using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { using CED = CoreEditorDrawer; 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 k_ExpandedState = new(Expandable.Rendering, "URP"); readonly static AdditionalPropertiesState 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 } }