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!
76 lines
3.9 KiB
C#
76 lines
3.9 KiB
C#
using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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internal class UniversalRenderPipelineSerializedLight : ISerializedLight
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{
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/// <summary>The base settings of the light</summary>
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public LightEditor.Settings settings { get; }
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/// <summary>The light serialized</summary>
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public SerializedObject serializedObject { get; }
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/// <summary>The additional light data serialized</summary>
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public SerializedObject serializedAdditionalDataObject { get; private set; }
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public UniversalAdditionalLightData additionalLightData => lightsAdditionalData[0];
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public UniversalAdditionalLightData[] lightsAdditionalData { get; private set; }
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// Common SRP's Lights properties
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public SerializedProperty intensity { get; }
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// URP Light Properties
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public SerializedProperty useAdditionalDataProp { get; } // Does light use shadow bias settings defined in UniversalRP asset file?
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public SerializedProperty additionalLightsShadowResolutionTierProp { get; } // Index of the AdditionalLights ShadowResolution Tier
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public SerializedProperty lightCookieSizeProp { get; } // Multi dimensional light cookie size replacing `cookieSize` in legacy light.
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public SerializedProperty lightCookieOffsetProp { get; } // Multi dimensional light cookie offset.
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// Light layers related
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public SerializedProperty lightLayerMask { get; }
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public SerializedProperty customShadowLayers { get; }
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public SerializedProperty shadowLayerMask { get; }
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/// <summary>Method that updates the <see cref="SerializedObject"/> of the Light and the Additional Light Data</summary>
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public void Update()
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{
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serializedObject.Update();
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serializedAdditionalDataObject.Update();
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settings.Update();
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}
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/// <summary>Method that applies the modified properties the <see cref="SerializedObject"/> of the Light and the Light Camera Data</summary>
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public void Apply()
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{
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serializedObject.ApplyModifiedProperties();
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serializedAdditionalDataObject.ApplyModifiedProperties();
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settings.ApplyModifiedProperties();
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}
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/// <summary>Constructor</summary>
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/// <param name="serializedObject"><see cref="SerializedObject"/> with the light</param>
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/// <param name="settings"><see cref="LightEditor.Settings"/>with the settings</param>
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public UniversalRenderPipelineSerializedLight(SerializedObject serializedObject, LightEditor.Settings settings)
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{
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this.settings = settings;
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settings.OnEnable();
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this.serializedObject = serializedObject;
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lightsAdditionalData = CoreEditorUtils
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.GetAdditionalData<UniversalAdditionalLightData>(serializedObject.targetObjects);
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serializedAdditionalDataObject = new SerializedObject(lightsAdditionalData);
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intensity = serializedObject.FindProperty("m_Intensity");
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useAdditionalDataProp = serializedAdditionalDataObject.FindProperty("m_UsePipelineSettings");
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additionalLightsShadowResolutionTierProp = serializedAdditionalDataObject.FindProperty("m_AdditionalLightsShadowResolutionTier");
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lightCookieSizeProp = serializedAdditionalDataObject.FindProperty("m_LightCookieSize");
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lightCookieOffsetProp = serializedAdditionalDataObject.FindProperty("m_LightCookieOffset");
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lightLayerMask = serializedAdditionalDataObject.FindProperty("m_LightLayerMask");
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customShadowLayers = serializedAdditionalDataObject.FindProperty("m_CustomShadowLayers");
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shadowLayerMask = serializedAdditionalDataObject.FindProperty("m_ShadowLayerMask");
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settings.ApplyModifiedProperties();
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}
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}
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}
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