public override void OnInspectorGUI()
        {
            serializedObject.Update();

            var camera = m_Target.GetComponent <Camera>();

#if !UNITY_2017_2_OR_NEWER
            if (RuntimeUtilities.isSinglePassStereoSelected)
            {
                EditorGUILayout.HelpBox("Unity 2017.2+ required for full Single-pass stereo rendering support.", MessageType.Warning);
            }
            #endif

            DoVolumeBlending();
            DoAntialiasing();
            DoFog(camera);

            EditorGUILayout.PropertyField(m_StopNaNPropagation,
                                          EditorUtilities.GetContent(
                                              "Stop NaN Propagation|Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix. Has no effect on GLES2 platforms."));
            EditorGUILayout.Space();

            DoToolkit();
            DoCustomEffectSorter();

            EditorUtilities.DrawSplitter();
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
예제 #2
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        void DoCustomEffectSorter()
        {
            EditorUtilities.DrawSplitter();
            m_ShowCustomSorter.boolValue = EditorUtilities.DrawHeader("Custom Effect Sorting", m_ShowCustomSorter.boolValue);

            if (m_ShowCustomSorter.boolValue)
            {
                GUILayout.Space(5);

                bool anyList = false;
                if (m_CustomLists != null)
                {
                    foreach (var kvp in m_CustomLists)
                    {
                        var list = kvp.Value;

                        // Skip empty lists to avoid polluting the inspector
                        if (list.count == 0)
                            continue;

                        list.DoLayoutList();
                        anyList = true;
                    }
                }

                if (!anyList)
                {
                    EditorGUILayout.HelpBox("No custom effect loaded.", MessageType.Info);
                    GUILayout.Space(3);
                }
            }
        }
        private void DoToolkit()
        {
            EditorUtilities.DrawSplitter();
            m_ShowToolkit.boolValue = EditorUtilities.DrawHeader("Toolkit", m_ShowToolkit.boolValue);

            if (m_ShowToolkit.boolValue)
            {
                GUILayout.Space(2);

                if (GUILayout.Button(EditorUtilities.GetContent("Export frame to EXR..."), EditorStyles.miniButton))
                {
                    var menu = new GenericMenu();
                    menu.AddItem(EditorUtilities.GetContent("Full Frame (as displayed)"), false,
                                 () => ExportFrameToExr(ExportMode.FullFrame));
                    menu.AddItem(EditorUtilities.GetContent("Disable post-processing"), false,
                                 () => ExportFrameToExr(ExportMode.DisablePost));
                    menu.AddItem(EditorUtilities.GetContent("Break before Color Grading (Linear)"), false,
                                 () => ExportFrameToExr(ExportMode.BreakBeforeColorGradingLinear));
                    menu.AddItem(EditorUtilities.GetContent("Break before Color Grading (Log)"), false,
                                 () => ExportFrameToExr(ExportMode.BreakBeforeColorGradingLog));
                    menu.ShowAsContext();
                }

                if (GUILayout.Button(
                        EditorUtilities.GetContent(
                            "Select all layer volumes|Selects all the volumes that will influence this layer."),
                        EditorStyles.miniButton))
                {
                    var volumes = RuntimeUtilities.GetAllSceneObjects <PostProcessVolume>()
                                  .Where(x => (m_VolumeLayer.intValue & (1 << x.gameObject.layer)) != 0)
                                  .Select(x => x.gameObject)
                                  .Cast <Object>()
                                  .ToArray();

                    if (volumes.Length > 0)
                    {
                        Selection.objects = volumes;
                    }
                }

                if (GUILayout.Button(
                        EditorUtilities.GetContent(
                            "Select all active volumes|Selects all volumes currently affecting the layer."),
                        EditorStyles.miniButton))
                {
                    var volumes = new List <PostProcessVolume>();
                    PostProcessManager.instance.GetActiveVolumes(m_Target, volumes);

                    if (volumes.Count > 0)
                    {
                        Selection.objects = volumes
                                            .Select(x => x.gameObject)
                                            .Cast <Object>()
                                            .ToArray();
                    }
                }

                GUILayout.Space(3);
            }
        }
예제 #4
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        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            var camera = m_Target.GetComponent <Camera>();

            DoVolumeBlending();
            DoAntialiasing();
            DoFog(camera);

            EditorGUILayout.PropertyField(m_StopNaNPropagation, EditorUtilities.GetContent("Stop NaN Propagation|Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix. Has no effect on GLES2 platforms."));

#if UNITY_2019_1_OR_NEWER
            if (!RuntimeUtilities.scriptableRenderPipelineActive)
            {
                EditorGUILayout.PropertyField(m_DirectToCameraTarget, EditorUtilities.GetContent("Directly to Camera Target|Use the final blit to the camera render target for postprocessing. This has less overhead but breaks compatibility with legacy image effect that use OnRenderImage."));
            }
#endif

            EditorGUILayout.Space();

            DoToolkit();
            DoCustomEffectSorter();

            EditorUtilities.DrawSplitter();
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
예제 #5
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        void DoRenderingFeatures(Camera camera)
        {
            if (RuntimeUtilities.scriptableRenderPipelineActive)
                return;

            EditorUtilities.DrawSplitter();
            m_ShowRenderingFeatures.boolValue = EditorUtilities.DrawHeader("Rendering Features", m_ShowRenderingFeatures.boolValue);

            if (m_ShowRenderingFeatures.boolValue)
            {
                GUILayout.Space(2);

                DoAmbientOcclusion(camera);
                DoFog(camera);
            }
        }
예제 #6
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            var camera = m_Target.GetComponent <Camera>();

            DoVolumeBlending();
            DoAntialiasing();
            DoAmbientOcclusion(camera);
            DoFog(camera);
            DoToolkit();
            DoCustomEffectSorter();

            EditorUtilities.DrawSplitter();
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
예제 #7
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            var camera = m_Target.GetComponent<Camera>();

            DoVolumeBlending();
            DoAntialiasing();

            EditorGUILayout.PropertyField(m_StopNaNPropagation, EditorUtilities.GetContent("Stop NaN Propagation|Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking some effects. This will slightly affect performances and should only be used if you experience NaN issues that you can't fix. Has no effect on GLES2 platforms."));
            EditorGUILayout.Space();

            DoRenderingFeatures(camera);
            DoToolkit();
            DoCustomEffectSorter();

            EditorUtilities.DrawSplitter();
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
예제 #8
0
        public void OnGUI()
        {
            if (asset == null)
            {
                return;
            }

            if (asset.isDirty)
            {
                RefreshEditors();
                asset.isDirty = false;
            }

            bool isEditable = !VersionControl.Provider.isActive ||
                              AssetDatabase.IsOpenForEdit(asset, StatusQueryOptions.UseCachedIfPossible);

            using (new EditorGUI.DisabledScope(!isEditable))
            {
                EditorGUILayout.LabelField(EditorUtilities.GetContent("Overrides"), EditorStyles.boldLabel);

                // Override list
                for (int i = 0; i < m_Editors.Count; i++)
                {
                    var    editor = m_Editors[i];
                    string title  = editor.GetDisplayTitle();
                    int    id     = i; // Needed for closure capture below

                    EditorUtilities.DrawSplitter();
                    bool displayContent = EditorUtilities.DrawHeader(
                        title,
                        editor.baseProperty,
                        editor.activeProperty,
                        editor.target,
                        () => ResetEffectOverride(editor.target.GetType(), id),
                        () => RemoveEffectOverride(id)
                        );

                    if (displayContent)
                    {
                        using (new EditorGUI.DisabledScope(!editor.activeProperty.boolValue))
                            editor.OnInternalInspectorGUI();
                    }
                }

                if (m_Editors.Count > 0)
                {
                    EditorUtilities.DrawSplitter();
                    EditorGUILayout.Space();
                }
                else
                {
                    EditorGUILayout.HelpBox("No override set on this volume.", MessageType.Info);
                }

                if (GUILayout.Button("Add effect...", EditorStyles.miniButton))
                {
                    var menu = new GenericMenu();

                    var typeMap = PostProcessManager.instance.settingsTypes;
                    foreach (var kvp in typeMap)
                    {
                        var  type   = kvp.Key;
                        var  title  = EditorUtilities.GetContent(kvp.Value.menuItem);
                        bool exists = asset.HasSettings(type);

                        if (!exists)
                        {
                            menu.AddItem(title, false, () => AddEffectOverride(type));
                        }
                        else
                        {
                            menu.AddDisabledItem(title);
                        }
                    }

                    menu.ShowAsContext();
                }

                EditorGUILayout.Space();
            }
        }
        private void DoCustomEffectSorter()
        {
            EditorUtilities.DrawSplitter();
            m_ShowCustomSorter.boolValue =
                EditorUtilities.DrawHeader("Custom Effect Sorting", m_ShowCustomSorter.boolValue);

            if (m_ShowCustomSorter.boolValue)
            {
                var isInPrefab = false;

                // Init lists if needed
                if (m_CustomLists == null)
                {
                    // In some cases the editor will refresh before components which means
                    // components might not have been fully initialized yet. In this case we also
                    // need to make sure that we're not in a prefab as sorteBundles isn't a
                    // serializable object and won't exist until put on a scene.
                    if (m_Target.sortedBundles == null)
                    {
                        isInPrefab = string.IsNullOrEmpty(m_Target.gameObject.scene.name);

                        if (!isInPrefab)
                        {
                            Repaint();
                        }
                    }
                    else
                    {
                        // Create a reorderable list for each injection event
                        m_CustomLists = new Dictionary <PostProcessEvent, ReorderableList>();
                        foreach (var evt in Enum.GetValues(typeof(PostProcessEvent)).Cast <PostProcessEvent>())
                        {
                            var bundles  = m_Target.sortedBundles[evt];
                            var listName = ObjectNames.NicifyVariableName(evt.ToString());

                            var list = new ReorderableList(bundles, typeof(PostProcessLayer.SerializedBundleRef), true,
                                                           true, false, false);

                            list.drawHeaderCallback = rect => { EditorGUI.LabelField(rect, listName); };

                            list.drawElementCallback = (rect, index, isActive, isFocused) =>
                            {
                                var sbr = (PostProcessLayer.SerializedBundleRef)list.list[index];
                                EditorGUI.LabelField(rect, sbr.bundle.attribute.menuItem);
                            };

                            list.onReorderCallback = l => { EditorUtility.SetDirty(m_Target); };

                            m_CustomLists.Add(evt, list);
                        }
                    }
                }

                GUILayout.Space(5);

                if (isInPrefab)
                {
                    EditorGUILayout.HelpBox("Not supported in prefabs.", MessageType.Info);
                    GUILayout.Space(3);
                    return;
                }

                var anyList = false;
                if (m_CustomLists != null)
                {
                    foreach (var kvp in m_CustomLists)
                    {
                        var list = kvp.Value;

                        // Skip empty lists to avoid polluting the inspector
                        if (list.count == 0)
                        {
                            continue;
                        }

                        list.DoLayoutList();
                        anyList = true;
                    }
                }

                if (!anyList)
                {
                    EditorGUILayout.HelpBox("No custom effect loaded.", MessageType.Info);
                    GUILayout.Space(3);
                }
            }
        }