static void Drawer_SectionLightLoopSettings(LightLoopSettingsUI s, SerializedLightLoopSettings p, Editor owner) { // Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader //EditorGUILayout.PropertyField(p.enableTileAndCluster, _.GetContent("Enable Tile And Cluster")); //EditorGUI.indentLevel++; GUILayout.BeginVertical(); if (s.isSectionExpandedEnableTileAndCluster.target) { EditorGUILayout.PropertyField(p.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque")); EditorGUILayout.PropertyField(p.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass")); EditorGUILayout.PropertyField(p.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation")); GUILayout.BeginVertical(); if (s.isSectionExpandedComputeLightEvaluation.target) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(p.enableComputeLightVariants, _.GetContent("Enable Compute Light Variants")); EditorGUILayout.PropertyField(p.enableComputeMaterialVariants, _.GetContent("Enable Compute Material Variants")); EditorGUI.indentLevel--; } EditorGUILayout.EndFadeGroup(); GUILayout.EndVertical(); } EditorGUILayout.EndFadeGroup(); GUILayout.EndVertical(); //EditorGUI.indentLevel--; }
static void Drawer_SectionLightLoopSettings(LightLoopSettingsUI s, SerializedLightLoopSettings p, Editor owner) { EditorGUILayout.PropertyField(p.enableTileAndCluster, _.GetContent("Enable Tile And Cluster")); GUILayout.BeginVertical(); if (EditorGUILayout.BeginFadeGroup(s.isSectionExpandedEnableTileAndCluster.faded)) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(p.isFptlEnabled, _.GetContent("Enable FPTL")); EditorGUILayout.PropertyField(p.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque")); EditorGUILayout.PropertyField(p.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass")); EditorGUILayout.PropertyField(p.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation")); GUILayout.BeginVertical(); if (EditorGUILayout.BeginFadeGroup(s.isSectionExpandedComputeLightEvaluation.faded)) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(p.enableComputeLightVariants, _.GetContent("Enable Compute Light Variants")); EditorGUILayout.PropertyField(p.enableComputeMaterialVariants, _.GetContent("Enable Compute Material Variants")); EditorGUI.indentLevel--; } EditorGUILayout.EndFadeGroup(); GUILayout.EndVertical(); EditorGUI.indentLevel--; } EditorGUILayout.EndFadeGroup(); GUILayout.EndVertical(); }