コード例 #1
0
        void OnCameraModeChanged(SceneView.CameraMode mode)
        {
            // If the rootVisualElement hasn't yet been created, early out
            if (m_ContentRoot == null)
            {
                CreatePanelContent();
            }

            m_AlbedoContent.EnableInClassList(k_UnityHiddenClass, mode.drawMode != DrawCameraMode.ValidateAlbedo && mode.drawMode != DrawCameraMode.ValidateMetalSpecular);
            m_AlbedoContent.Q("Albedo").EnableInClassList(k_UnityHiddenClass, mode.drawMode != DrawCameraMode.ValidateAlbedo);
            m_LightExposureContent.EnableInClassList(k_UnityHiddenClass, !sceneView.showExposureSettings);
            m_GlobalIlluminationContent.EnableInClassList(k_UnityHiddenClass, mode.drawMode != DrawCameraMode.GIContributorsReceivers);
            m_ShouldDisplay = true;

            switch (mode.drawMode)
            {
            case DrawCameraMode.ValidateAlbedo:
            case DrawCameraMode.ValidateMetalSpecular:
                displayName = "PBR Validation Settings";
                m_AlbedoContent.Q <HelpBox>().EnableInClassList(k_UnityHiddenClass, PlayerSettings.colorSpace != ColorSpace.Gamma);
                m_SceneView.SetOverlayVisible(k_OverlayID, true);
                break;

            case DrawCameraMode.BakedEmissive:
            case DrawCameraMode.BakedLightmap:
            case DrawCameraMode.RealtimeEmissive:
            case DrawCameraMode.RealtimeIndirect:
                displayName = "Lightmap Exposure";
                m_SceneView.SetOverlayVisible(k_OverlayID, true);
                break;

            case DrawCameraMode.GIContributorsReceivers:
                displayName = "GI Contributors / Receivers";
                break;

            default:
                m_ShouldDisplay = false;
                break;
            }

            UpdateAlbedoMetalValidation();
            Handles.SetSceneViewModeGIContributorsReceiversColors(
                kSceneViewMaterialNoContributeGI.Color,
                kSceneViewMaterialReceiveGILightmaps.Color,
                kSceneViewMaterialReceiveGILightProbes.Color);
        }