forked from BilalY/Rasagar
286 lines
11 KiB
C#
286 lines
11 KiB
C#
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.Linq;
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using System;
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using System.Reflection;
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namespace UnityEditor.Rendering.HighDefinition
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{
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/// <summary>
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/// Custom UI class for custom passes
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/// </summary>
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[CustomPassDrawerAttribute(typeof(CustomPass))]
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public class CustomPassDrawer
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{
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class Styles
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{
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public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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public static float reorderableListHandleIndentWidth = 12;
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public static GUIContent callback = new GUIContent("Event", "Chose the Callback position for this render pass object.");
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public static GUIContent enabled = new GUIContent("Enabled", "Enable or Disable the custom pass");
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public static GUIContent targetDepthBuffer = new GUIContent("Target Depth Buffer");
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public static GUIContent targetColorBuffer = new GUIContent("Target Color Buffer");
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public static GUIContent clearFlags = new GUIContent("Clear Flags", "Clear Flags used when the render targets will are bound, before the pass renders.");
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}
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/// <summary>
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/// List of the elements you can show/hide in the default custom pass UI.
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/// </summary>
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[Flags]
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public enum PassUIFlag
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{
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/// <summary>Hides all the default UI fields.</summary>
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None = 0x00,
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/// <summary>Shows the name field.</summary>
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Name = 0x01,
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/// <summary>Shows the target color buffer field.</summary>
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TargetColorBuffer = 0x02,
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/// <summary>Shows the target depth buffer field.</summary>
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TargetDepthBuffer = 0x04,
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/// <summary>Shows the clear flags field.</summary>
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ClearFlags = 0x08,
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/// <summary>Shows all the default UI fields.</summary>
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All = ~0,
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}
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/// <summary>
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/// Controls which field of the common pass UI is displayed.
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/// </summary>
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protected virtual PassUIFlag commonPassUIFlags => PassUIFlag.All;
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/// <summary>
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/// Get the current instance of the custom pass being displayed in the Custom Pass Volume Editor.
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/// </summary>
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protected CustomPass target => m_CustomPass;
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bool firstTime = true;
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// Serialized Properties
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SerializedProperty m_Name;
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SerializedProperty m_Enabled;
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SerializedProperty m_TargetColorBuffer;
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SerializedProperty m_TargetDepthBuffer;
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SerializedProperty m_ClearFlags;
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SerializedProperty m_PassFoldout;
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List<SerializedProperty> m_CustomPassUserProperties = new List<SerializedProperty>();
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CustomPass m_CustomPass;
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Type m_PassType => m_CustomPass.GetType();
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void FetchProperties(SerializedProperty property)
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{
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m_Name = property.FindPropertyRelative("m_Name");
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m_Enabled = property.FindPropertyRelative("enabled");
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m_TargetColorBuffer = property.FindPropertyRelative("targetColorBuffer");
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m_TargetDepthBuffer = property.FindPropertyRelative("targetDepthBuffer");
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m_ClearFlags = property.FindPropertyRelative("clearFlags");
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m_PassFoldout = property.FindPropertyRelative("passFoldout");
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}
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void LoadUserProperties(SerializedProperty customPass)
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{
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// Store all fields in CustomPass so we can exclude them when retrieving the user custom pass type
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var customPassFields = typeof(CustomPass).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
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m_CustomPassUserProperties.Clear();
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foreach (var field in m_PassType.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic))
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{
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var serializeField = field.GetCustomAttribute<SerializeField>();
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var hideInInspector = field.GetCustomAttribute<HideInInspector>();
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var nonSerialized = field.GetCustomAttribute<NonSerializedAttribute>();
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if (customPassFields.Any(f => f.Name == field.Name))
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continue;
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if (nonSerialized != null || hideInInspector != null)
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continue;
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if (!field.IsPublic && serializeField == null)
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continue;
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var prop = customPass.FindPropertyRelative(field.Name);
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if (prop != null)
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m_CustomPassUserProperties.Add(prop);
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}
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}
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void InitInternal(SerializedProperty customPass)
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{
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FetchProperties(customPass);
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Initialize(customPass);
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LoadUserProperties(customPass);
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firstTime = false;
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}
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/// <summary>
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/// Use this function to initialize the local SerializedProperty you will use in your pass.
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/// </summary>
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/// <param name="customPass">Your custom pass instance represented as a SerializedProperty</param>
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protected virtual void Initialize(SerializedProperty customPass) { }
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internal void SetPass(CustomPass pass) => m_CustomPass = pass;
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internal void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
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{
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rect.height = EditorGUIUtility.singleLineHeight;
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EditorGUI.BeginChangeCheck();
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if (firstTime)
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InitInternal(property);
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DoHeaderGUI(ref rect);
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if (m_PassFoldout.boolValue)
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{
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EditorGUI.EndChangeCheck();
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return;
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}
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EditorGUI.BeginDisabledGroup(!m_Enabled.boolValue);
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{
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DoCommonSettingsGUI(ref rect);
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DoPassGUI(property, rect);
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}
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EditorGUI.EndDisabledGroup();
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if (EditorGUI.EndChangeCheck())
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property.serializedObject.ApplyModifiedProperties();
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}
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void DoCommonSettingsGUI(ref Rect rect)
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{
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if ((commonPassUIFlags & PassUIFlag.Name) != 0)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUI.PropertyField(rect, m_Name);
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if (EditorGUI.EndChangeCheck())
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m_CustomPass.name = m_Name.stringValue;
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rect.y += Styles.defaultLineSpace;
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}
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if ((commonPassUIFlags & PassUIFlag.TargetColorBuffer) != 0)
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{
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EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer);
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rect.y += Styles.defaultLineSpace;
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}
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if ((commonPassUIFlags & PassUIFlag.TargetDepthBuffer) != 0)
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{
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EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer);
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rect.y += Styles.defaultLineSpace;
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}
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if ((commonPassUIFlags & PassUIFlag.ClearFlags) != 0)
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{
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EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags);
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rect.y += Styles.defaultLineSpace;
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}
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}
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/// <summary>
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/// Implement this function to draw your custom GUI.
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/// </summary>
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/// <param name="customPass">Your custom pass instance represented as a SerializedProperty</param>
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/// <param name="rect">space available for you to draw the UI</param>
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protected virtual void DoPassGUI(SerializedProperty customPass, Rect rect)
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{
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foreach (var prop in m_CustomPassUserProperties)
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{
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EditorGUI.PropertyField(rect, prop, true);
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rect.y += EditorGUI.GetPropertyHeight(prop) + EditorGUIUtility.standardVerticalSpacing;
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}
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}
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void DoHeaderGUI(ref Rect rect)
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{
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var enabledSize = EditorStyles.boldLabel.CalcSize(Styles.enabled) + new Vector2(Styles.reorderableListHandleIndentWidth, 0);
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var headerRect = new Rect(rect.x + Styles.reorderableListHandleIndentWidth,
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rect.y + EditorGUIUtility.standardVerticalSpacing,
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rect.width - Styles.reorderableListHandleIndentWidth - enabledSize.x,
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EditorGUIUtility.singleLineHeight);
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rect.y += Styles.defaultLineSpace;
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var enabledRect = headerRect;
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enabledRect.x = rect.xMax - enabledSize.x;
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enabledRect.width = enabledSize.x;
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EditorGUI.BeginProperty(headerRect, GUIContent.none, m_PassFoldout);
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{
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EditorGUIUtility.labelWidth = headerRect.width;
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m_PassFoldout.boolValue = EditorGUI.Foldout(headerRect, m_PassFoldout.boolValue, $"{m_Name.stringValue} ({m_PassType.Name})", true, EditorStyles.boldLabel);
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EditorGUIUtility.labelWidth = 0;
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}
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EditorGUI.EndProperty();
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EditorGUI.BeginProperty(enabledRect, Styles.enabled, m_Enabled);
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{
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EditorGUIUtility.labelWidth = enabledRect.width - 14;
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m_Enabled.boolValue = EditorGUI.Toggle(enabledRect, Styles.enabled, m_Enabled.boolValue);
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EditorGUIUtility.labelWidth = 0;
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}
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EditorGUI.EndProperty();
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}
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/// <summary>
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/// Implement this functions if you implement DoPassGUI. The result of this function must match the number of lines displayed in your custom GUI.
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/// Note that this height can be dynamic.
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/// </summary>
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/// <param name="customPass">Your custom pass instance represented as a SerializedProperty</param>
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/// <returns>The height in pixels of tour custom pass GUI</returns>
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protected virtual float GetPassHeight(SerializedProperty customPass)
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{
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float height = 0;
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foreach (var prop in m_CustomPassUserProperties)
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{
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height += EditorGUI.GetPropertyHeight(prop);
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height += EditorGUIUtility.standardVerticalSpacing;
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}
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return height;
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}
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internal float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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float height = Styles.defaultLineSpace;
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if (firstTime)
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InitInternal(property);
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if (m_PassFoldout.boolValue)
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return height;
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if (!firstTime)
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{
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int lines = 4; // name + target buffers + clearFlags
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if (commonPassUIFlags != PassUIFlag.All)
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{
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lines = 0;
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for (int i = 0; i < 32; i++)
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lines += (((int)commonPassUIFlags & (1 << i)) != 0) ? 1 : 0;
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}
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height += Styles.defaultLineSpace * lines;
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}
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return height + GetPassHeight(property);
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}
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internal GUIContent[] GetMaterialPassNames(Material mat)
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{
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GUIContent[] passNames = new GUIContent[mat.passCount];
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for (int i = 0; i < mat.passCount; i++)
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{
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string passName = mat.GetPassName(i);
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passNames[i] = new GUIContent(string.IsNullOrEmpty(passName) ? i.ToString() : passName);
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}
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return passNames;
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}
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}
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}
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