Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAsse...
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

495 lines
27 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
using CED = CoreEditorDrawer<SerializedUniversalRenderPipelineAsset>;
internal partial class UniversalRenderPipelineAssetUI
{
enum Expandable
{
Rendering = 1 << 1,
Quality = 1 << 2,
Lighting = 1 << 3,
Shadows = 1 << 4,
PostProcessing = 1 << 5,
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
AdaptivePerformance = 1 << 6,
#endif
}
enum ExpandableAdditional
{
Rendering = 1 << 1,
Lighting = 1 << 2,
PostProcessing = 1 << 3,
Shadows = 1 << 4,
}
internal static void RegisterEditor(UniversalRenderPipelineAssetEditor editor)
{
k_AdditionalPropertiesState.RegisterEditor(editor);
}
internal static void UnregisterEditor(UniversalRenderPipelineAssetEditor editor)
{
k_AdditionalPropertiesState.UnregisterEditor(editor);
}
[SetAdditionalPropertiesVisibility]
internal static void SetAdditionalPropertiesVisibility(bool value)
{
if (value)
k_AdditionalPropertiesState.ShowAll();
else
k_AdditionalPropertiesState.HideAll();
}
static bool ValidateRendererGraphicsAPIsForLightLayers(UniversalRenderPipelineAsset pipelineAsset, out string unsupportedGraphicsApisMessage)
{
unsupportedGraphicsApisMessage = null;
BuildTarget platform = EditorUserBuildSettings.activeBuildTarget;
GraphicsDeviceType[] graphicsAPIs = PlayerSettings.GetGraphicsAPIs(platform);
for (int apiIndex = 0; apiIndex < graphicsAPIs.Length; apiIndex++)
{
if (!RenderingUtils.SupportsLightLayers(graphicsAPIs[apiIndex]))
{
if (unsupportedGraphicsApisMessage != null)
unsupportedGraphicsApisMessage += ", ";
unsupportedGraphicsApisMessage += System.String.Format("{0}", graphicsAPIs[apiIndex]);
}
}
if (unsupportedGraphicsApisMessage != null)
unsupportedGraphicsApisMessage += ".";
return unsupportedGraphicsApisMessage == null;
}
static bool ValidateRendererGraphicsAPIs(UniversalRenderPipelineAsset pipelineAsset, out string unsupportedGraphicsApisMessage)
{
// Check the list of Renderers against all Graphics APIs the player is built with.
unsupportedGraphicsApisMessage = null;
BuildTarget platform = EditorUserBuildSettings.activeBuildTarget;
GraphicsDeviceType[] graphicsAPIs = PlayerSettings.GetGraphicsAPIs(platform);
int rendererCount = pipelineAsset.m_RendererDataList.Length;
for (int i = 0; i < rendererCount; i++)
{
ScriptableRenderer renderer = pipelineAsset.GetRenderer(i);
if (renderer == null)
continue;
GraphicsDeviceType[] unsupportedAPIs = renderer.unsupportedGraphicsDeviceTypes;
for (int apiIndex = 0; apiIndex < unsupportedAPIs.Length; apiIndex++)
{
if (System.Array.FindIndex(graphicsAPIs, element => element == unsupportedAPIs[apiIndex]) >= 0)
unsupportedGraphicsApisMessage += System.String.Format("{0} at index {1} does not support {2}.\n", renderer, i, unsupportedAPIs[apiIndex]);
}
}
return unsupportedGraphicsApisMessage == null;
}
static readonly ExpandedState<Expandable, UniversalRenderPipelineAsset> k_ExpandedState = new(Expandable.Rendering, "URP");
readonly static AdditionalPropertiesState<ExpandableAdditional, Light> k_AdditionalPropertiesState = new(0, "URP");
public static readonly CED.IDrawer Inspector = CED.Group(
CED.AdditionalPropertiesFoldoutGroup(Styles.renderingSettingsText, Expandable.Rendering, k_ExpandedState, ExpandableAdditional.Rendering, k_AdditionalPropertiesState, DrawRendering, DrawRenderingAdditional),
CED.FoldoutGroup(Styles.qualitySettingsText, Expandable.Quality, k_ExpandedState, CED.Group(DrawQuality)),
CED.AdditionalPropertiesFoldoutGroup(Styles.lightingSettingsText, Expandable.Lighting, k_ExpandedState, ExpandableAdditional.Lighting, k_AdditionalPropertiesState, DrawLighting, DrawLightingAdditional),
CED.AdditionalPropertiesFoldoutGroup(Styles.shadowSettingsText, Expandable.Shadows, k_ExpandedState, ExpandableAdditional.Shadows, k_AdditionalPropertiesState, DrawShadows, DrawShadowsAdditional),
CED.AdditionalPropertiesFoldoutGroup(Styles.postProcessingSettingsText, Expandable.PostProcessing, k_ExpandedState, ExpandableAdditional.PostProcessing, k_AdditionalPropertiesState, DrawPostProcessing, DrawPostProcessingAdditional)
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
, CED.FoldoutGroup(Styles.adaptivePerformanceText, Expandable.AdaptivePerformance, k_ExpandedState, CED.Group(DrawAdaptivePerformance))
#endif
);
static void DrawRendering(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
if (ownerEditor is UniversalRenderPipelineAssetEditor urpAssetEditor)
{
EditorGUILayout.Space();
urpAssetEditor.rendererList.DoLayoutList();
if (!serialized.asset.ValidateRendererData(-1))
EditorGUILayout.HelpBox(Styles.rendererMissingDefaultMessage.text, MessageType.Error, true);
else if (!serialized.asset.ValidateRendererDataList(true))
EditorGUILayout.HelpBox(Styles.rendererMissingMessage.text, MessageType.Warning, true);
else if (!ValidateRendererGraphicsAPIs(serialized.asset, out var unsupportedGraphicsApisMessage))
EditorGUILayout.HelpBox(Styles.rendererUnsupportedAPIMessage.text + unsupportedGraphicsApisMessage, MessageType.Warning, true);
EditorGUILayout.PropertyField(serialized.requireDepthTextureProp, Styles.requireDepthTextureText);
EditorGUILayout.PropertyField(serialized.requireOpaqueTextureProp, Styles.requireOpaqueTextureText);
EditorGUI.BeginDisabledGroup(!serialized.requireOpaqueTextureProp.boolValue);
EditorGUILayout.PropertyField(serialized.opaqueDownsamplingProp, Styles.opaqueDownsamplingText);
EditorGUI.EndDisabledGroup();
EditorGUILayout.PropertyField(serialized.supportsTerrainHolesProp, Styles.supportsTerrainHolesText);
}
}
static void DrawRenderingAdditional(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.srpBatcher, Styles.srpBatcher);
EditorGUILayout.PropertyField(serialized.supportsDynamicBatching, Styles.dynamicBatching);
EditorGUILayout.PropertyField(serialized.debugLevelProp, Styles.debugLevel);
EditorGUILayout.PropertyField(serialized.shaderVariantLogLevel, Styles.shaderVariantLogLevel);
EditorGUILayout.PropertyField(serialized.storeActionsOptimizationProperty, Styles.storeActionsOptimizationText);
}
static void DrawQuality(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.hdr, Styles.hdrText);
EditorGUILayout.PropertyField(serialized.msaa, Styles.msaaText);
serialized.renderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleText, serialized.renderScale.floatValue, UniversalRenderPipeline.minRenderScale, UniversalRenderPipeline.maxRenderScale);
EditorGUILayout.PropertyField(serialized.upscalingFilter, Styles.upscalingFilterText);
if (serialized.asset.upscalingFilter == UpscalingFilterSelection.FSR)
{
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(serialized.fsrOverrideSharpness, Styles.fsrOverrideSharpness);
// We put the FSR sharpness override value behind an override checkbox so we can tell when the user intends to use a custom value rather than the default.
if (serialized.fsrOverrideSharpness.boolValue)
{
serialized.fsrSharpness.floatValue = EditorGUILayout.Slider(Styles.fsrSharpnessText, serialized.fsrSharpness.floatValue, 0.0f, 1.0f);
}
--EditorGUI.indentLevel;
}
}
static void DrawLighting(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
// Main Light
bool disableGroup = false;
EditorGUI.BeginDisabledGroup(disableGroup);
CoreEditorUtils.DrawPopup(Styles.mainLightRenderingModeText, serialized.mainLightRenderingModeProp, Styles.mainLightOptions);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel++;
disableGroup |= !serialized.mainLightRenderingModeProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.mainLightShadowsSupportedProp, Styles.supportsMainLightShadowsText);
EditorGUI.EndDisabledGroup();
disableGroup |= !serialized.mainLightShadowsSupportedProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.mainLightShadowmapResolutionProp, Styles.mainLightShadowmapResolutionText);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// Additional light
EditorGUILayout.PropertyField(serialized.additionalLightsRenderingModeProp, Styles.addditionalLightsRenderingModeText);
EditorGUI.indentLevel++;
disableGroup = serialized.additionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;
EditorGUI.BeginDisabledGroup(disableGroup);
serialized.additionalLightsPerObjectLimitProp.intValue = EditorGUILayout.IntSlider(Styles.perObjectLimit, serialized.additionalLightsPerObjectLimitProp.intValue, 0, UniversalRenderPipeline.maxPerObjectLights);
EditorGUI.EndDisabledGroup();
disableGroup |= (serialized.additionalLightsPerObjectLimitProp.intValue == 0 || serialized.additionalLightsRenderingModeProp.intValue != (int)LightRenderingMode.PerPixel);
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.additionalLightShadowsSupportedProp, Styles.supportsAdditionalShadowsText);
EditorGUI.EndDisabledGroup();
disableGroup |= !serialized.additionalLightShadowsSupportedProp.boolValue;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.additionalLightShadowmapResolutionProp, Styles.additionalLightsShadowmapResolution);
DrawShadowResolutionTierSettings(serialized, ownerEditor);
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
disableGroup = serialized.additionalLightsRenderingModeProp.intValue == (int)LightRenderingMode.Disabled;
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.additionalLightCookieResolutionProp, Styles.additionalLightsCookieResolution);
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(disableGroup);
EditorGUILayout.PropertyField(serialized.additionalLightCookieFormatProp, Styles.additionalLightsCookieFormat);
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// Reflection Probes
EditorGUILayout.LabelField(Styles.reflectionProbesSettingsText);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serialized.reflectionProbeBlendingProp, Styles.reflectionProbeBlendingText);
EditorGUILayout.PropertyField(serialized.reflectionProbeBoxProjectionProp, Styles.reflectionProbeBoxProjectionText);
EditorGUI.indentLevel--;
}
static void DrawLightingAdditional(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.mixedLightingSupportedProp, Styles.mixedLightingSupportLabel);
EditorGUILayout.PropertyField(serialized.supportsLightLayers, Styles.supportsLightLayers);
if (serialized.supportsLightLayers.boolValue && !ValidateRendererGraphicsAPIsForLightLayers(serialized.asset, out var unsupportedGraphicsApisMessage))
EditorGUILayout.HelpBox(Styles.lightlayersUnsupportedMessage.text + unsupportedGraphicsApisMessage, MessageType.Warning, true);
}
static void DrawShadowResolutionTierSettings(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
// UI code adapted from HDRP U.I logic implemented in com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs )
var rect = GUILayoutUtility.GetRect(0, float.Epsilon, EditorGUIUtility.singleLineHeight, EditorGUIUtility.singleLineHeight);
var contentRect = EditorGUI.PrefixLabel(rect, Styles.additionalLightsShadowResolutionTiers);
EditorGUI.BeginChangeCheck();
const int k_ShadowResolutionTiersCount = 3;
var values = new[] { serialized.additionalLightsShadowResolutionTierLowProp, serialized.additionalLightsShadowResolutionTierMediumProp, serialized.additionalLightsShadowResolutionTierHighProp };
var num = contentRect.width / (float)k_ShadowResolutionTiersCount; // space allocated for every field including the label
var indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0; // Reset the indentation
float pixelShift = 0; // Variable to keep track of the current pixel shift in the rectangle we were assigned for this whole section.
for (var index = 0; index < k_ShadowResolutionTiersCount; ++index)
{
var labelWidth = Mathf.Clamp(EditorStyles.label.CalcSize(Styles.additionalLightsShadowResolutionTierNames[index]).x, 0, num);
EditorGUI.LabelField(new Rect(contentRect.x + pixelShift, contentRect.y, labelWidth, contentRect.height), Styles.additionalLightsShadowResolutionTierNames[index]);
pixelShift += labelWidth; // We need to remove from the position the label size that we've just drawn and shift by it's length
float spaceLeft = num - labelWidth; // The amount of space left for the field
if (spaceLeft > 2) // If at least two pixels are left to draw this field, draw it, otherwise, skip
{
var fieldSlot = new Rect(contentRect.x + pixelShift, contentRect.y, num - labelWidth, contentRect.height); // Define the rectangle for the field
int value = EditorGUI.DelayedIntField(fieldSlot, values[index].intValue);
values[index].intValue = Mathf.Max(UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution, Mathf.NextPowerOfTwo(value));
}
pixelShift += spaceLeft; // Shift by the slot that was left for the field
}
EditorGUI.indentLevel = indentLevel;
EditorGUI.EndChangeCheck();
}
static void DrawShadows(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
serialized.shadowDistanceProp.floatValue = Mathf.Max(0.0f, EditorGUILayout.FloatField(Styles.shadowDistanceText, serialized.shadowDistanceProp.floatValue));
EditorUtils.Unit unit = EditorUtils.Unit.Metric;
if (serialized.shadowCascadeCountProp.intValue != 0)
{
EditorGUI.BeginChangeCheck();
unit = (EditorUtils.Unit)EditorGUILayout.EnumPopup(Styles.shadowWorkingUnitText, serialized.state.value);
if (EditorGUI.EndChangeCheck())
{
serialized.state.value = unit;
}
}
EditorGUILayout.IntSlider(serialized.shadowCascadeCountProp, UniversalRenderPipelineAsset.k_ShadowCascadeMinCount, UniversalRenderPipelineAsset.k_ShadowCascadeMaxCount, Styles.shadowCascadesText);
int cascadeCount = serialized.shadowCascadeCountProp.intValue;
EditorGUI.indentLevel++;
bool useMetric = unit == EditorUtils.Unit.Metric;
float baseMetric = serialized.shadowDistanceProp.floatValue;
int cascadeSplitCount = cascadeCount - 1;
DrawCascadeSliders(serialized, cascadeSplitCount, useMetric, baseMetric);
EditorGUI.indentLevel--;
DrawCascades(serialized, cascadeCount, useMetric, baseMetric);
EditorGUI.indentLevel++;
serialized.shadowDepthBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowDepthBias, serialized.shadowDepthBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
serialized.shadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, serialized.shadowNormalBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
EditorGUILayout.PropertyField(serialized.softShadowsSupportedProp, Styles.supportsSoftShadows);
EditorGUI.indentLevel--;
}
static void DrawShadowsAdditional(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.conservativeEnclosingSphereProp, Styles.conservativeEnclosingSphere);
}
static void DrawCascadeSliders(SerializedUniversalRenderPipelineAsset serialized, int splitCount, bool useMetric, float baseMetric)
{
Vector4 shadowCascadeSplit = Vector4.one;
if (splitCount == 3)
shadowCascadeSplit = new Vector4(serialized.shadowCascade4SplitProp.vector3Value.x, serialized.shadowCascade4SplitProp.vector3Value.y, serialized.shadowCascade4SplitProp.vector3Value.z, 1);
else if (splitCount == 2)
shadowCascadeSplit = new Vector4(serialized.shadowCascade3SplitProp.vector2Value.x, serialized.shadowCascade3SplitProp.vector2Value.y, 1, 0);
else if (splitCount == 1)
shadowCascadeSplit = new Vector4(serialized.shadowCascade2SplitProp.floatValue, 1, 0, 0);
float splitBias = 0.001f;
float invBaseMetric = baseMetric == 0 ? 0 : 1f / baseMetric;
// Ensure correct split order
shadowCascadeSplit[0] = Mathf.Clamp(shadowCascadeSplit[0], 0f, shadowCascadeSplit[1] - splitBias);
shadowCascadeSplit[1] = Mathf.Clamp(shadowCascadeSplit[1], shadowCascadeSplit[0] + splitBias, shadowCascadeSplit[2] - splitBias);
shadowCascadeSplit[2] = Mathf.Clamp(shadowCascadeSplit[2], shadowCascadeSplit[1] + splitBias, shadowCascadeSplit[3] - splitBias);
EditorGUI.BeginChangeCheck();
for (int i = 0; i < splitCount; ++i)
{
float value = shadowCascadeSplit[i];
float minimum = i == 0 ? 0 : shadowCascadeSplit[i - 1] + splitBias;
float maximum = i == splitCount - 1 ? 1 : shadowCascadeSplit[i + 1] - splitBias;
if (useMetric)
{
float valueMetric = value * baseMetric;
valueMetric = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", "The distance where this cascade ends and the next one starts."), valueMetric, 0f, baseMetric, null);
shadowCascadeSplit[i] = Mathf.Clamp(valueMetric * invBaseMetric, minimum, maximum);
}
else
{
float valueProcentage = value * 100f;
valueProcentage = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", "The distance where this cascade ends and the next one starts."), valueProcentage, 0f, 100f, null);
shadowCascadeSplit[i] = Mathf.Clamp(valueProcentage * 0.01f, minimum, maximum);
}
}
if (EditorGUI.EndChangeCheck())
{
switch (splitCount)
{
case 3:
serialized.shadowCascade4SplitProp.vector3Value = shadowCascadeSplit;
break;
case 2:
serialized.shadowCascade3SplitProp.vector2Value = shadowCascadeSplit;
break;
case 1:
serialized.shadowCascade2SplitProp.floatValue = shadowCascadeSplit.x;
break;
}
}
var borderValue = serialized.shadowCascadeBorderProp.floatValue;
EditorGUI.BeginChangeCheck();
if (useMetric)
{
var lastCascadeSplitSize = splitCount == 0 ? baseMetric : (1.0f - shadowCascadeSplit[splitCount - 1]) * baseMetric;
var invLastCascadeSplitSize = lastCascadeSplitSize == 0 ? 0 : 1f / lastCascadeSplitSize;
float valueMetric = borderValue * lastCascadeSplitSize;
valueMetric = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent("Last Border", "The distance of the last cascade."), valueMetric, 0f, lastCascadeSplitSize, null);
borderValue = valueMetric * invLastCascadeSplitSize;
}
else
{
float valueProcentage = borderValue * 100f;
valueProcentage = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent("Last Border", "The distance of the last cascade."), valueProcentage, 0f, 100f, null);
borderValue = valueProcentage * 0.01f;
}
if (EditorGUI.EndChangeCheck())
{
serialized.shadowCascadeBorderProp.floatValue = borderValue;
}
}
static void DrawCascades(SerializedUniversalRenderPipelineAsset serialized, int cascadeCount, bool useMetric, float baseMetric)
{
var cascades = new ShadowCascadeGUI.Cascade[cascadeCount];
Vector3 shadowCascadeSplit = Vector3.zero;
if (cascadeCount == 4)
shadowCascadeSplit = serialized.shadowCascade4SplitProp.vector3Value;
else if (cascadeCount == 3)
shadowCascadeSplit = serialized.shadowCascade3SplitProp.vector2Value;
else if (cascadeCount == 2)
shadowCascadeSplit.x = serialized.shadowCascade2SplitProp.floatValue;
else
shadowCascadeSplit.x = serialized.shadowCascade2SplitProp.floatValue;
float lastCascadePartitionSplit = 0;
for (int i = 0; i < cascadeCount - 1; ++i)
{
cascades[i] = new ShadowCascadeGUI.Cascade()
{
size = i == 0 ? shadowCascadeSplit[i] : shadowCascadeSplit[i] - lastCascadePartitionSplit, // Calculate the size of cascade
borderSize = 0,
cascadeHandleState = ShadowCascadeGUI.HandleState.Enabled,
borderHandleState = ShadowCascadeGUI.HandleState.Hidden,
};
lastCascadePartitionSplit = shadowCascadeSplit[i];
}
// Last cascade is special
var lastCascade = cascadeCount - 1;
cascades[lastCascade] = new ShadowCascadeGUI.Cascade()
{
size = lastCascade == 0 ? 1.0f : 1 - shadowCascadeSplit[lastCascade - 1], // Calculate the size of cascade
borderSize = serialized.shadowCascadeBorderProp.floatValue,
cascadeHandleState = ShadowCascadeGUI.HandleState.Hidden,
borderHandleState = ShadowCascadeGUI.HandleState.Enabled,
};
EditorGUI.BeginChangeCheck();
ShadowCascadeGUI.DrawCascades(ref cascades, useMetric, baseMetric);
if (EditorGUI.EndChangeCheck())
{
if (cascadeCount == 4)
serialized.shadowCascade4SplitProp.vector3Value = new Vector3(
cascades[0].size,
cascades[0].size + cascades[1].size,
cascades[0].size + cascades[1].size + cascades[2].size
);
else if (cascadeCount == 3)
serialized.shadowCascade3SplitProp.vector2Value = new Vector2(
cascades[0].size,
cascades[0].size + cascades[1].size
);
else if (cascadeCount == 2)
serialized.shadowCascade2SplitProp.floatValue = cascades[0].size;
serialized.shadowCascadeBorderProp.floatValue = cascades[lastCascade].borderSize;
}
}
static void DrawPostProcessing(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
bool isHdrOn = serialized.hdr.boolValue;
EditorGUILayout.PropertyField(serialized.colorGradingMode, Styles.colorGradingMode);
if (!isHdrOn && serialized.colorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
EditorGUILayout.HelpBox(Styles.colorGradingModeWarning, MessageType.Warning);
else if (isHdrOn && serialized.colorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange)
EditorGUILayout.HelpBox(Styles.colorGradingModeSpecInfo, MessageType.Info);
EditorGUILayout.DelayedIntField(serialized.colorGradingLutSize, Styles.colorGradingLutSize);
serialized.colorGradingLutSize.intValue = Mathf.Clamp(serialized.colorGradingLutSize.intValue, UniversalRenderPipelineAsset.k_MinLutSize, UniversalRenderPipelineAsset.k_MaxLutSize);
if (isHdrOn && serialized.colorGradingMode.intValue == (int)ColorGradingMode.HighDynamicRange && serialized.colorGradingLutSize.intValue < 32)
EditorGUILayout.HelpBox(Styles.colorGradingLutSizeWarning, MessageType.Warning);
EditorGUILayout.PropertyField(serialized.useFastSRGBLinearConversion, Styles.useFastSRGBLinearConversion);
}
static void DrawPostProcessingAdditional(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
CoreEditorUtils.DrawPopup(Styles.volumeFrameworkUpdateMode, serialized.volumeFrameworkUpdateModeProp, Styles.volumeFrameworkUpdateOptions);
}
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
static void DrawAdaptivePerformance(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.useAdaptivePerformance, Styles.useAdaptivePerformance);
}
#endif
}
}