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!
163 lines
8.8 KiB
C#
163 lines
8.8 KiB
C#
using UnityEditorInternal;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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internal class SerializedUniversalRenderPipelineAsset
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{
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public SerializedProperty rendererDataProp { get; }
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public SerializedProperty defaultRendererProp { get; }
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public SerializedProperty requireDepthTextureProp { get; }
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public SerializedProperty requireOpaqueTextureProp { get; }
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public SerializedProperty opaqueDownsamplingProp { get; }
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public SerializedProperty supportsTerrainHolesProp { get; }
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public SerializedProperty storeActionsOptimizationProperty { get; }
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public SerializedProperty hdr { get; }
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public SerializedProperty msaa { get; }
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public SerializedProperty renderScale { get; }
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public SerializedProperty upscalingFilter { get; }
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public SerializedProperty fsrOverrideSharpness { get; }
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public SerializedProperty fsrSharpness { get; }
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public SerializedProperty mainLightRenderingModeProp { get; }
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public SerializedProperty mainLightShadowsSupportedProp { get; }
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public SerializedProperty mainLightShadowmapResolutionProp { get; }
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public SerializedProperty additionalLightsRenderingModeProp { get; }
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public SerializedProperty additionalLightsPerObjectLimitProp { get; }
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public SerializedProperty additionalLightShadowsSupportedProp { get; }
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public SerializedProperty additionalLightShadowmapResolutionProp { get; }
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public SerializedProperty additionalLightsShadowResolutionTierLowProp { get; }
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public SerializedProperty additionalLightsShadowResolutionTierMediumProp { get; }
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public SerializedProperty additionalLightsShadowResolutionTierHighProp { get; }
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public SerializedProperty additionalLightCookieResolutionProp { get; }
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public SerializedProperty additionalLightCookieFormatProp { get; }
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public SerializedProperty reflectionProbeBlendingProp { get; }
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public SerializedProperty reflectionProbeBoxProjectionProp { get; }
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public SerializedProperty shadowDistanceProp { get; }
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public SerializedProperty shadowCascadeCountProp { get; }
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public SerializedProperty shadowCascade2SplitProp { get; }
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public SerializedProperty shadowCascade3SplitProp { get; }
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public SerializedProperty shadowCascade4SplitProp { get; }
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public SerializedProperty shadowCascadeBorderProp { get; }
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public SerializedProperty shadowDepthBiasProp { get; }
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public SerializedProperty shadowNormalBiasProp { get; }
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public SerializedProperty softShadowsSupportedProp { get; }
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public SerializedProperty conservativeEnclosingSphereProp { get; }
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public SerializedProperty srpBatcher { get; }
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public SerializedProperty supportsDynamicBatching { get; }
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public SerializedProperty mixedLightingSupportedProp { get; }
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public SerializedProperty supportsLightLayers { get; }
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public SerializedProperty debugLevelProp { get; }
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public SerializedProperty shaderVariantLogLevel { get; }
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public SerializedProperty volumeFrameworkUpdateModeProp { get; }
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public SerializedProperty colorGradingMode { get; }
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public SerializedProperty colorGradingLutSize { get; }
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public SerializedProperty useFastSRGBLinearConversion { get; }
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#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
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public SerializedProperty useAdaptivePerformance { get; }
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#endif
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public UniversalRenderPipelineAsset asset { get; }
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public SerializedObject serializedObject { get; }
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public EditorPrefBoolFlags<EditorUtils.Unit> state;
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public SerializedUniversalRenderPipelineAsset(SerializedObject serializedObject)
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{
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asset = serializedObject.targetObject as UniversalRenderPipelineAsset;
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this.serializedObject = serializedObject;
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requireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
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requireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
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opaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
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supportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles");
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hdr = serializedObject.FindProperty("m_SupportsHDR");
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msaa = serializedObject.FindProperty("m_MSAA");
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renderScale = serializedObject.FindProperty("m_RenderScale");
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upscalingFilter = serializedObject.FindProperty("m_UpscalingFilter");
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fsrOverrideSharpness = serializedObject.FindProperty("m_FsrOverrideSharpness");
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fsrSharpness = serializedObject.FindProperty("m_FsrSharpness");
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mainLightRenderingModeProp = serializedObject.FindProperty("m_MainLightRenderingMode");
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mainLightShadowsSupportedProp = serializedObject.FindProperty("m_MainLightShadowsSupported");
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mainLightShadowmapResolutionProp = serializedObject.FindProperty("m_MainLightShadowmapResolution");
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additionalLightsRenderingModeProp = serializedObject.FindProperty("m_AdditionalLightsRenderingMode");
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additionalLightsPerObjectLimitProp = serializedObject.FindProperty("m_AdditionalLightsPerObjectLimit");
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additionalLightShadowsSupportedProp = serializedObject.FindProperty("m_AdditionalLightShadowsSupported");
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additionalLightShadowmapResolutionProp = serializedObject.FindProperty("m_AdditionalLightsShadowmapResolution");
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additionalLightsShadowResolutionTierLowProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierLow");
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additionalLightsShadowResolutionTierMediumProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierMedium");
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additionalLightsShadowResolutionTierHighProp = serializedObject.FindProperty("m_AdditionalLightsShadowResolutionTierHigh");
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additionalLightCookieResolutionProp = serializedObject.FindProperty("m_AdditionalLightsCookieResolution");
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additionalLightCookieFormatProp = serializedObject.FindProperty("m_AdditionalLightsCookieFormat");
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reflectionProbeBlendingProp = serializedObject.FindProperty("m_ReflectionProbeBlending");
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reflectionProbeBoxProjectionProp = serializedObject.FindProperty("m_ReflectionProbeBoxProjection");
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shadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
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shadowCascadeCountProp = serializedObject.FindProperty("m_ShadowCascadeCount");
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shadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
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shadowCascade3SplitProp = serializedObject.FindProperty("m_Cascade3Split");
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shadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
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shadowCascadeBorderProp = serializedObject.FindProperty("m_CascadeBorder");
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shadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias");
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shadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias");
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softShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
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conservativeEnclosingSphereProp = serializedObject.FindProperty("m_ConservativeEnclosingSphere");
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srpBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
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supportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
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mixedLightingSupportedProp = serializedObject.FindProperty("m_MixedLightingSupported");
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supportsLightLayers = serializedObject.FindProperty("m_SupportsLightLayers");
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debugLevelProp = serializedObject.FindProperty("m_DebugLevel");
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shaderVariantLogLevel = serializedObject.FindProperty("m_ShaderVariantLogLevel");
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volumeFrameworkUpdateModeProp = serializedObject.FindProperty("m_VolumeFrameworkUpdateMode");
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storeActionsOptimizationProperty = serializedObject.FindProperty("m_StoreActionsOptimization");
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colorGradingMode = serializedObject.FindProperty("m_ColorGradingMode");
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colorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize");
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useFastSRGBLinearConversion = serializedObject.FindProperty("m_UseFastSRGBLinearConversion");
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#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
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useAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance");
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#endif
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string Key = "Universal_Shadow_Setting_Unit:UI_State";
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state = new EditorPrefBoolFlags<EditorUtils.Unit>(Key);
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}
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/// <summary>
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/// Refreshes the serialized object
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/// </summary>
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public void Update()
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{
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serializedObject.Update();
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}
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/// <summary>
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/// Applies the modified properties of the serialized object
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/// </summary>
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public void Apply()
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{
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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