forked from BilalY/Rasagar
345 lines
16 KiB
C#
345 lines
16 KiB
C#
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using UnityEditorInternal;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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using System;
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using System.Reflection;
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using System.Linq;
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using UnityEditor.Experimental.GraphView;
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namespace UnityEditor.Rendering.HighDefinition
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{
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[CustomEditor(typeof(CustomPassVolume)), CanEditMultipleObjects]
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sealed class CustomPassVolumeEditor : Editor
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{
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ReorderableList m_CustomPassList;
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string m_ListName;
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CustomPassVolume m_Volume;
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MaterialEditor[] m_MaterialEditors = new MaterialEditor[0];
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int m_CustomPassMaterialsHash;
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bool m_SupportListMultiEditing;
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const string k_DefaultListName = "Custom Passes";
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private const int k_GlobalCustomPassMode = 0;
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private const int k_LocalCustomPassMode = 1;
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private const int k_CameraCustomPassMode = 2;
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static MethodInfo reorderableListInvalidateCacheMethod = typeof(ReorderableList).GetMethod("InvalidateCacheRecursive", BindingFlags.NonPublic | BindingFlags.Instance);
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static class Styles
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{
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public static readonly GUIContent isGlobal = EditorGUIUtility.TrTextContent("Mode", "Global Volumes affect the Camera wherever the Camera is in the Scene and Local Volumes affect the Camera if they encapsulate the Camera within the bounds of their Collider. A camera volume is applied only for the target camera.");
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public static readonly GUIContent fadeRadius = EditorGUIUtility.TrTextContent("Fade Radius", "Radius from where your effect will be rendered, the _FadeValue in shaders will be updated using this radius");
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public static readonly GUIContent injectionPoint = EditorGUIUtility.TrTextContent("Injection Point", "The stage in the render pipeline to execute this pass.");
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public static readonly GUIContent priority = EditorGUIUtility.TrTextContent("Priority", "A value which determines the execution order when there are several Custom Pass Volumes with the same injection point overlaps. Custom Pass Volume with a higher value is rendered first.");
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public static readonly GUIContent targetCamera = EditorGUIUtility.TrTextContent("Target Camera", "Determines on which camera this custom pass volume will be applied. If this property is null and the mode is set to camera, the volume is ignored.");
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public static readonly GUIContent addColliderFixMessage = EditorGUIUtility.TrTextContentWithIcon("Add a Collider to this GameObject to set boundaries for the local Volume.", CoreEditorStyles.iconWarn);
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public static readonly GUIContent addBoxCollider = EditorGUIUtility.TrTextContent("Add a Box Collider");
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public static readonly GUIContent sphereBoxCollider = EditorGUIUtility.TrTextContent("Add a Sphere Collider");
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public static readonly GUIContent capsuleBoxCollider = EditorGUIUtility.TrTextContent("Add a Capsule Collider");
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public static readonly GUIContent meshBoxCollider = EditorGUIUtility.TrTextContent("Add a Mesh Collider");
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public static readonly GUIContent enableColliderFixMessage = EditorGUIUtility.TrTextContentWithIcon("Local Volumes need a collider enabled. Enable the collider.", CoreEditorStyles.iconWarn);
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public static readonly GUIContent[] modes = { EditorGUIUtility.TrTextContent("Global"), EditorGUIUtility.TrTextContent("Local"), EditorGUIUtility.TrTextContent("Camera") };
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}
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class SerializedPassVolume
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{
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public SerializedProperty isGlobal;
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public SerializedProperty useTargetCamera;
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public SerializedProperty targetCamera;
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public SerializedProperty fadeRadius;
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public SerializedProperty customPasses;
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public SerializedProperty injectionPoint;
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public SerializedProperty priority;
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}
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SerializedPassVolume m_SerializedPassVolume;
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void OnEnable()
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{
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m_Volume = target as CustomPassVolume;
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using (var o = new PropertyFetcher<CustomPassVolume>(serializedObject))
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{
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m_SerializedPassVolume = new SerializedPassVolume
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{
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isGlobal = o.Find(x => x.isGlobal),
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useTargetCamera = o.Find(x => x.useTargetCamera),
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targetCamera = o.Find(x => x.m_TargetCamera),
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injectionPoint = o.Find(x => x.injectionPoint),
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customPasses = o.Find(x => x.customPasses),
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fadeRadius = o.Find(x => x.fadeRadius),
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priority = o.Find(x => x.priority),
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};
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}
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CreateReorderableList(m_SerializedPassVolume.customPasses);
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UpdateMaterialEditors();
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}
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public override void OnInspectorGUI()
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{
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if (HDRenderPipeline.currentAsset == null || !HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportCustomPass)
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HDEditorUtils.QualitySettingsHelpBox("The current HDRP asset does not support Custom Passes.", MessageType.Error,
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HDRenderPipelineUI.ExpandableGroup.Rendering, "m_RenderPipelineSettings.supportCustomPass");
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DrawSettingsGUI();
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DrawCustomPassReorderableList();
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DrawMaterialsGUI();
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}
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List<Material> GatherCustomPassesMaterials()
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=> m_Volume.customPasses.Where(p => p != null).SelectMany(p => p.RegisterMaterialForInspector()).Where(m => m != null).ToList();
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void UpdateMaterialEditors()
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{
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var materials = GatherCustomPassesMaterials();
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// Destroy all material editors:
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foreach (var materialEditor in m_MaterialEditors)
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CoreUtils.Destroy(materialEditor);
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m_MaterialEditors = new MaterialEditor[materials.Count];
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for (int i = 0; i < materials.Count; i++)
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m_MaterialEditors[i] = CreateEditor(materials[i], typeof(MaterialEditor)) as MaterialEditor;
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}
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void DrawMaterialsGUI()
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{
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int materialsHash = GatherCustomPassesMaterials().Aggregate(0, (c, m) => c += m.GetHashCode());
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if (materialsHash != m_CustomPassMaterialsHash)
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UpdateMaterialEditors();
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// Draw the material inspectors:
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foreach (var materialEditor in m_MaterialEditors)
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{
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using (new EditorGUI.DisabledScope((materialEditor.target.hideFlags & HideFlags.NotEditable) != 0))
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{
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materialEditor.DrawHeader();
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materialEditor.OnInspectorGUI();
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}
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}
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m_CustomPassMaterialsHash = materialsHash;
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}
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Dictionary<CustomPass, CustomPassDrawer> customPassDrawers = new Dictionary<CustomPass, CustomPassDrawer>();
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CustomPassDrawer GetCustomPassDrawer(SerializedProperty pass, CustomPass reference, int listIndex)
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{
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CustomPassDrawer drawer;
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if (customPassDrawers.TryGetValue(reference, out drawer))
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return drawer;
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var customPass = m_Volume.customPasses[listIndex];
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if (customPass == null)
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return null;
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foreach (var drawerType in TypeCache.GetTypesWithAttribute(typeof(CustomPassDrawerAttribute)))
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{
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var attr = drawerType.GetCustomAttributes(typeof(CustomPassDrawerAttribute), true)[0] as CustomPassDrawerAttribute;
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if (attr.targetPassType == customPass.GetType())
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{
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drawer = Activator.CreateInstance(drawerType) as CustomPassDrawer;
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drawer.SetPass(customPass);
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break;
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}
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if (attr.targetPassType.IsAssignableFrom(customPass.GetType()))
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{
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drawer = Activator.CreateInstance(drawerType) as CustomPassDrawer;
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drawer.SetPass(customPass);
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}
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}
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customPassDrawers[reference] = drawer;
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return drawer;
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}
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void DrawSettingsGUI()
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{
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serializedObject.Update();
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int GetMode() => m_SerializedPassVolume.useTargetCamera.boolValue ? k_CameraCustomPassMode : (m_SerializedPassVolume.isGlobal.boolValue ? k_GlobalCustomPassMode : k_LocalCustomPassMode);
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void SetMode(int value)
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{
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m_SerializedPassVolume.isGlobal.boolValue = value == k_GlobalCustomPassMode;
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m_SerializedPassVolume.useTargetCamera.boolValue = value == k_CameraCustomPassMode;
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}
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EditorGUI.BeginChangeCheck();
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{
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Rect isGlobalRect = EditorGUILayout.GetControlRect();
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EditorGUI.BeginProperty(isGlobalRect, Styles.isGlobal, m_SerializedPassVolume.isGlobal);
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{
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EditorGUI.BeginChangeCheck();
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int selectedMode = EditorGUI.Popup(isGlobalRect, Styles.isGlobal, GetMode(), Styles.modes);
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if (EditorGUI.EndChangeCheck())
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SetMode(selectedMode);
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if (selectedMode == k_LocalCustomPassMode)
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{
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if (m_Volume.TryGetComponent<Collider>(out var collider))
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{
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if (!collider.enabled)
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CoreEditorUtils.DrawFixMeBox(Styles.enableColliderFixMessage, () => collider.enabled = true);
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}
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else
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{
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CoreEditorUtils.DrawFixMeBox(Styles.addColliderFixMessage, () =>
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{
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var menu = new GenericMenu();
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menu.AddItem(Styles.addBoxCollider, false, () => Undo.AddComponent<BoxCollider>(m_Volume.gameObject));
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menu.AddItem(Styles.sphereBoxCollider, false, () => Undo.AddComponent<SphereCollider>(m_Volume.gameObject));
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menu.AddItem(Styles.capsuleBoxCollider, false, () => Undo.AddComponent<CapsuleCollider>(m_Volume.gameObject));
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menu.AddItem(Styles.meshBoxCollider, false, () => Undo.AddComponent<MeshCollider>(m_Volume.gameObject));
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menu.ShowAsContext();
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});
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}
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}
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}
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EditorGUI.EndProperty();
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if (m_SerializedPassVolume.useTargetCamera.boolValue)
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{
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EditorGUILayout.PropertyField(m_SerializedPassVolume.targetCamera, Styles.targetCamera);
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EditorGUILayout.PropertyField(m_SerializedPassVolume.injectionPoint, Styles.injectionPoint);
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}
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else
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{
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EditorGUILayout.PropertyField(m_SerializedPassVolume.injectionPoint, Styles.injectionPoint);
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EditorGUILayout.PropertyField(m_SerializedPassVolume.priority, Styles.priority);
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if (!m_SerializedPassVolume.isGlobal.boolValue)
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EditorGUILayout.PropertyField(m_SerializedPassVolume.fadeRadius, Styles.fadeRadius);
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}
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}
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if (EditorGUI.EndChangeCheck())
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{
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// UUM-8410 custom pass UI height is not updated
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reorderableListInvalidateCacheMethod.Invoke(m_CustomPassList, null);
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serializedObject.ApplyModifiedProperties();
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}
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}
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void DrawCustomPassReorderableList()
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{
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if (targets.OfType<CustomPassVolume>().Count() > 1)
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{
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EditorGUILayout.HelpBox("Custom Pass List UI is not supported with multi-selection", MessageType.Warning, true);
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return;
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}
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// Sanitize list:
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for (int i = 0; i < m_SerializedPassVolume.customPasses.arraySize; i++)
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{
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if (m_SerializedPassVolume.customPasses.GetArrayElementAtIndex(i) == null)
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{
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m_SerializedPassVolume.customPasses.DeleteArrayElementAtIndex(i);
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serializedObject.ApplyModifiedProperties();
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i++;
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}
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}
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float customPassListHeight = m_CustomPassList.GetHeight();
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var customPassRect = EditorGUILayout.GetControlRect(false, customPassListHeight);
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EditorGUI.BeginProperty(customPassRect, GUIContent.none, m_SerializedPassVolume.customPasses);
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{
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EditorGUILayout.BeginVertical();
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m_CustomPassList.DoList(customPassRect);
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EditorGUILayout.EndVertical();
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}
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EditorGUI.EndProperty();
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}
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void CreateReorderableList(SerializedProperty passList)
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{
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m_CustomPassList = new ReorderableList(passList.serializedObject, passList);
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m_CustomPassList.drawHeaderCallback = (rect) =>
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{
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EditorGUI.LabelField(rect, k_DefaultListName, EditorStyles.largeLabel);
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};
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m_CustomPassList.multiSelect = false;
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m_CustomPassList.drawElementCallback = (rect, index, active, focused) =>
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{
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EditorGUI.BeginChangeCheck();
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passList.serializedObject.ApplyModifiedProperties();
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var customPass = passList.GetArrayElementAtIndex(index);
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customPass.managedReferenceValue = m_Volume.customPasses[index];
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var drawer = GetCustomPassDrawer(customPass, m_Volume.customPasses[index], index);
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if (drawer != null)
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drawer.OnGUI(rect, customPass, null);
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else
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EditorGUI.PropertyField(rect, customPass);
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if (EditorGUI.EndChangeCheck())
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customPass.serializedObject.ApplyModifiedProperties();
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};
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m_CustomPassList.elementHeightCallback = (index) =>
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{
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passList.serializedObject.ApplyModifiedProperties();
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var customPass = passList.GetArrayElementAtIndex(index);
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var drawer = GetCustomPassDrawer(customPass, m_Volume.customPasses[index], index);
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if (drawer != null)
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return drawer.GetPropertyHeight(customPass, null);
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else
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return EditorGUI.GetPropertyHeight(customPass, null);
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};
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m_CustomPassList.onAddCallback += (list) =>
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{
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var searchObject = ScriptableObject.CreateInstance<CustomPassListSearchWindow>();
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searchObject.Initialize(AddCustomPass);
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var windowPosition = GUIUtility.GUIToScreenPoint(Event.current.mousePosition);
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SearchWindow.Open(new SearchWindowContext(windowPosition), searchObject);
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};
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m_CustomPassList.onReorderCallback = (index) =>
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{
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serializedObject.ApplyModifiedProperties();
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ClearCustomPassCache();
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};
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m_CustomPassList.onRemoveCallback = (list) =>
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{
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foreach (int index in list.selectedIndices)
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passList.DeleteArrayElementAtIndex(index);
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serializedObject.ApplyModifiedProperties();
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ClearCustomPassCache();
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};
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void AddCustomPass(Type customPassType)
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{
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foreach (CustomPassVolume volume in targets)
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{
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Undo.RegisterCompleteObjectUndo(volume, "Add custom pass");
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passList.serializedObject.ApplyModifiedProperties();
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volume.AddPassOfType(customPassType);
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UpdateMaterialEditors();
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passList.serializedObject.Update();
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// Notify the prefab that something have changed:
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PrefabUtility.RecordPrefabInstancePropertyModifications(volume);
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}
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}
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}
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void ClearCustomPassCache()
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{
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// When custom passes are re-ordered, a topological change happens in the SerializedProperties
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// So we have to rebuild all the drawers that were storing SerializedProperties.
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customPassDrawers.Clear();
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}
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float GetCustomPassEditorHeight(SerializedProperty pass) => EditorGUIUtility.singleLineHeight;
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}
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}
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