public new void OnEnable() { m_UniversalRenderPipeline = GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset; m_CommonCameraSettingsFoldout = new SavedBool($"{target.GetType()}.CommonCameraSettingsFoldout", false); m_EnvironmentSettingsFoldout = new SavedBool($"{target.GetType()}.EnvironmentSettingsFoldout", false); m_OutputSettingsFoldout = new SavedBool($"{target.GetType()}.OutputSettingsFoldout", false); m_RenderingSettingsFoldout = new SavedBool($"{target.GetType()}.RenderingSettingsFoldout", false); m_StackSettingsFoldout = new SavedBool($"{target.GetType()}.StackSettingsFoldout", false); m_AdditionalCameraData = camera.gameObject.GetComponent <UniversalAdditionalCameraData>(); m_ErrorIcon = EditorGUIUtility.Load("icons/console.erroricon.sml.png") as Texture2D; validCameras.Clear(); errorCameras.Clear(); settings.OnEnable(); // Additional Camera Data if (m_AdditionalCameraData == null) { m_AdditionalCameraData = camera.gameObject.AddComponent <UniversalAdditionalCameraData>(); } init(m_AdditionalCameraData); UpdateAnimationValues(true); UpdateCameraTypeIntPopupData(); UpdateCameras(); }
public new void OnEnable() { base.OnEnable(); m_CommonCameraSettingsFoldout = new SavedBool($"{target.GetType()}.CommonCameraSettingsFoldout", false); m_EnvironmentSettingsFoldout = new SavedBool($"{target.GetType()}.EnvironmentSettingsFoldout", false); m_OutputSettingsFoldout = new SavedBool($"{target.GetType()}.OutputSettingsFoldout", false); m_RenderingSettingsFoldout = new SavedBool($"{target.GetType()}.RenderingSettingsFoldout", false); m_StackSettingsFoldout = new SavedBool($"{target.GetType()}.StackSettingsFoldout", false); var additionalCameraList = new List <Object>(); foreach (var cameraTarget in targets) { var additionData = (cameraTarget as Component).gameObject.GetComponent <UniversalAdditionalCameraData>(); if (additionData == null) { additionData = (cameraTarget as Component).gameObject.AddComponent <UniversalAdditionalCameraData>(); } m_AdditionalCameraDatas[cameraTarget] = additionData; additionalCameraList.Add(additionData); } m_ErrorIcon = EditorGUIUtility.Load("icons/console.erroricon.sml.png") as Texture2D; validCameras.Clear(); errorCameras.Clear(); settings.OnEnable(); init(additionalCameraList); UpdateAnimationValues(true); UpdateCameraTypeIntPopupData(); UpdateCameras(); }
public new void OnEnable() { base.OnEnable(); m_CommonCameraSettingsFoldout = new SavedBool($"{target.GetType()}.CommonCameraSettingsFoldout", false); m_EnvironmentSettingsFoldout = new SavedBool($"{target.GetType()}.EnvironmentSettingsFoldout", false); m_OutputSettingsFoldout = new SavedBool($"{target.GetType()}.OutputSettingsFoldout", false); m_RenderingSettingsFoldout = new SavedBool($"{target.GetType()}.RenderingSettingsFoldout", false); m_StackSettingsFoldout = new SavedBool($"{target.GetType()}.StackSettingsFoldout", false); var additionalCameraList = new List <Object>(); foreach (var cameraTarget in targets) { var additionData = (cameraTarget as Component).gameObject.GetComponent <UniversalAdditionalCameraData>(); if (additionData == null) { additionData = (cameraTarget as Component).gameObject.AddComponent <UniversalAdditionalCameraData>(); } m_AdditionalCameraDatas[cameraTarget] = additionData; additionalCameraList.Add(additionData); } m_ErrorIcon = LoadConsoleIcon(true); m_WarningIcon = LoadConsoleIcon(false); validCameras.Clear(); m_TypeErrorCameras.Clear(); m_OutputWarningCameras.Clear(); settings.OnEnable(); init(additionalCameraList); UpdateAnimationValues(true); UpdateCameras(); }
void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false); m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, false, true, true, true); DrawRendererListLayout(m_RendererDataList, m_RendererDataProp); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); // Marked by Bioum m_ShadowFadeProp = serializedObject.FindProperty("m_ShadowFade"); // Marked by Bioum m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_PostProcessingFeatureSet = serializedObject.FindProperty("m_PostProcessingFeatureSet"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
private void CreateFoldoutBools() { m_Foldouts = new SavedBool[m_RenderPasses.arraySize]; for (var i = 0; i < m_RenderPasses.arraySize; i++) { var name = m_RenderPasses.serializedObject.targetObject.name; m_Foldouts[i] = new SavedBool($"{name}.ELEMENT{i.ToString()}.PassFoldout", false); } }
void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_RendererTypeProp = serializedObject.FindProperty("m_RendererType"); m_RendererDataProp = serializedObject.FindProperty("m_RendererData"); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; }
public new void OnEnable() { base.OnEnable(); settings.OnEnable(); m_SerializedCamera = new UniversalRenderPipelineSerializedCamera(serializedObject); m_CommonCameraSettingsFoldout = new SavedBool($"{target.GetType()}.CommonCameraSettingsFoldout", false); m_EnvironmentSettingsFoldout = new SavedBool($"{target.GetType()}.EnvironmentSettingsFoldout", false); m_OutputSettingsFoldout = new SavedBool($"{target.GetType()}.OutputSettingsFoldout", false); m_RenderingSettingsFoldout = new SavedBool($"{target.GetType()}.RenderingSettingsFoldout", false); m_StackSettingsFoldout = new SavedBool($"{target.GetType()}.StackSettingsFoldout", false); m_ErrorIcon = LoadConsoleIcon(true); m_WarningIcon = LoadConsoleIcon(false); validCameras.Clear(); m_TypeErrorCameras.Clear(); m_OutputWarningCameras.Clear(); UpdateAnimationValues(true); UpdateCameras(); }
void OnEnable() { m_Analytics = Analytics.Renderer2DAnalytics.instance; m_ModifiedLights = new HashSet <Light2D>(); m_SortingLayerDropDown = new SortingLayerDropDown(); m_BlendingSettingsFoldout = new SavedBool($"{target.GetType()}.2DURPBlendingSettingsFoldout", false); m_ShadowsSettingsFoldout = new SavedBool($"{target.GetType()}.2DURPShadowsSettingsFoldout", false); m_VolumetricSettingsFoldout = new SavedBool($"{target.GetType()}.2DURPVolumetricSettingsFoldout", false); m_NormalMapsSettingsFoldout = new SavedBool($"{target.GetType()}.2DURPNormalMapsSettingsFoldout", false); m_LightType = serializedObject.FindProperty("m_LightType"); m_LightColor = serializedObject.FindProperty("m_Color"); m_LightIntensity = serializedObject.FindProperty("m_Intensity"); m_UseNormalMap = serializedObject.FindProperty("m_UseNormalMap"); m_ShadowIntensity = serializedObject.FindProperty("m_ShadowIntensity"); m_ShadowIntensityEnabled = serializedObject.FindProperty("m_ShadowIntensityEnabled"); m_ShadowVolumeIntensity = serializedObject.FindProperty("m_ShadowVolumeIntensity"); m_ShadowVolumeIntensityEnabled = serializedObject.FindProperty("m_ShadowVolumeIntensityEnabled"); m_ApplyToSortingLayers = serializedObject.FindProperty("m_ApplyToSortingLayers"); m_VolumetricIntensity = serializedObject.FindProperty("m_LightVolumeIntensity"); m_VolumetricIntensityEnabled = serializedObject.FindProperty("m_LightVolumeIntensityEnabled"); m_BlendStyleIndex = serializedObject.FindProperty("m_BlendStyleIndex"); m_FalloffIntensity = serializedObject.FindProperty("m_FalloffIntensity"); m_NormalMapZDistance = serializedObject.FindProperty("m_NormalMapDistance"); m_NormalMapQuality = serializedObject.FindProperty("m_NormalMapQuality"); m_LightOrder = serializedObject.FindProperty("m_LightOrder"); m_OverlapOperation = serializedObject.FindProperty("m_OverlapOperation"); // Point Light m_PointInnerAngle = serializedObject.FindProperty("m_PointLightInnerAngle"); m_PointOuterAngle = serializedObject.FindProperty("m_PointLightOuterAngle"); m_PointInnerRadius = serializedObject.FindProperty("m_PointLightInnerRadius"); m_PointOuterRadius = serializedObject.FindProperty("m_PointLightOuterRadius"); m_DeprecatedPointLightSprite = serializedObject.FindProperty("m_DeprecatedPointLightCookieSprite"); // Shape Light m_ShapeLightParametricRadius = serializedObject.FindProperty("m_ShapeLightParametricRadius"); m_ShapeLightFalloffSize = serializedObject.FindProperty("m_ShapeLightFalloffSize"); m_ShapeLightParametricSides = serializedObject.FindProperty("m_ShapeLightParametricSides"); m_ShapeLightSprite = serializedObject.FindProperty("m_LightCookieSprite"); m_AnyBlendStyleEnabled = false; var blendStyleIndices = new List <int>(); var blendStyleNames = new List <string>(); var rendererData = Light2DEditorUtility.GetRenderer2DData(); if (rendererData != null) { for (int i = 0; i < rendererData.lightBlendStyles.Length; ++i) { blendStyleIndices.Add(i); ref var blendStyle = ref rendererData.lightBlendStyles[i]; if (blendStyle.maskTextureChannel == Light2DBlendStyle.TextureChannel.None) { blendStyleNames.Add(blendStyle.name); } else { var name = string.Format("{0} ({1})", blendStyle.name, blendStyle.maskTextureChannel); blendStyleNames.Add(name); } m_AnyBlendStyleEnabled = true; } }
void OnEnable() { m_GeneralSettingsFoldout = new SavedBool($"{target.GetType()}.GeneralSettingsFoldout", false); m_QualitySettingsFoldout = new SavedBool($"{target.GetType()}.QualitySettingsFoldout", false); m_LightingSettingsFoldout = new SavedBool($"{target.GetType()}.LightingSettingsFoldout", false); m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false); m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); m_RendererDataList = new ReorderableList(serializedObject, m_RendererDataProp, true, true, true, true); DrawRendererListLayout(m_RendererDataList, m_RendererDataProp); m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture"); m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture"); m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling"); m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); m_MainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode"); m_MainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported"); m_MainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution"); m_AdditionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode"); m_AdditionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit"); m_AdditionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported"); m_AdditionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution"); m_AdditionalLightsShadowResolutionTierLowProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow"); m_AdditionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium"); m_AdditionalLightsShadowResolutionTierHighProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh"); m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance"); m_ShadowCascadeCountProp = serializedObject.FindProperty("m_ShadowCascadeCount"); m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split"); m_ShadowCascade3SplitProp = serializedObject.FindProperty("m_Cascade3Split"); m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split"); m_ShadowCascadeBorderProp = serializedObject.FindProperty("m_CascadeBorder"); m_ShadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias"); m_ShadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias"); m_SoftShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported"); m_SRPBatcher = serializedObject.FindProperty("m_UseSRPBatcher"); m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching"); m_MixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported"); m_DebugLevelProp = serializedObject.FindProperty("m_DebugLevel"); m_ShaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel"); m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); m_UseFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion"); m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); string Key = "Universal_Shadow_Setting_Unit:UI_State"; m_State = new EditorPrefBoolFlags <EditorUtils.Unit>(Key); }