Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/Lighting/UniversalRenderPipelineLigh...
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

471 lines
23 KiB
C#

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<UniversalRenderPipelineSerializedLight>;
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<Expandable, Light> 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<int> s_SetGizmosDirty = SetGizmosDirty();
static Func<int> SetGizmosDirty()
{
var type = Type.GetType("UnityEditor.AnnotationUtility,UnityEditor");
var method = type.GetMethod("SetGizmosDirty", BindingFlags.Static | BindingFlags.NonPublic);
var lambda = Expression.Lambda<Func<int>>(Expression.Call(method));
return lambda.Compile();
}
static Action<GUIContent, SerializedProperty, LightEditor.Settings> k_SliderWithTexture = GetSliderWithTexture();
static Action<GUIContent, SerializedProperty, LightEditor.Settings> 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<System.Action<GUIContent, SerializedProperty, LightEditor.Settings>>(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<UniversalAdditionalLightData>();
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);
}
}
}
}
}