using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { [CustomEditor(typeof(ScreenSpaceAmbientOcclusion))] internal class ScreenSpaceAmbientOcclusionEditor : Editor { #region Serialized Properties private SerializedProperty m_Downsample; private SerializedProperty m_AfterOpaque; private SerializedProperty m_Source; private SerializedProperty m_NormalQuality; private SerializedProperty m_Intensity; private SerializedProperty m_DirectLightingStrength; private SerializedProperty m_Radius; private SerializedProperty m_SampleCount; #endregion private bool m_IsInitialized = false; // Structs private struct Styles { public static GUIContent Downsample = EditorGUIUtility.TrTextContent("Downsample", "With this option enabled, Unity downsamples the SSAO effect texture to improve performance. Each dimension of the texture is reduced by a factor of 2."); public static GUIContent AfterOpaque = EditorGUIUtility.TrTextContent("After Opaque", "With this option enabled, Unity calculates and apply SSAO after the opaque pass to improve performance on mobile platforms with tiled-based GPU architectures. This is not physically correct."); public static GUIContent Source = EditorGUIUtility.TrTextContent("Source", "The source of the normal vector values.\nDepth Normals: the feature uses the values generated in the Depth Normal prepass.\nDepth: the feature reconstructs the normal values using the depth buffer.\nIn the Deferred rendering path, the feature uses the G-buffer normals texture."); public static GUIContent NormalQuality = new GUIContent("Normal Quality", "The number of depth texture samples that Unity takes when computing the normals. Low:1 sample, Medium: 5 samples, High: 9 samples."); public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds."); public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting."); public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect."); public static GUIContent SampleCount = EditorGUIUtility.TrTextContent("Sample Count", "The number of samples that Unity takes when calculating the obscurance value. Higher values have high performance impact."); } private void Init() { SerializedProperty settings = serializedObject.FindProperty("m_Settings"); m_Source = settings.FindPropertyRelative("Source"); m_Downsample = settings.FindPropertyRelative("Downsample"); m_AfterOpaque = settings.FindPropertyRelative("AfterOpaque"); m_NormalQuality = settings.FindPropertyRelative("NormalSamples"); m_Intensity = settings.FindPropertyRelative("Intensity"); m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength"); m_Radius = settings.FindPropertyRelative("Radius"); m_SampleCount = settings.FindPropertyRelative("SampleCount"); m_IsInitialized = true; } public override void OnInspectorGUI() { if (!m_IsInitialized) { Init(); } bool isDeferredRenderingMode = RendererIsDeferred(); EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample); EditorGUILayout.PropertyField(m_AfterOpaque, Styles.AfterOpaque); GUI.enabled = !isDeferredRenderingMode; EditorGUILayout.PropertyField(m_Source, Styles.Source); // We only enable this field when depth source is selected GUI.enabled = !isDeferredRenderingMode && m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth; EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality); EditorGUI.indentLevel--; GUI.enabled = true; EditorGUILayout.PropertyField(m_Intensity, Styles.Intensity); EditorGUILayout.PropertyField(m_Radius, Styles.Radius); m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f); m_SampleCount.intValue = EditorGUILayout.IntSlider(Styles.SampleCount, m_SampleCount.intValue, 4, 20); m_Intensity.floatValue = Mathf.Clamp(m_Intensity.floatValue, 0f, m_Intensity.floatValue); m_Radius.floatValue = Mathf.Clamp(m_Radius.floatValue, 0f, m_Radius.floatValue); } private bool RendererIsDeferred() { ScreenSpaceAmbientOcclusion ssaoFeature = (ScreenSpaceAmbientOcclusion)this.target; UniversalRenderPipelineAsset pipelineAsset = (UniversalRenderPipelineAsset)GraphicsSettings.renderPipelineAsset; if (ssaoFeature == null || pipelineAsset == null) return false; // We have to find the renderer related to the SSAO feature, then test if it is in deferred mode. var rendererDataList = pipelineAsset.m_RendererDataList; for (int rendererIndex = 0; rendererIndex < rendererDataList.Length; ++rendererIndex) { ScriptableRendererData rendererData = (ScriptableRendererData)rendererDataList[rendererIndex]; if (rendererData == null) continue; var rendererFeatures = rendererData.rendererFeatures; foreach (var feature in rendererFeatures) { if (feature is ScreenSpaceAmbientOcclusion && (ScreenSpaceAmbientOcclusion)feature == ssaoFeature) return rendererData is UniversalRendererData && ((UniversalRendererData)rendererData).renderingMode == RenderingMode.Deferred; } } return false; } } }