示例#1
0
        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();
 }