9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
471 lines
23 KiB
C#
471 lines
23 KiB
C#
using System;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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using CED = CoreEditorDrawer<UniversalRenderPipelineSerializedLight>;
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internal partial class UniversalRenderPipelineLightUI
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{
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[URPHelpURL("light-component")]
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enum Expandable
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{
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General = 1 << 0,
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Shape = 1 << 1,
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Emission = 1 << 2,
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Rendering = 1 << 3,
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Shadows = 1 << 4,
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LightCookie = 1 << 5
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}
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static readonly ExpandedState<Expandable, Light> k_ExpandedState = new(~-1, "URP");
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public static readonly CED.IDrawer Inspector = CED.Group(
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CED.Conditional(
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(_, __) =>
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{
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if (SceneView.lastActiveSceneView == null)
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return false;
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#if UNITY_2019_1_OR_NEWER
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var sceneLighting = SceneView.lastActiveSceneView.sceneLighting;
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#else
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var sceneLighting = SceneView.lastActiveSceneView.m_SceneLighting;
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#endif
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return !sceneLighting;
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},
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(_, __) => EditorGUILayout.HelpBox(Styles.DisabledLightWarning.text, MessageType.Warning)),
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CED.FoldoutGroup(LightUI.Styles.generalHeader,
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Expandable.General,
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k_ExpandedState,
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DrawGeneralContent),
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CED.Conditional(
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(serializedLight, editor) => !serializedLight.settings.lightType.hasMultipleDifferentValues && serializedLight.settings.light.type == LightType.Spot,
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CED.FoldoutGroup(LightUI.Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawSpotShapeContent)),
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CED.Conditional(
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(serializedLight, editor) =>
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{
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if (serializedLight.settings.lightType.hasMultipleDifferentValues)
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return false;
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var lightType = serializedLight.settings.light.type;
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return lightType == LightType.Rectangle || lightType == LightType.Disc;
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},
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CED.FoldoutGroup(LightUI.Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawAreaShapeContent)),
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CED.FoldoutGroup(LightUI.Styles.emissionHeader,
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Expandable.Emission,
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k_ExpandedState,
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CED.Group(
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LightUI.DrawColor,
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DrawEmissionContent)),
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CED.FoldoutGroup(LightUI.Styles.renderingHeader,
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Expandable.Rendering,
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k_ExpandedState,
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DrawRenderingContent),
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CED.FoldoutGroup(LightUI.Styles.shadowHeader,
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Expandable.Shadows,
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k_ExpandedState,
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DrawShadowsContent),
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CED.FoldoutGroup(Styles.lightCookieHeader,
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Expandable.LightCookie,
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k_ExpandedState,
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DrawLightCookieContent)
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);
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static Func<int> s_SetGizmosDirty = SetGizmosDirty();
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static Func<int> SetGizmosDirty()
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{
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var type = Type.GetType("UnityEditor.AnnotationUtility,UnityEditor");
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var method = type.GetMethod("SetGizmosDirty", BindingFlags.Static | BindingFlags.NonPublic);
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var lambda = Expression.Lambda<Func<int>>(Expression.Call(method));
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return lambda.Compile();
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}
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static Action<GUIContent, SerializedProperty, LightEditor.Settings> k_SliderWithTexture = GetSliderWithTexture();
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static Action<GUIContent, SerializedProperty, LightEditor.Settings> GetSliderWithTexture()
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{
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//quicker than standard reflection as it is compiled
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var paramLabel = Expression.Parameter(typeof(GUIContent), "label");
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var paramProperty = Expression.Parameter(typeof(SerializedProperty), "property");
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var paramSettings = Expression.Parameter(typeof(LightEditor.Settings), "settings");
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System.Reflection.MethodInfo sliderWithTextureInfo = typeof(EditorGUILayout)
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.GetMethod(
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"SliderWithTexture",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static,
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null,
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System.Reflection.CallingConventions.Any,
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new[] { typeof(GUIContent), typeof(SerializedProperty), typeof(float), typeof(float), typeof(float), typeof(Texture2D), typeof(GUILayoutOption[]) },
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null);
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var sliderWithTextureCall = Expression.Call(
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sliderWithTextureInfo,
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paramLabel,
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paramProperty,
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Expression.Constant((float)typeof(LightEditor.Settings).GetField("kMinKelvin", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()),
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Expression.Constant((float)typeof(LightEditor.Settings).GetField("kMaxKelvin", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()),
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Expression.Constant((float)typeof(LightEditor.Settings).GetField("kSliderPower", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic).GetRawConstantValue()),
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Expression.Field(paramSettings, typeof(LightEditor.Settings).GetField("m_KelvinGradientTexture", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)),
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Expression.Constant(null, typeof(GUILayoutOption[])));
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var lambda = Expression.Lambda<System.Action<GUIContent, SerializedProperty, LightEditor.Settings>>(sliderWithTextureCall, paramLabel, paramProperty, paramSettings);
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return lambda.Compile();
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}
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static void DrawGeneralContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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DrawGeneralContentInternal(serializedLight, owner, isInPreset: false);
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}
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static void DrawGeneralContentPreset(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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DrawGeneralContentInternal(serializedLight, owner, isInPreset: true);
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}
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static void DrawGeneralContentInternal(UniversalRenderPipelineSerializedLight serializedLight, Editor owner, bool isInPreset)
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{
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// 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
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// who still use our legacy light inspector.
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int selectedLightType = serializedLight.settings.lightType.intValue;
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// Handle all lights that are not in the default set
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if (!Styles.LightTypeValues.Contains(serializedLight.settings.lightType.intValue))
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{
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if (serializedLight.settings.lightType.intValue == (int)LightType.Disc)
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{
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selectedLightType = (int)LightType.Rectangle;
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}
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}
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var rect = EditorGUILayout.GetControlRect();
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EditorGUI.BeginProperty(rect, Styles.Type, serializedLight.settings.lightType);
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EditorGUI.BeginChangeCheck();
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int type = EditorGUI.IntPopup(rect, Styles.Type, selectedLightType, Styles.LightTypeTitles, Styles.LightTypeValues);
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if (EditorGUI.EndChangeCheck())
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{
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s_SetGizmosDirty();
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serializedLight.settings.lightType.intValue = type;
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}
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EditorGUI.EndProperty();
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Light light = serializedLight.settings.light;
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var lightType = light.type;
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if (LightType.Directional != lightType && light == RenderSettings.sun)
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{
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EditorGUILayout.HelpBox(Styles.SunSourceWarning.text, MessageType.Warning);
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}
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if (!serializedLight.settings.lightType.hasMultipleDifferentValues)
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{
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using (new EditorGUI.DisabledScope(serializedLight.settings.isAreaLightType))
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serializedLight.settings.DrawLightmapping();
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if (serializedLight.settings.isAreaLightType && serializedLight.settings.lightmapping.intValue != (int)LightmapBakeType.Baked)
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{
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serializedLight.settings.lightmapping.intValue = (int)LightmapBakeType.Baked;
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serializedLight.Apply();
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}
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if (lightType != LightType.Rectangle && !serializedLight.settings.isCompletelyBaked && UniversalRenderPipeline.asset.supportsLightLayers && !isInPreset)
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{
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EditorGUI.BeginChangeCheck();
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DrawLightLayerMask(serializedLight.lightLayerMask, LightUI.Styles.lightLayer);
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if (EditorGUI.EndChangeCheck())
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{
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if (!serializedLight.customShadowLayers.boolValue)
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SyncLightAndShadowLayers(serializedLight, serializedLight.lightLayerMask);
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}
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}
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}
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}
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internal static void SyncLightAndShadowLayers(UniversalRenderPipelineSerializedLight serializedLight, SerializedProperty serialized)
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{
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// If we're not in decoupled mode for light layers, we sync light with shadow layers.
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// In mixed state, it makes sense to do it only on Light that links the mode.
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foreach (var lightTarget in serializedLight.serializedObject.targetObjects)
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{
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var additionData = (lightTarget as Component).gameObject.GetComponent<UniversalAdditionalLightData>();
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if (additionData.customShadowLayers)
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continue;
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Light target = lightTarget as Light;
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if (target.renderingLayerMask != serialized.intValue)
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target.renderingLayerMask = serialized.intValue;
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}
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}
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internal static void DrawLightLayerMask(SerializedProperty property, GUIContent style)
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{
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Rect controlRect = EditorGUILayout.GetControlRect(true);
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int lightLayer = property.intValue;
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EditorGUI.BeginProperty(controlRect, style, property);
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EditorGUI.BeginChangeCheck();
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lightLayer = EditorGUI.MaskField(controlRect, style, lightLayer, UniversalRenderPipelineGlobalSettings.instance.prefixedLightLayerNames);
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if (EditorGUI.EndChangeCheck())
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property.intValue = lightLayer;
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EditorGUI.EndProperty();
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}
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static void DrawSpotShapeContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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serializedLight.settings.DrawInnerAndOuterSpotAngle();
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}
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static void DrawAreaShapeContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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int selectedShape = serializedLight.settings.isAreaLightType ? serializedLight.settings.lightType.intValue : 0;
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// Handle all lights that are not in the default set
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if (!Styles.LightTypeValues.Contains(serializedLight.settings.lightType.intValue))
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{
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if (serializedLight.settings.lightType.intValue == (int)LightType.Disc)
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{
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selectedShape = (int)LightType.Disc;
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}
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}
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var rect = EditorGUILayout.GetControlRect();
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EditorGUI.BeginProperty(rect, Styles.AreaLightShapeContent, serializedLight.settings.lightType);
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EditorGUI.BeginChangeCheck();
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int shape = EditorGUI.IntPopup(rect, Styles.AreaLightShapeContent, selectedShape, Styles.AreaLightShapeTitles, Styles.AreaLightShapeValues);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(serializedLight.settings.light, "Adjust Light Shape");
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serializedLight.settings.lightType.intValue = shape;
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}
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EditorGUI.EndProperty();
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using (new EditorGUI.IndentLevelScope())
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serializedLight.settings.DrawArea();
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}
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static void DrawEmissionContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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serializedLight.settings.DrawIntensity();
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serializedLight.settings.DrawBounceIntensity();
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if (!serializedLight.settings.lightType.hasMultipleDifferentValues)
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{
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var lightType = serializedLight.settings.light.type;
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if (lightType != LightType.Directional)
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{
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#if UNITY_2020_1_OR_NEWER
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serializedLight.settings.DrawRange();
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#else
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serializedLight.settings.DrawRange(false);
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#endif
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}
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}
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}
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static void DrawRenderingContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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serializedLight.settings.DrawRenderMode();
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EditorGUILayout.PropertyField(serializedLight.settings.cullingMask, Styles.CullingMask);
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}
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static void DrawShadowsContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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if (serializedLight.settings.lightType.hasMultipleDifferentValues)
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{
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EditorGUILayout.HelpBox("Cannot multi edit shadows from different light types.", MessageType.Info);
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return;
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}
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serializedLight.settings.DrawShadowsType();
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if (serializedLight.settings.shadowsType.hasMultipleDifferentValues)
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{
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EditorGUILayout.HelpBox("Cannot multi edit different shadow types", MessageType.Info);
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return;
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}
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if (serializedLight.settings.light.shadows == LightShadows.None)
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return;
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var lightType = serializedLight.settings.light.type;
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using (new EditorGUI.IndentLevelScope())
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{
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if (serializedLight.settings.isBakedOrMixed)
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{
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switch (lightType)
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{
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// Baked Shadow radius
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case LightType.Point:
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case LightType.Spot:
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serializedLight.settings.DrawBakedShadowRadius();
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break;
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case LightType.Directional:
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serializedLight.settings.DrawBakedShadowAngle();
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break;
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}
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}
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if (lightType != LightType.Rectangle && !serializedLight.settings.isCompletelyBaked)
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{
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EditorGUILayout.LabelField(Styles.ShadowRealtimeSettings, EditorStyles.boldLabel);
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using (new EditorGUI.IndentLevelScope())
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{
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// Resolution
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if (lightType == LightType.Point || lightType == LightType.Spot)
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DrawShadowsResolutionGUI(serializedLight);
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EditorGUILayout.Slider(serializedLight.settings.shadowsStrength, 0f, 1f, Styles.ShadowStrength);
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// Bias
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DrawAdditionalShadowData(serializedLight);
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// this min bound should match the calculation in SharedLightData::GetNearPlaneMinBound()
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float nearPlaneMinBound = Mathf.Min(0.01f * serializedLight.settings.range.floatValue, 0.1f);
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EditorGUILayout.Slider(serializedLight.settings.shadowsNearPlane, nearPlaneMinBound, 10.0f, Styles.ShadowNearPlane);
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}
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if (UniversalRenderPipeline.asset.supportsLightLayers)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(serializedLight.customShadowLayers, Styles.customShadowLayers);
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// Undo the changes in the light component because the SyncLightAndShadowLayers will change the value automatically when link is ticked
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if (EditorGUI.EndChangeCheck())
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{
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if (serializedLight.customShadowLayers.boolValue)
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{
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serializedLight.settings.light.renderingLayerMask = serializedLight.shadowLayerMask.intValue;
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}
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else
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{
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serializedLight.serializedAdditionalDataObject.ApplyModifiedProperties(); // we need to push above modification the modification on object as it is used to sync
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SyncLightAndShadowLayers(serializedLight, serializedLight.lightLayerMask);
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}
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}
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if (serializedLight.customShadowLayers.boolValue)
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{
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using (new EditorGUI.IndentLevelScope())
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{
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EditorGUI.BeginChangeCheck();
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DrawLightLayerMask(serializedLight.shadowLayerMask, Styles.ShadowLayer);
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if (EditorGUI.EndChangeCheck())
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{
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serializedLight.settings.light.renderingLayerMask = serializedLight.shadowLayerMask.intValue;
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serializedLight.Apply();
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}
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}
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}
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}
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}
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}
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if (!UnityEditor.Lightmapping.bakedGI && !serializedLight.settings.lightmapping.hasMultipleDifferentValues && serializedLight.settings.isBakedOrMixed)
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EditorGUILayout.HelpBox(Styles.BakingWarning.text, MessageType.Warning);
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}
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static void DrawAdditionalShadowData(UniversalRenderPipelineSerializedLight serializedLight)
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{
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// 0: Custom bias - 1: Bias values defined in Pipeline settings
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int selectedUseAdditionalData = serializedLight.additionalLightData.usePipelineSettings ? 1 : 0;
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Rect r = EditorGUILayout.GetControlRect(true);
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EditorGUI.BeginProperty(r, Styles.shadowBias, serializedLight.useAdditionalDataProp);
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{
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using (var checkScope = new EditorGUI.ChangeCheckScope())
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{
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selectedUseAdditionalData = EditorGUI.IntPopup(r, Styles.shadowBias, selectedUseAdditionalData, Styles.displayedDefaultOptions, Styles.optionDefaultValues);
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if (checkScope.changed)
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{
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foreach (var additionData in serializedLight.lightsAdditionalData)
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additionData.usePipelineSettings = selectedUseAdditionalData != 0;
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serializedLight.Apply();
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}
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}
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}
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EditorGUI.EndProperty();
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if (!serializedLight.useAdditionalDataProp.hasMultipleDifferentValues)
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{
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if (selectedUseAdditionalData != 1) // Custom Bias
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{
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using (new EditorGUI.IndentLevelScope())
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{
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using (var checkScope = new EditorGUI.ChangeCheckScope())
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{
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EditorGUILayout.Slider(serializedLight.settings.shadowsBias, 0f, 10f, Styles.ShadowDepthBias);
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EditorGUILayout.Slider(serializedLight.settings.shadowsNormalBias, 0f, 10f, Styles.ShadowNormalBias);
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if (checkScope.changed)
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serializedLight.Apply();
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}
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}
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}
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}
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}
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static void DrawShadowsResolutionGUI(UniversalRenderPipelineSerializedLight serializedLight)
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{
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int shadowResolutionTier = serializedLight.additionalLightData.additionalLightsShadowResolutionTier;
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using (new EditorGUILayout.HorizontalScope())
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{
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using (var checkScope = new EditorGUI.ChangeCheckScope())
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{
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Rect r = EditorGUILayout.GetControlRect(true);
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r.width += 30;
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shadowResolutionTier = EditorGUI.IntPopup(r, Styles.ShadowResolution, shadowResolutionTier, Styles.ShadowResolutionDefaultOptions, Styles.ShadowResolutionDefaultValues);
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if (shadowResolutionTier == UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom)
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{
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// show the custom value field GUI.
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var newResolution = EditorGUILayout.IntField(serializedLight.settings.shadowsResolution.intValue, GUILayout.ExpandWidth(false));
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serializedLight.settings.shadowsResolution.intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(newResolution));
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}
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else
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{
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if (GraphicsSettings.renderPipelineAsset is UniversalRenderPipelineAsset urpAsset)
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EditorGUILayout.LabelField($"{urpAsset.GetAdditionalLightsShadowResolution(shadowResolutionTier)} ({urpAsset.name})", GUILayout.ExpandWidth(false));
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}
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if (checkScope.changed)
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{
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serializedLight.additionalLightsShadowResolutionTierProp.intValue = shadowResolutionTier;
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serializedLight.Apply();
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}
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}
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}
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EditorGUILayout.HelpBox(Styles.ShadowInfo.text, MessageType.Info);
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}
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static void DrawLightCookieContent(UniversalRenderPipelineSerializedLight serializedLight, Editor owner)
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{
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var settings = serializedLight.settings;
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if (settings.lightType.hasMultipleDifferentValues)
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{
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EditorGUILayout.HelpBox("Cannot multi edit light cookies from different light types.", MessageType.Info);
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return;
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}
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settings.DrawCookie();
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// Draw 2D cookie size for directional lights
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bool isDirectionalLight = settings.light.type == LightType.Directional;
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if (isDirectionalLight)
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{
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if (settings.cookie != null)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(serializedLight.lightCookieSizeProp, Styles.LightCookieSize);
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EditorGUILayout.PropertyField(serializedLight.lightCookieOffsetProp, Styles.LightCookieOffset);
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if (EditorGUI.EndChangeCheck())
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Experimental.Lightmapping.SetLightDirty((UnityEngine.Light)serializedLight.serializedObject.targetObject);
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}
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}
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}
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}
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}
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