forked from BilalY/Rasagar
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using System.Collections;
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namespace UnityEditor.Rendering.Universal
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{
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internal static class SceneViewDrawMode
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{
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static HashSet<SceneView> sceneViewHaveValidateFunction = new HashSet<SceneView>();
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static bool RejectDrawMode(SceneView.CameraMode cameraMode)
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{
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if (cameraMode.drawMode == DrawCameraMode.ShadowCascades ||
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cameraMode.drawMode == DrawCameraMode.RenderPaths ||
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cameraMode.drawMode == DrawCameraMode.AlphaChannel ||
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cameraMode.drawMode == DrawCameraMode.Overdraw ||
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cameraMode.drawMode == DrawCameraMode.Mipmaps ||
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cameraMode.drawMode == DrawCameraMode.SpriteMask ||
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cameraMode.drawMode == DrawCameraMode.DeferredDiffuse ||
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cameraMode.drawMode == DrawCameraMode.DeferredSpecular ||
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cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
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cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
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cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
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cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
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cameraMode.drawMode == DrawCameraMode.TextureStreaming
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)
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return false;
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return true;
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}
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static void UpdateSceneViewStates()
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{
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foreach (SceneView sceneView in SceneView.sceneViews)
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{
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if (sceneViewHaveValidateFunction.Contains(sceneView))
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continue;
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sceneView.onValidateCameraMode += RejectDrawMode;
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sceneViewHaveValidateFunction.Add(sceneView);
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}
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}
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public static void SetupDrawMode()
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{
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EditorApplication.update -= UpdateSceneViewStates;
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EditorApplication.update += UpdateSceneViewStates;
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}
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public static void ResetDrawMode()
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{
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EditorApplication.update -= UpdateSceneViewStates;
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foreach (var sceneView in sceneViewHaveValidateFunction)
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sceneView.onValidateCameraMode -= RejectDrawMode;
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sceneViewHaveValidateFunction.Clear();
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}
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}
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}
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#endif
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