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")); }
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 }