Esempio n. 1
0
 static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o)
 {
     EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel);
     ++EditorGUI.indentLevel;
     EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask"));
     EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR"));
     EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO"));
     EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer"));
     EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support MSAA"));
     EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
     --EditorGUI.indentLevel;
 }
Esempio n. 2
0
 static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o)
 {
     EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel);
     ++EditorGUI.indentLevel;
     EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask"));
     EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR"));
     EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO"));
     EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer"));
     EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing"));
     EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count"));
     EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
     EditorGUILayout.PropertyField(d.supportForwardOnly, _.GetContent("Support Forward Only"));
     EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors"));
     EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
     --EditorGUI.indentLevel;
 }
Esempio n. 3
0
        static void Drawer_SectionPrimarySettings(RenderPipelineSettingsUI s, SerializedRenderPipelineSettings d, Editor o)
        {
            EditorGUILayout.LabelField(_.GetContent("Render Pipeline Settings"), EditorStyles.boldLabel);
            ++EditorGUI.indentLevel;
            EditorGUILayout.PropertyField(d.supportShadowMask, _.GetContent("Support Shadow Mask|Enable memory (Extra Gbuffer in deferred) and shader variant for shadow mask."));
            EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR|Enable memory use by SSR effect."));
            EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO|Enable memory use by SSAO effect."));
            EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer|Enable memory and variant of decal buffer."));
            EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing|This feature doesn't work currently."));
            EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count|Allow to select the level of MSAA."));
            EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
            EditorGUILayout.PropertyField(d.supportOnlyForward, _.GetContent("Support Only Forward|Remove all the memory and shader variant of GBuffer. The renderer can be switch to deferred anymore."));
            EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors|Motion vector are use for Motion Blur, TAA, temporal re-projection of various effect like SSR."));
            EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
            EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
            EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
            EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));

            --EditorGUI.indentLevel;
        }