internal void OnTierGUI(BuildTargetGroup platform, GraphicsTier tier, bool vertical) { TierSettings ts = EditorGraphicsSettings.GetTierSettings(platform, tier); EditorGUI.BeginChangeCheck(); if (!vertical) { EditorGUILayout.LabelField(Styles.empty, EditorStyles.boldLabel); } bool usingSRP = GraphicsSettings.renderPipelineAsset != null; if (!usingSRP) { ts.standardShaderQuality = ShaderQualityPopup(ts.standardShaderQuality); ts.reflectionProbeBoxProjection = EditorGUILayout.Toggle(ts.reflectionProbeBoxProjection); ts.reflectionProbeBlending = EditorGUILayout.Toggle(ts.reflectionProbeBlending); ts.detailNormalMap = EditorGUILayout.Toggle(ts.detailNormalMap); ts.semitransparentShadows = EditorGUILayout.Toggle(ts.semitransparentShadows); } if (SupportedRenderingFeatures.active.rendererSupportsLightProbeProxyVolumes) { ts.enableLPPV = EditorGUILayout.Toggle(ts.enableLPPV); } if (!vertical) { EditorGUILayout.LabelField(Styles.empty, EditorStyles.boldLabel); EditorGUILayout.LabelField(Styles.empty, EditorStyles.boldLabel); } if (!usingSRP) { ts.cascadedShadowMaps = EditorGUILayout.Toggle(ts.cascadedShadowMaps); ts.prefer32BitShadowMaps = EditorGUILayout.Toggle(ts.prefer32BitShadowMaps); ts.hdr = EditorGUILayout.Toggle(ts.hdr); } ts.hdrMode = HDRModePopup(ts.hdrMode); if (!usingSRP) { ts.renderingPath = RenderingPathPopup(ts.renderingPath); } if (SupportedRenderingFeatures.IsLightmapBakeTypeSupported(LightmapBakeType.Realtime)) { ts.realtimeGICPUUsage = RealtimeGICPUUsagePopup(ts.realtimeGICPUUsage); } if (EditorGUI.EndChangeCheck()) { // TODO: it should be doable in c# now as we "expose" GraphicsSettings anyway EditorGraphicsSettings.RegisterUndo(); EditorGraphicsSettings.SetTierSettings(platform, tier, ts); } }
public static StripGraphicsTier ConvertUnityTypeToStripType(UnityEngine.Rendering.GraphicsTier inType) { return((StripGraphicsTier)Mathf.Pow(2, (int)inType)); }