupportDistortion);
            EditorGUILayout.PropertyField(d.supportTransparentBackface, k_SupportTransparentBackface);
            EditorGUILayout.PropertyField(d.supportTransparentDepthPrepass, k_SupportTransparentDepthPrepass);
            EditorGUILayout.PropertyField(d.supportTransparentDepthPostpass, k_SupportTransparentDepthPostpass);

            // Only display the support ray tracing feature if the platform supports it
#if REALTIME_RAYTRACING_SUPPORT
            if (UnityEngine.SystemInfo.supportsRayTracing)
            {
                EditorGUILayout.PropertyField(d.supportRayTracing, _.GetContent("Support Realtime Raytracing."));
            }
            else
#endif
            {
                d.supportRayTracing.boolValue = false;
            }
        }
        public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
        {
            this.serializedObject = serializedObject;

            renderPipelineResources     = serializedObject.FindProperty("m_RenderPipelineResources");
            diffusionProfileSettings    = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettings);
            allowShaderVariantStripping = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);

            renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.renderPipelineSettings));
            defaultFrameSettings   = new SerializedFrameSettings(serializedObject.FindProperty("m_FrameSettings"));
        }
        public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
        {
            this.serializedObject = serializedObject;

            renderPipelineResources     = serializedObject.FindProperty("m_RenderPipelineResources");
            diffusionProfileSettings    = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettings);
            allowShaderVariantStripping = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
            enableSRPBatcher            = serializedObject.Find((HDRenderPipelineAsset s) => s.enableSRPBatcher);

            renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.renderPipelineSettings));
            defaultFrameSettings   = new SerializedFrameSettings(serializedObject.FindProperty("m_FrameSettings"));
            defaultBakedOrCustomReflectionFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_BakedOrCustomReflectionFrameSettings"));
            defaultRealtimeReflectionFrameSettings      = new SerializedFrameSettings(serializedObject.FindProperty("m_RealtimeReflectionFrameSettings"));
        }
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        public SerializedHDRenderPipelineAsset(SerializedObject serializedObject)
        {
            this.serializedObject = serializedObject;

            renderPipelineResources      = serializedObject.FindProperty("m_RenderPipelineResources");
            diffusionProfileSettingsList = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettingsList);
            allowShaderVariantStripping  = serializedObject.Find((HDRenderPipelineAsset s) => s.allowShaderVariantStripping);
            enableSRPBatcher             = serializedObject.Find((HDRenderPipelineAsset s) => s.enableSRPBatcher);
            shaderVariantLogLevel        = serializedObject.Find((HDRenderPipelineAsset s) => s.shaderVariantLogLevel);

            renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.FindProperty("m_RenderPipelineSettings"));
            defaultFrameSettings   = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultCameraFrameSettings"), null);                                       //no overrides in HDRPAsset
            defaultBakedOrCustomReflectionFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultBakedOrCustomReflectionFrameSettings"), null); //no overrides in HDRPAsset
            defaultRealtimeReflectionFrameSettings      = new SerializedFrameSettings(serializedObject.FindProperty("m_RenderingPathDefaultRealtimeReflectionFrameSettings"), null);      //no overrides in HDRPAsset
        }