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!
110 lines
6.2 KiB
C#
110 lines
6.2 KiB
C#
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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[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
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internal class ScreenSpaceAmbientOcclusionEditor : Editor
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{
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#region Serialized Properties
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private SerializedProperty m_Downsample;
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private SerializedProperty m_AfterOpaque;
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private SerializedProperty m_Source;
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private SerializedProperty m_NormalQuality;
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private SerializedProperty m_Intensity;
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private SerializedProperty m_DirectLightingStrength;
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private SerializedProperty m_Radius;
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private SerializedProperty m_SampleCount;
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#endregion
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private bool m_IsInitialized = false;
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// Structs
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private struct Styles
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{
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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.");
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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.");
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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.");
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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.");
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public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
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public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
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public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
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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.");
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}
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private void Init()
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{
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SerializedProperty settings = serializedObject.FindProperty("m_Settings");
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m_Source = settings.FindPropertyRelative("Source");
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m_Downsample = settings.FindPropertyRelative("Downsample");
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m_AfterOpaque = settings.FindPropertyRelative("AfterOpaque");
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m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
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m_Intensity = settings.FindPropertyRelative("Intensity");
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m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
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m_Radius = settings.FindPropertyRelative("Radius");
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m_SampleCount = settings.FindPropertyRelative("SampleCount");
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m_IsInitialized = true;
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}
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public override void OnInspectorGUI()
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{
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if (!m_IsInitialized)
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{
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Init();
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}
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bool isDeferredRenderingMode = RendererIsDeferred();
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EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
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EditorGUILayout.PropertyField(m_AfterOpaque, Styles.AfterOpaque);
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GUI.enabled = !isDeferredRenderingMode;
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EditorGUILayout.PropertyField(m_Source, Styles.Source);
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// We only enable this field when depth source is selected
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GUI.enabled = !isDeferredRenderingMode && m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
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EditorGUI.indentLevel--;
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GUI.enabled = true;
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EditorGUILayout.PropertyField(m_Intensity, Styles.Intensity);
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EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
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m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
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m_SampleCount.intValue = EditorGUILayout.IntSlider(Styles.SampleCount, m_SampleCount.intValue, 4, 20);
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m_Intensity.floatValue = Mathf.Clamp(m_Intensity.floatValue, 0f, m_Intensity.floatValue);
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m_Radius.floatValue = Mathf.Clamp(m_Radius.floatValue, 0f, m_Radius.floatValue);
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}
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private bool RendererIsDeferred()
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{
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ScreenSpaceAmbientOcclusion ssaoFeature = (ScreenSpaceAmbientOcclusion)this.target;
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UniversalRenderPipelineAsset pipelineAsset = (UniversalRenderPipelineAsset)GraphicsSettings.renderPipelineAsset;
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if (ssaoFeature == null || pipelineAsset == null)
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return false;
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// We have to find the renderer related to the SSAO feature, then test if it is in deferred mode.
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var rendererDataList = pipelineAsset.m_RendererDataList;
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for (int rendererIndex = 0; rendererIndex < rendererDataList.Length; ++rendererIndex)
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{
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ScriptableRendererData rendererData = (ScriptableRendererData)rendererDataList[rendererIndex];
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if (rendererData == null)
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continue;
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var rendererFeatures = rendererData.rendererFeatures;
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foreach (var feature in rendererFeatures)
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{
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if (feature is ScreenSpaceAmbientOcclusion && (ScreenSpaceAmbientOcclusion)feature == ssaoFeature)
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return rendererData is UniversalRendererData && ((UniversalRendererData)rendererData).renderingMode == RenderingMode.Deferred;
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}
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}
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return false;
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}
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}
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}
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