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- using System.Linq;
- using UnityEngine;
- using UnityEditorInternal;
- using UnityEngine.Experimental.Rendering.Universal;
- using System.Collections.Generic;
- namespace UnityEditor.Experimental.Rendering.Universal
- {
- [CustomPropertyDrawer(typeof(RenderObjects.RenderObjectsSettings), true)]
- internal class RenderObjectsPassFeatureEditor : PropertyDrawer
- {
- internal class Styles
- {
- public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
- public static GUIContent callback = new GUIContent("Event", "Choose at which point this render pass is executed in the frame.");
- //Headers
- public static GUIContent filtersHeader = new GUIContent("Filters", "Settings that control which objects should be rendered.");
- public static GUIContent renderHeader = new GUIContent("Overrides", "Different parts of the rendering that you can choose to override.");
- //Filters
- public static GUIContent renderQueueFilter = new GUIContent("Queue", "Only render objects in the selected render queue range.");
- public static GUIContent layerMask = new GUIContent("Layer Mask", "Only render objects in a layer that match the given layer mask.");
- public static GUIContent shaderPassFilter = new GUIContent("Shader Passes", "Controls which shader passes to use when rendering objects. The name given here must match the LightMode tag in a shader pass.");
- //Render Options
- public static GUIContent overrideMaterial = new GUIContent("Material", "Choose an override material, every renderer will be rendered with this material.");
- public static GUIContent overrideMaterialPass = new GUIContent("Pass Index", "The pass index for the override material to use.");
- //Depth Settings
- public static GUIContent overrideDepth = new GUIContent("Depth", "Override depth rendering.");
- public static GUIContent writeDepth = new GUIContent("Write Depth", "Choose to write depth to the screen.");
- public static GUIContent depthState = new GUIContent("Depth Test", "Choose a new depth test function.");
- //Camera Settings
- public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices.");
- public static GUIContent cameraFOV = new GUIContent("Field Of View", "The camera's view angle measured in degrees along vertical axis.");
- public static GUIContent positionOffset = new GUIContent("Position Offset", "Position offset to apply to the original camera's position.");
- public static GUIContent restoreCamera = new GUIContent("Restore", "Restore to the original camera matrices after the execution of the render passes added by this feature.");
- }
- //Headers and layout
- private HeaderBool m_FiltersFoldout;
- private int m_FilterLines = 3;
- private HeaderBool m_RenderFoldout;
- private int m_MaterialLines = 2;
- private int m_DepthLines = 3;
- private int m_CameraLines = 4;
- // Serialized Properties
- private SerializedProperty m_Callback;
- private SerializedProperty m_PassTag;
- //Filter props
- private SerializedProperty m_FilterSettings;
- private SerializedProperty m_RenderQueue;
- private SerializedProperty m_LayerMask;
- private SerializedProperty m_ShaderPasses;
- //Render props
- private SerializedProperty m_OverrideMaterial;
- private SerializedProperty m_OverrideMaterialPass;
- //Depth props
- private SerializedProperty m_OverrideDepth;
- private SerializedProperty m_WriteDepth;
- private SerializedProperty m_DepthState;
- //Stencil props
- private SerializedProperty m_OverrideStencil;
- //Caemra props
- private SerializedProperty m_CameraSettings;
- private SerializedProperty m_OverrideCamera;
- private SerializedProperty m_FOV;
- private SerializedProperty m_CameraOffset;
- private SerializedProperty m_RestoreCamera;
- private ReorderableList m_ShaderPassesList;
- private List<SerializedObject> m_properties = new List<SerializedObject>();
- private void Init(SerializedProperty property)
- {
- //Header bools
- var key = $"{this.ToString().Split('.').Last()}.{property.serializedObject.targetObject.name}";
- m_FiltersFoldout = new HeaderBool($"{key}.FiltersFoldout", true);
- m_RenderFoldout = new HeaderBool($"{key}.RenderFoldout");
- m_Callback = property.FindPropertyRelative("Event");
- m_PassTag = property.FindPropertyRelative("passTag");
- //Filter props
- m_FilterSettings = property.FindPropertyRelative("filterSettings");
- m_RenderQueue = m_FilterSettings.FindPropertyRelative("RenderQueueType");
- m_LayerMask = m_FilterSettings.FindPropertyRelative("LayerMask");
- m_ShaderPasses = m_FilterSettings.FindPropertyRelative("PassNames");
- //Render options
- m_OverrideMaterial = property.FindPropertyRelative("overrideMaterial");
- m_OverrideMaterialPass = property.FindPropertyRelative("overrideMaterialPassIndex");
- //Depth props
- m_OverrideDepth = property.FindPropertyRelative("overrideDepthState");
- m_WriteDepth = property.FindPropertyRelative("enableWrite");
- m_DepthState = property.FindPropertyRelative("depthCompareFunction");
- //Stencil
- m_OverrideStencil = property.FindPropertyRelative("stencilSettings");
- //Camera
- m_CameraSettings = property.FindPropertyRelative("cameraSettings");
- m_OverrideCamera = m_CameraSettings.FindPropertyRelative("overrideCamera");
- m_FOV = m_CameraSettings.FindPropertyRelative("cameraFieldOfView");
- m_CameraOffset = m_CameraSettings.FindPropertyRelative("offset");
- m_RestoreCamera = m_CameraSettings.FindPropertyRelative("restoreCamera");
- m_properties.Add(property.serializedObject);
- CreateShaderPassList();
- }
- private void CreateShaderPassList()
- {
- m_ShaderPassesList = new ReorderableList(null, m_ShaderPasses, false, true, true, true);
- m_ShaderPassesList.drawElementCallback =
- (Rect rect, int index, bool isActive, bool isFocused) =>
- {
- var element = m_ShaderPassesList.serializedProperty.GetArrayElementAtIndex(index);
- var propRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight);
- var labelWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = 50;
- element.stringValue = EditorGUI.TextField(propRect, "Name", element.stringValue);
- EditorGUIUtility.labelWidth = labelWidth;
- };
- m_ShaderPassesList.drawHeaderCallback = (Rect testHeaderRect) =>
- {
- EditorGUI.LabelField(testHeaderRect, Styles.shaderPassFilter);
- };
- }
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- rect.height = EditorGUIUtility.singleLineHeight;
- EditorGUI.BeginChangeCheck();
- EditorGUI.BeginProperty(rect, label, property);
- if (!m_properties.Contains(property.serializedObject))
- {
- Init(property);
- }
- var passName = property.serializedObject.FindProperty("m_Name").stringValue;
- if (passName != m_PassTag.stringValue)
- {
- m_PassTag.stringValue = passName;
- property.serializedObject.ApplyModifiedProperties();
- }
- //Forward Callbacks
- EditorGUI.PropertyField(rect, m_Callback, Styles.callback);
- rect.y += Styles.defaultLineSpace;
- DoFilters(ref rect);
- m_RenderFoldout.value = EditorGUI.Foldout(rect, m_RenderFoldout.value, Styles.renderHeader, true);
- SaveHeaderBool(m_RenderFoldout);
- rect.y += Styles.defaultLineSpace;
- if (m_RenderFoldout.value)
- {
- EditorGUI.indentLevel++;
- //Override material
- DoMaterialOverride(ref rect);
- rect.y += Styles.defaultLineSpace;
- //Override depth
- DoDepthOverride(ref rect);
- rect.y += Styles.defaultLineSpace;
- //Override stencil
- EditorGUI.PropertyField(rect, m_OverrideStencil);
- rect.y += EditorGUI.GetPropertyHeight(m_OverrideStencil);
- //Override camera
- DoCameraOverride(ref rect);
- rect.y += Styles.defaultLineSpace;
- EditorGUI.indentLevel--;
- }
- EditorGUI.EndProperty();
- if (EditorGUI.EndChangeCheck())
- property.serializedObject.ApplyModifiedProperties();
- }
- void DoFilters(ref Rect rect)
- {
- m_FiltersFoldout.value = EditorGUI.Foldout(rect, m_FiltersFoldout.value, Styles.filtersHeader, true);
- SaveHeaderBool(m_FiltersFoldout);
- rect.y += Styles.defaultLineSpace;
- if (m_FiltersFoldout.value)
- {
- EditorGUI.indentLevel++;
- //Render queue filter
- EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter);
- rect.y += Styles.defaultLineSpace;
- //Layer mask
- EditorGUI.PropertyField(rect, m_LayerMask, Styles.layerMask);
- rect.y += Styles.defaultLineSpace;
- //Shader pass list
- EditorGUI.indentLevel--;
- m_ShaderPassesList.DoList(rect);
- rect.y += m_ShaderPassesList.GetHeight();
- }
- }
- void DoMaterialOverride(ref Rect rect)
- {
- //Override material
- EditorGUI.PropertyField(rect, m_OverrideMaterial, Styles.overrideMaterial);
- if (m_OverrideMaterial.objectReferenceValue)
- {
- rect.y += Styles.defaultLineSpace;
- EditorGUI.indentLevel++;
- EditorGUI.BeginChangeCheck();
- EditorGUI.PropertyField(rect, m_OverrideMaterialPass, Styles.overrideMaterialPass);
- if (EditorGUI.EndChangeCheck())
- m_OverrideMaterialPass.intValue = Mathf.Max(0, m_OverrideMaterialPass.intValue);
- EditorGUI.indentLevel--;
- }
- }
- void DoDepthOverride(ref Rect rect)
- {
- EditorGUI.PropertyField(rect, m_OverrideDepth, Styles.overrideDepth);
- if (m_OverrideDepth.boolValue)
- {
- rect.y += Styles.defaultLineSpace;
- EditorGUI.indentLevel++;
- //Write depth
- EditorGUI.PropertyField(rect, m_WriteDepth, Styles.writeDepth);
- rect.y += Styles.defaultLineSpace;
- //Depth testing options
- EditorGUI.PropertyField(rect, m_DepthState, Styles.depthState);
- EditorGUI.indentLevel--;
- }
- }
- void DoCameraOverride(ref Rect rect)
- {
- EditorGUI.PropertyField(rect, m_OverrideCamera, Styles.overrideCamera);
- if (m_OverrideCamera.boolValue)
- {
- rect.y += Styles.defaultLineSpace;
- EditorGUI.indentLevel++;
- //FOV
- EditorGUI.Slider(rect, m_FOV, 4f, 179f, Styles.cameraFOV);
- rect.y += Styles.defaultLineSpace;
- //Offset vector
- var offset = m_CameraOffset.vector4Value;
- EditorGUI.BeginChangeCheck();
- var newOffset = EditorGUI.Vector3Field(rect, Styles.positionOffset, new Vector3(offset.x, offset.y, offset.z));
- if(EditorGUI.EndChangeCheck())
- m_CameraOffset.vector4Value = new Vector4(newOffset.x, newOffset.y, newOffset.z, 1f);
- rect.y += Styles.defaultLineSpace;
- //Restore prev camera projections
- EditorGUI.PropertyField(rect, m_RestoreCamera, Styles.restoreCamera);
- rect.y += Styles.defaultLineSpace;
- EditorGUI.indentLevel--;
- }
- }
- public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
- {
- float height = Styles.defaultLineSpace;
- Init(property);
- height += Styles.defaultLineSpace * (m_FiltersFoldout.value ? m_FilterLines : 1);
- height += m_FiltersFoldout.value ? m_ShaderPassesList.GetHeight() : 0;
- height += Styles.defaultLineSpace; // add line for overrides dropdown
- if (m_RenderFoldout.value)
- {
- height += Styles.defaultLineSpace * (m_OverrideMaterial.objectReferenceValue != null ? m_MaterialLines : 1);
- height += Styles.defaultLineSpace * (m_OverrideDepth.boolValue ? m_DepthLines : 1);
- height += EditorGUI.GetPropertyHeight(m_OverrideStencil);
- height += Styles.defaultLineSpace * (m_OverrideCamera.boolValue ? m_CameraLines : 1);
- }
- return height;
- }
- private void SaveHeaderBool(HeaderBool boolObj)
- {
- EditorPrefs.SetBool(boolObj.key, boolObj.value);
- }
- class HeaderBool
- {
- public string key;
- public bool value;
- public HeaderBool(string _key, bool _default = false)
- {
- key = _key;
- if (EditorPrefs.HasKey(key))
- value = EditorPrefs.GetBool(key);
- else
- value = _default;
- EditorPrefs.SetBool(key, value);
- }
- }
- }
- }
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