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!
93 lines
3.3 KiB
C#
93 lines
3.3 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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[CanEditMultipleObjects]
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[CustomEditorForRenderPipeline(typeof(Light), typeof(UniversalRenderPipelineAsset))]
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class UniversalRenderPipelineLightEditor : LightEditor
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{
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UniversalRenderPipelineSerializedLight serializedLight { get; set; }
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protected override void OnEnable()
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{
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serializedLight = new UniversalRenderPipelineSerializedLight(serializedObject, settings);
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}
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// IsPreset is an internal API - lets reuse the usable part of this function
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// 93 is a "magic number" and does not represent a combination of other flags here
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internal static bool IsPresetEditor(UnityEditor.Editor editor)
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{
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return (int)((editor.target as Component).gameObject.hideFlags) == 93;
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}
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public override void OnInspectorGUI()
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{
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serializedLight.Update();
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if (IsPresetEditor(this))
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{
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UniversalRenderPipelineLightUI.PresetInspector.Draw(serializedLight, this);
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}
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else
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{
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UniversalRenderPipelineLightUI.Inspector.Draw(serializedLight, this);
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}
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serializedLight.Apply();
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}
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protected override void OnSceneGUI()
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{
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if (!(GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset))
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return;
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if (!(target is Light light) || light == null)
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return;
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switch (light.type)
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{
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case LightType.Spot:
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using (new Handles.DrawingScope(Matrix4x4.TRS(light.transform.position, light.transform.rotation, Vector3.one)))
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{
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CoreLightEditorUtilities.DrawSpotLightGizmo(light);
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}
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break;
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case LightType.Point:
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using (new Handles.DrawingScope(Matrix4x4.TRS(light.transform.position, Quaternion.identity, Vector3.one)))
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{
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CoreLightEditorUtilities.DrawPointLightGizmo(light);
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}
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break;
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case LightType.Rectangle:
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using (new Handles.DrawingScope(Matrix4x4.TRS(light.transform.position, light.transform.rotation, Vector3.one)))
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{
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CoreLightEditorUtilities.DrawRectangleLightGizmo(light);
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}
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break;
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case LightType.Disc:
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using (new Handles.DrawingScope(Matrix4x4.TRS(light.transform.position, light.transform.rotation, Vector3.one)))
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{
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CoreLightEditorUtilities.DrawDiscLightGizmo(light);
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}
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break;
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case LightType.Directional:
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using (new Handles.DrawingScope(Matrix4x4.TRS(light.transform.position, light.transform.rotation, Vector3.one)))
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{
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CoreLightEditorUtilities.DrawDirectionalLightGizmo(light);
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}
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break;
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default:
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base.OnSceneGUI();
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break;
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}
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}
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}
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}
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