using System; using System.Linq; using System.Linq.Expressions; using System.Reflection; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { using CED = CoreEditorDrawer; internal partial class UniversalRenderPipelineLightUI { [URPHelpURL("light-component")] enum Expandable { General = 1 << 0, Shape = 1 << 1, Emission = 1 << 2, Rendering = 1 << 3, Shadows = 1 << 4, LightCookie = 1 << 5 } static readonly ExpandedState k_ExpandedState = new(~-1, "URP"); public static readonly CED.IDrawer Inspector = CED.Group( CED.Conditional( (_, __) => { if (SceneView.lastActiveSceneView == null) return false; #if UNITY_2019_1_OR_NEWER var sceneLighting = SceneView.lastActiveSceneView.sceneLighting; #else var sceneLighting = SceneView.lastActiveSceneView.m_SceneLighting; #endif return !sceneLighting; }, (_, __) => EditorGUILayout.HelpBox(Styles.DisabledLightWarning.text, MessageType.Warning)), CED.FoldoutGroup(LightUI.Styles.generalHeader, Expandable.General, k_ExpandedState, DrawGeneralContent), CED.Conditional( (serializedLight, editor) => !serializedLight.settings.lightType.hasMultipleDifferentValues && serializedLight.settings.light.type == LightType.Spot, CED.FoldoutGroup(LightUI.Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawSpotShapeContent)), CED.Conditional( (serializedLight, editor) => { if (serializedLight.settings.lightType.hasMultipleDifferentValues) return false; var lightType = serializedLight.settings.light.type; return lightType == LightType.Rectangle || lightType == LightType.Disc; }, CED.FoldoutGroup(LightUI.Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawAreaShapeContent)), CED.FoldoutGroup(LightUI.Styles.emissionHeader, Expandable.Emission, k_ExpandedState, CED.Group( LightUI.DrawColor, DrawEmissionContent)), CED.FoldoutGroup(LightUI.Styles.renderingHeader, Expandable.Rendering, k_ExpandedState, DrawRenderingContent), CED.FoldoutGroup(LightUI.Styles.shadowHeader, Expandable.Shadows, k_ExpandedState, DrawShadowsContent), CED.FoldoutGroup(Styles.lightCookieHeader, Expandable.LightCookie, k_ExpandedState, DrawLightCookieContent) ); static Func s_SetGizmosDirty = SetGizmosDirty(); static Func SetGizmosDirty() { var type = Type.GetType("UnityEditor.AnnotationUtility,UnityEditor"); var method = type.GetMethod("SetGizmosDirty", BindingFlags.Static | BindingFlags.NonPublic); var lambda = Expression.Lambda>(Expression.Call(method)); return lambda.Compile(); } static Action k_SliderWithTexture = GetSliderWithTexture(); static Action GetSliderWithTexture() { //quicker than standard reflection as it is compiled var paramLabel = Expression.Parameter(typeof(GUIContent), "label"); var paramProperty = Expression.Parameter(typeof(SerializedProperty), "property"); var paramSettings = Expression.Parameter(typeof(LightEditor.Settings), "settings"); System.Reflection.MethodInfo sliderWithTextureInfo = typeof(EditorGUILayout) .GetMethod( "SliderWithTexture", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static, null, System.Reflection.CallingConventions.Any, new[] { typeof(GUIContent), typeof(SerializedProperty), typeof(float), typeof(float), typeof(float), typeof(Texture2D), typeof(GUILayoutOption[]) }, null); var sliderWithTextureCall = Expression.Call( sliderWithTextureInfo, paramLabel, paramProperty, Expression.Constant((float)typeof(LightEditor.Settings).GetField("kMinKelvin", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()), Expression.Constant((float)typeof(LightEditor.Settings).GetField("kMaxKelvin", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()), Expression.Constant((float)typeof(LightEditor.Settings).GetField("kSliderPower", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()), Expression.Field(paramSettings, typeof(LightEditor.Settings).GetField("m_KelvinGradientTexture", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)), Expression.Constant(null, typeof(GUILayoutOption[]))); var lambda = Expression.Lambda>(sliderWithTextureCall, paramLabel, paramProperty, paramSettings); return lambda.Compile(); } static void DrawGeneralContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { DrawGeneralContentInternal(serializedLight, owner, isInPreset: false); } static void DrawGeneralContentPreset(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { DrawGeneralContentInternal(serializedLight, owner, isInPreset: true); } static void DrawGeneralContentInternal(UniversalRenderPipelineSerializedLight serializedLight, Editor owner, bool isInPreset) { // To the user, we will only display it as a area light, but under the hood, we have Rectangle and Disc. This is not to confuse people // who still use our legacy light inspector. int selectedLightType = serializedLight.settings.lightType.intValue; // Handle all lights that are not in the default set if (!Styles.LightTypeValues.Contains(serializedLight.settings.lightType.intValue)) { if (serializedLight.settings.lightType.intValue == (int)LightType.Disc) { selectedLightType = (int)LightType.Rectangle; } } var rect = EditorGUILayout.GetControlRect(); EditorGUI.BeginProperty(rect, Styles.Type, serializedLight.settings.lightType); EditorGUI.BeginChangeCheck(); int type = EditorGUI.IntPopup(rect, Styles.Type, selectedLightType, Styles.LightTypeTitles, Styles.LightTypeValues); if (EditorGUI.EndChangeCheck()) { s_SetGizmosDirty(); serializedLight.settings.lightType.intValue = type; } EditorGUI.EndProperty(); Light light = serializedLight.settings.light; var lightType = light.type; if (LightType.Directional != lightType && light == RenderSettings.sun) { EditorGUILayout.HelpBox(Styles.SunSourceWarning.text, MessageType.Warning); } if (!serializedLight.settings.lightType.hasMultipleDifferentValues) { using (new EditorGUI.DisabledScope(serializedLight.settings.isAreaLightType)) serializedLight.settings.DrawLightmapping(); if (serializedLight.settings.isAreaLightType && serializedLight.settings.lightmapping.intValue != (int)LightmapBakeType.Baked) { serializedLight.settings.lightmapping.intValue = (int)LightmapBakeType.Baked; serializedLight.Apply(); } if (lightType != LightType.Rectangle && !serializedLight.settings.isCompletelyBaked && UniversalRenderPipeline.asset.supportsLightLayers && !isInPreset) { EditorGUI.BeginChangeCheck(); DrawLightLayerMask(serializedLight.lightLayerMask, LightUI.Styles.lightLayer); if (EditorGUI.EndChangeCheck()) { if (!serializedLight.customShadowLayers.boolValue) SyncLightAndShadowLayers(serializedLight, serializedLight.lightLayerMask); } } } } internal static void SyncLightAndShadowLayers(UniversalRenderPipelineSerializedLight serializedLight, SerializedProperty serialized) { // If we're not in decoupled mode for light layers, we sync light with shadow layers. // In mixed state, it makes sense to do it only on Light that links the mode. foreach (var lightTarget in serializedLight.serializedObject.targetObjects) { var additionData = (lightTarget as Component).gameObject.GetComponent(); if (additionData.customShadowLayers) continue; Light target = lightTarget as Light; if (target.renderingLayerMask != serialized.intValue) target.renderingLayerMask = serialized.intValue; } } internal static void DrawLightLayerMask(SerializedProperty property, GUIContent style) { Rect controlRect = EditorGUILayout.GetControlRect(true); int lightLayer = property.intValue; EditorGUI.BeginProperty(controlRect, style, property); EditorGUI.BeginChangeCheck(); lightLayer = EditorGUI.MaskField(controlRect, style, lightLayer, UniversalRenderPipelineGlobalSettings.instance.prefixedLightLayerNames); if (EditorGUI.EndChangeCheck()) property.intValue = lightLayer; EditorGUI.EndProperty(); } static void DrawSpotShapeContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { serializedLight.settings.DrawInnerAndOuterSpotAngle(); } static void DrawAreaShapeContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { int selectedShape = serializedLight.settings.isAreaLightType ? serializedLight.settings.lightType.intValue : 0; // Handle all lights that are not in the default set if (!Styles.LightTypeValues.Contains(serializedLight.settings.lightType.intValue)) { if (serializedLight.settings.lightType.intValue == (int)LightType.Disc) { selectedShape = (int)LightType.Disc; } } var rect = EditorGUILayout.GetControlRect(); EditorGUI.BeginProperty(rect, Styles.AreaLightShapeContent, serializedLight.settings.lightType); EditorGUI.BeginChangeCheck(); int shape = EditorGUI.IntPopup(rect, Styles.AreaLightShapeContent, selectedShape, Styles.AreaLightShapeTitles, Styles.AreaLightShapeValues); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(serializedLight.settings.light, "Adjust Light Shape"); serializedLight.settings.lightType.intValue = shape; } EditorGUI.EndProperty(); using (new EditorGUI.IndentLevelScope()) serializedLight.settings.DrawArea(); } static void DrawEmissionContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { serializedLight.settings.DrawIntensity(); serializedLight.settings.DrawBounceIntensity(); if (!serializedLight.settings.lightType.hasMultipleDifferentValues) { var lightType = serializedLight.settings.light.type; if (lightType != LightType.Directional) { #if UNITY_2020_1_OR_NEWER serializedLight.settings.DrawRange(); #else serializedLight.settings.DrawRange(false); #endif } } } static void DrawRenderingContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { serializedLight.settings.DrawRenderMode(); EditorGUILayout.PropertyField(serializedLight.settings.cullingMask, Styles.CullingMask); } static void DrawShadowsContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { if (serializedLight.settings.lightType.hasMultipleDifferentValues) { EditorGUILayout.HelpBox("Cannot multi edit shadows from different light types.", MessageType.Info); return; } serializedLight.settings.DrawShadowsType(); if (serializedLight.settings.shadowsType.hasMultipleDifferentValues) { EditorGUILayout.HelpBox("Cannot multi edit different shadow types", MessageType.Info); return; } if (serializedLight.settings.light.shadows == LightShadows.None) return; var lightType = serializedLight.settings.light.type; using (new EditorGUI.IndentLevelScope()) { if (serializedLight.settings.isBakedOrMixed) { switch (lightType) { // Baked Shadow radius case LightType.Point: case LightType.Spot: serializedLight.settings.DrawBakedShadowRadius(); break; case LightType.Directional: serializedLight.settings.DrawBakedShadowAngle(); break; } } if (lightType != LightType.Rectangle && !serializedLight.settings.isCompletelyBaked) { EditorGUILayout.LabelField(Styles.ShadowRealtimeSettings, EditorStyles.boldLabel); using (new EditorGUI.IndentLevelScope()) { // Resolution if (lightType == LightType.Point || lightType == LightType.Spot) DrawShadowsResolutionGUI(serializedLight); EditorGUILayout.Slider(serializedLight.settings.shadowsStrength, 0f, 1f, Styles.ShadowStrength); // Bias DrawAdditionalShadowData(serializedLight); // this min bound should match the calculation in SharedLightData::GetNearPlaneMinBound() float nearPlaneMinBound = Mathf.Min(0.01f * serializedLight.settings.range.floatValue, 0.1f); EditorGUILayout.Slider(serializedLight.settings.shadowsNearPlane, nearPlaneMinBound, 10.0f, Styles.ShadowNearPlane); } if (UniversalRenderPipeline.asset.supportsLightLayers) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serializedLight.customShadowLayers, Styles.customShadowLayers); // Undo the changes in the light component because the SyncLightAndShadowLayers will change the value automatically when link is ticked if (EditorGUI.EndChangeCheck()) { if (serializedLight.customShadowLayers.boolValue) { serializedLight.settings.light.renderingLayerMask = serializedLight.shadowLayerMask.intValue; } else { serializedLight.serializedAdditionalDataObject.ApplyModifiedProperties(); // we need to push above modification the modification on object as it is used to sync SyncLightAndShadowLayers(serializedLight, serializedLight.lightLayerMask); } } if (serializedLight.customShadowLayers.boolValue) { using (new EditorGUI.IndentLevelScope()) { EditorGUI.BeginChangeCheck(); DrawLightLayerMask(serializedLight.shadowLayerMask, Styles.ShadowLayer); if (EditorGUI.EndChangeCheck()) { serializedLight.settings.light.renderingLayerMask = serializedLight.shadowLayerMask.intValue; serializedLight.Apply(); } } } } } } if (!UnityEditor.Lightmapping.bakedGI && !serializedLight.settings.lightmapping.hasMultipleDifferentValues && serializedLight.settings.isBakedOrMixed) EditorGUILayout.HelpBox(Styles.BakingWarning.text, MessageType.Warning); } static void DrawAdditionalShadowData(UniversalRenderPipelineSerializedLight serializedLight) { // 0: Custom bias - 1: Bias values defined in Pipeline settings int selectedUseAdditionalData = serializedLight.additionalLightData.usePipelineSettings ? 1 : 0; Rect r = EditorGUILayout.GetControlRect(true); EditorGUI.BeginProperty(r, Styles.shadowBias, serializedLight.useAdditionalDataProp); { using (var checkScope = new EditorGUI.ChangeCheckScope()) { selectedUseAdditionalData = EditorGUI.IntPopup(r, Styles.shadowBias, selectedUseAdditionalData, Styles.displayedDefaultOptions, Styles.optionDefaultValues); if (checkScope.changed) { foreach (var additionData in serializedLight.lightsAdditionalData) additionData.usePipelineSettings = selectedUseAdditionalData != 0; serializedLight.Apply(); } } } EditorGUI.EndProperty(); if (!serializedLight.useAdditionalDataProp.hasMultipleDifferentValues) { if (selectedUseAdditionalData != 1) // Custom Bias { using (new EditorGUI.IndentLevelScope()) { using (var checkScope = new EditorGUI.ChangeCheckScope()) { EditorGUILayout.Slider(serializedLight.settings.shadowsBias, 0f, 10f, Styles.ShadowDepthBias); EditorGUILayout.Slider(serializedLight.settings.shadowsNormalBias, 0f, 10f, Styles.ShadowNormalBias); if (checkScope.changed) serializedLight.Apply(); } } } } } static void DrawShadowsResolutionGUI(UniversalRenderPipelineSerializedLight serializedLight) { int shadowResolutionTier = serializedLight.additionalLightData.additionalLightsShadowResolutionTier; using (new EditorGUILayout.HorizontalScope()) { using (var checkScope = new EditorGUI.ChangeCheckScope()) { Rect r = EditorGUILayout.GetControlRect(true); r.width += 30; shadowResolutionTier = EditorGUI.IntPopup(r, Styles.ShadowResolution, shadowResolutionTier, Styles.ShadowResolutionDefaultOptions, Styles.ShadowResolutionDefaultValues); if (shadowResolutionTier == UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom) { // show the custom value field GUI. var newResolution = EditorGUILayout.IntField(serializedLight.settings.shadowsResolution.intValue, GUILayout.ExpandWidth(false)); serializedLight.settings.shadowsResolution.intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(newResolution)); } else { if (GraphicsSettings.renderPipelineAsset is UniversalRenderPipelineAsset urpAsset) EditorGUILayout.LabelField($"{urpAsset.GetAdditionalLightsShadowResolution(shadowResolutionTier)} ({urpAsset.name})", GUILayout.ExpandWidth(false)); } if (checkScope.changed) { serializedLight.additionalLightsShadowResolutionTierProp.intValue = shadowResolutionTier; serializedLight.Apply(); } } } EditorGUILayout.HelpBox(Styles.ShadowInfo.text, MessageType.Info); } static void DrawLightCookieContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner) { var settings = serializedLight.settings; if (settings.lightType.hasMultipleDifferentValues) { EditorGUILayout.HelpBox("Cannot multi edit light cookies from different light types.", MessageType.Info); return; } settings.DrawCookie(); // Draw 2D cookie size for directional lights bool isDirectionalLight = settings.light.type == LightType.Directional; if (isDirectionalLight) { if (settings.cookie != null) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serializedLight.lightCookieSizeProp, Styles.LightCookieSize); EditorGUILayout.PropertyField(serializedLight.lightCookieOffsetProp, Styles.LightCookieOffset); if (EditorGUI.EndChangeCheck()) Experimental.Lightmapping.SetLightDirty((UnityEngine.Light)serializedLight.serializedObject.targetObject); } } } } }