Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs

215 lines
11 KiB
C#
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2024-08-26 13:07:20 -07:00
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
using CED = CoreEditorDrawer<SerializedLocalVolumetricFog>;
static partial class LocalVolumetricFogUI
{
// also used for AdvancedModes
[System.Flags]
enum Expandable
{
Volume = 1 << 0,
DensityMaskTexture = 1 << 1,
MaskMaterial = 1 << 2,
}
readonly static ExpandedState<Expandable, LocalVolumetricFog> k_ExpandedState = new ExpandedState<Expandable, LocalVolumetricFog>(Expandable.Volume | Expandable.DensityMaskTexture, "HDRP");
public static readonly CED.IDrawer Inspector = CED.Group(
CED.Group(
Drawer_ToolBar,
Drawer_PrimarySettings
),
CED.space,
CED.FoldoutGroup(Styles.k_VolumeHeader, Expandable.Volume, k_ExpandedState,
Drawer_VolumeContent
),
CED.Conditional((serialized, owner) => (LocalVolumetricFogMaskMode)serialized.maskMode.intValue == LocalVolumetricFogMaskMode.Texture, CED.FoldoutGroup(
Styles.k_DensityMaskTextureHeader, Expandable.DensityMaskTexture, k_ExpandedState,
Drawer_DensityMaskTextureContent
)),
CED.Conditional((serialized, owner) => (LocalVolumetricFogMaskMode)serialized.maskMode.intValue == LocalVolumetricFogMaskMode.Material, CED.FoldoutGroup(
Styles.k_MaskMaterialTextureHeader, Expandable.MaskMaterial, k_ExpandedState,
Drawer_MaterialMaskContent
))
);
static void Drawer_ToolBar(SerializedLocalVolumetricFog serialized, Editor owner)
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
EditMode.DoInspectorToolbar(new[] { LocalVolumetricFogEditor.k_EditShape, LocalVolumetricFogEditor.k_EditBlend }, Styles.s_Toolbar_Contents, () =>
{
var bounds = new Bounds();
foreach (Component targetObject in owner.targets)
{
bounds.Encapsulate(targetObject.transform.position);
}
return bounds;
},
owner);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
static void Drawer_PrimarySettings(SerializedLocalVolumetricFog serialized, Editor owner)
{
var mode = (LocalVolumetricFogMaskMode)serialized.maskMode.intValue;
if (mode == LocalVolumetricFogMaskMode.Texture)
{
EditorGUILayout.PropertyField(serialized.albedo, Styles.s_AlbedoLabel);
EditorGUILayout.PropertyField(serialized.meanFreePath, Styles.s_MeanFreePathLabel);
}
EditorGUILayout.PropertyField(serialized.maskMode, Styles.s_MaskMode);
if (mode == LocalVolumetricFogMaskMode.Texture)
EditorGUILayout.PropertyField(serialized.blendingMode, Styles.s_BlendingModeLabel);
EditorGUILayout.PropertyField(serialized.priority, Styles.s_PriorityLabel);
}
static void Drawer_VolumeContent(SerializedLocalVolumetricFog serialized, Editor owner)
{
//keep previous data as value are stored in percent
Vector3 previousSize = serialized.size.vector3Value;
float previousUniformFade = serialized.editorUniformFade.floatValue;
Vector3 previousPositiveFade = serialized.editorPositiveFade.vector3Value;
Vector3 previousNegativeFade = serialized.editorNegativeFade.vector3Value;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(serialized.size, Styles.s_Size);
if (EditorGUI.EndChangeCheck())
{
Vector3 newSize = serialized.size.vector3Value;
newSize.x = Mathf.Max(0f, newSize.x);
newSize.y = Mathf.Max(0f, newSize.y);
newSize.z = Mathf.Max(0f, newSize.z);
serialized.size.vector3Value = newSize;
//update advanced mode blend
Vector3 newPositiveFade = new Vector3(
newSize.x < 0.00001 ? 0 : previousPositiveFade.x * previousSize.x / newSize.x,
newSize.y < 0.00001 ? 0 : previousPositiveFade.y * previousSize.y / newSize.y,
newSize.z < 0.00001 ? 0 : previousPositiveFade.z * previousSize.z / newSize.z
);
Vector3 newNegativeFade = new Vector3(
newSize.x < 0.00001 ? 0 : previousNegativeFade.x * previousSize.x / newSize.x,
newSize.y < 0.00001 ? 0 : previousNegativeFade.y * previousSize.y / newSize.y,
newSize.z < 0.00001 ? 0 : previousNegativeFade.z * previousSize.z / newSize.z
);
for (int axeIndex = 0; axeIndex < 3; ++axeIndex)
{
if (newPositiveFade[axeIndex] + newNegativeFade[axeIndex] > 1)
{
float overValue = (newPositiveFade[axeIndex] + newNegativeFade[axeIndex] - 1f) * 0.5f;
newPositiveFade[axeIndex] -= overValue;
newNegativeFade[axeIndex] -= overValue;
if (newPositiveFade[axeIndex] < 0)
{
newNegativeFade[axeIndex] += newPositiveFade[axeIndex];
newPositiveFade[axeIndex] = 0f;
}
if (newNegativeFade[axeIndex] < 0)
{
newPositiveFade[axeIndex] += newNegativeFade[axeIndex];
newNegativeFade[axeIndex] = 0f;
}
}
}
serialized.editorPositiveFade.vector3Value = newPositiveFade;
serialized.editorNegativeFade.vector3Value = newNegativeFade;
//update normal mode blend
float max = Mathf.Min(newSize.x, newSize.y, newSize.z) * 0.5f;
serialized.editorUniformFade.floatValue = Mathf.Clamp(serialized.editorUniformFade.floatValue, 0f, max);
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(serialized.editorAdvancedFade, Styles.s_ManipulatonTypeContent);
Vector3 serializedSize = serialized.size.vector3Value;
EditorGUI.BeginChangeCheck();
if (serialized.editorAdvancedFade.hasMultipleDifferentValues)
{
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.LabelField(Styles.s_BlendLabel, EditorGUIUtility.TrTextContent("Multiple values for Advanced mode"));
}
else if (serialized.editorAdvancedFade.boolValue)
{
CoreEditorUtils.DrawVector6(Styles.s_BlendLabel, serialized.editorPositiveFade, serialized.editorNegativeFade, Vector3.zero, serializedSize, InfluenceVolumeUI.k_HandlesColor, serialized.size, false);
}
else
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(serialized.editorUniformFade, Styles.s_BlendLabel);
if (EditorGUI.EndChangeCheck())
{
float max = Mathf.Min(serializedSize.x, serializedSize.y, serializedSize.z) * 0.5f;
serialized.editorUniformFade.floatValue = Mathf.Clamp(serialized.editorUniformFade.floatValue, 0f, max);
}
}
if (EditorGUI.EndChangeCheck())
{
Vector3 posFade = new Vector3();
posFade.x = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.x);
posFade.y = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.y);
posFade.z = Mathf.Clamp01(serialized.editorPositiveFade.vector3Value.z);
Vector3 negFade = new Vector3();
negFade.x = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.x);
negFade.y = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.y);
negFade.z = Mathf.Clamp01(serialized.editorNegativeFade.vector3Value.z);
serialized.editorPositiveFade.vector3Value = posFade;
serialized.editorNegativeFade.vector3Value = negFade;
}
EditorGUILayout.PropertyField(serialized.falloffMode, Styles.s_FalloffMode);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(serialized.invertFade, Styles.s_InvertFadeLabel);
// Distance fade.
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(serialized.distanceFadeStart, Styles.s_DistanceFadeStartLabel);
EditorGUILayout.PropertyField(serialized.distanceFadeEnd, Styles.s_DistanceFadeEndLabel);
if (EditorGUI.EndChangeCheck())
{
float distanceFadeStart = Mathf.Max(0, serialized.distanceFadeStart.floatValue);
float distanceFadeEnd = Mathf.Max(distanceFadeStart, serialized.distanceFadeEnd.floatValue);
serialized.distanceFadeStart.floatValue = distanceFadeStart;
serialized.distanceFadeEnd.floatValue = distanceFadeEnd;
}
}
}
static void Drawer_DensityMaskTextureContent(SerializedLocalVolumetricFog serialized, Editor owner)
{
EditorGUILayout.PropertyField(serialized.volumeTexture, Styles.s_VolumeTextureLabel);
serialized.UpdateTextureMaskCompatibility(); // Can't use a change check because it doesn't handle undo
if (!serialized.isTextureMaskCompatible && serialized.volumeTexture.objectReferenceValue != null)
EditorGUILayout.HelpBox(Styles.s_InvalidTextureMessage, MessageType.Error);
EditorGUILayout.PropertyField(serialized.textureScroll, Styles.s_TextureScrollLabel);
EditorGUILayout.PropertyField(serialized.textureTile, Styles.s_TextureTileLabel);
}
static void Drawer_MaterialMaskContent(SerializedLocalVolumetricFog serialized, Editor owner)
{
EditorGUILayout.PropertyField(serialized.materialMask, Styles.s_MaterialMask);
serialized.UpdateMaterialMaskCompatibility(); // Can't use a change check because it doesn't handle undo
if (!serialized.isMaterialMaskCompatible)
{
EditorGUILayout.HelpBox(Styles.s_InvalidMaterialMessage, MessageType.Error);
}
}
}
}