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- using System.Collections.Generic;
- using UnityEditor;
- using UnityEditor.Rendering;
- using UnityEngine;
-
- /// <summary>
- /// Custom editor for FullScreenPassRendererFeature class responsible for drawing unavailable by default properties
- /// such as custom drop down items and additional properties.
- /// </summary>
- [CustomEditor(typeof(FullScreenPassRendererFeature))]
- public class FullScreenPassRendererFeatureEditor : Editor
- {
- private SerializedProperty m_InjectionPointProperty;
- private SerializedProperty m_RequirementsProperty;
- private SerializedProperty m_FetchColorBufferProperty;
- private SerializedProperty m_BindDepthStencilAttachmentProperty;
- private SerializedProperty m_PassMaterialProperty;
- private SerializedProperty m_PassIndexProperty;
-
- private static readonly GUIContent k_InjectionPointGuiContent = new GUIContent("Injection Point", "Specifies where in the frame this pass will be injected.");
- private static readonly GUIContent k_RequirementsGuiContent = new GUIContent("Requirements", "A mask of URP internal textures that will need to be generated and bound for sampling.\n\nNote that 'Color' here corresponds to '_CameraOpaqueTexture' so most of the time you will want to use the 'Fetch Color Buffer' option instead.");
- private static readonly GUIContent k_FetchColorBufferGuiContent = new GUIContent("Fetch Color Buffer", "Enable this if the assigned material will need to sample the active color target. The active color will be bound to the '_BlitTexture' shader property for sampling. Note that this will introduce an internal color copy pass.");
- private static readonly GUIContent k_BindDepthStencilAttachmentGuiContent = new GUIContent("Bind Depth-Stencil", "Enable this to bind the active camera's depth-stencil attachment to the framebuffer (only use this if depth-stencil ops are used by the assigned material as this could have a performance impact).");
- private static readonly GUIContent k_PassMaterialGuiContent = new GUIContent("Pass Material", "The material used to render the full screen pass.");
- private static readonly GUIContent k_PassGuiContent = new GUIContent("Pass", "The name of the shader pass to use from the assigned material.");
-
- private void OnEnable()
- {
- m_InjectionPointProperty = serializedObject.FindProperty("injectionPoint");
- m_RequirementsProperty = serializedObject.FindProperty("requirements");
- m_FetchColorBufferProperty = serializedObject.FindProperty("fetchColorBuffer");
- m_BindDepthStencilAttachmentProperty = serializedObject.FindProperty("bindDepthStencilAttachment");
- m_PassMaterialProperty = serializedObject.FindProperty("passMaterial");
- m_PassIndexProperty = serializedObject.FindProperty("passIndex");
- }
-
- /// <summary>
- /// Implementation for a custom inspector
- /// </summary>
- public override void OnInspectorGUI()
- {
- var currentFeature = target as FullScreenPassRendererFeature;
-
- if (currentFeature.passMaterial == null || currentFeature.passIndex >= currentFeature.passMaterial.passCount)
- currentFeature.passIndex = 0;
-
- EditorGUILayout.PropertyField(m_InjectionPointProperty, k_InjectionPointGuiContent);
- EditorGUILayout.PropertyField(m_RequirementsProperty, k_RequirementsGuiContent);
- EditorGUILayout.PropertyField(m_FetchColorBufferProperty, k_FetchColorBufferGuiContent);
- EditorGUILayout.PropertyField(m_BindDepthStencilAttachmentProperty, k_BindDepthStencilAttachmentGuiContent);
- EditorGUILayout.PropertyField(m_PassMaterialProperty, k_PassMaterialGuiContent);
-
- if (AdvancedProperties.BeginGroup())
- {
- DrawMaterialPassProperty(currentFeature);
- }
- AdvancedProperties.EndGroup();
-
- serializedObject.ApplyModifiedProperties();
- }
-
- private void DrawMaterialPassProperty(FullScreenPassRendererFeature feature)
- {
- List<string> selectablePasses;
- bool isMaterialValid = feature.passMaterial != null;
- selectablePasses = isMaterialValid ? GetPassIndexStringEntries(feature) : new List<string>() {"No material"};
-
- // If material is invalid 0'th index is selected automatically, so it stays on "No material" entry
- // It is invalid index, but FullScreenPassRendererFeature wont execute until material is valid
- m_PassIndexProperty.intValue = EditorGUILayout.Popup(k_PassGuiContent, m_PassIndexProperty.intValue, selectablePasses.ToArray());
- }
-
- private static List<string> GetPassIndexStringEntries(FullScreenPassRendererFeature component)
- {
- List<string> passIndexEntries = new List<string>();
- for (int i = 0; i < component.passMaterial.passCount; ++i)
- {
- // "Name of a pass (index)" - "PassAlpha (1)"
- string entry = $"{component.passMaterial.GetPassName(i)} ({i})";
- passIndexEntries.Add(entry);
- }
-
- return passIndexEntries;
- }
- }
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