Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/RendererFeatures/ScreenSpaceAmbientOcclusion...
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

110 lines
6.2 KiB
C#

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;
}
}
}