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- using UnityEngine;
- using UnityEngine.Rendering;
- using UnityEngine.Rendering.Universal;
-
- namespace UnityEditor.Rendering.Universal
- {
- [CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
- internal class ScreenSpaceAmbientOcclusionEditor : Editor
- {
- #region Serialized Properties
- private SerializedProperty m_AOMethod;
- private SerializedProperty m_Downsample;
- private SerializedProperty m_AfterOpaque;
- private SerializedProperty m_Source;
- private SerializedProperty m_NormalQuality;
- private SerializedProperty m_Intensity;
- private SerializedProperty m_DirectLightingStrength;
- private SerializedProperty m_Radius;
- private SerializedProperty m_Falloff;
- private SerializedProperty m_Samples;
- private SerializedProperty m_BlurQuality;
- #endregion
-
- private bool m_IsInitialized = false;
- private HeaderBool m_ShowQualitySettings;
-
- class HeaderBool
- {
- private string key;
- public bool value;
-
- internal HeaderBool(string _key, bool _default = false)
- {
- key = _key;
- if (EditorPrefs.HasKey(key))
- value = EditorPrefs.GetBool(key);
- else
- value = _default;
- EditorPrefs.SetBool(key, value);
- }
-
- internal void SetValue(bool newValue)
- {
- value = newValue;
- EditorPrefs.SetBool(key, value);
- }
- }
-
-
- // Structs
- private struct Styles
- {
- public static GUIContent AOMethod = EditorGUIUtility.TrTextContent("Method", "The noise method to use when calculating the Ambient Occlusion value.");
- public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
- public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
- public static GUIContent Falloff = EditorGUIUtility.TrTextContent("Falloff Distance", "The distance from the camera where Ambient Occlusion should be visible.");
- public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
-
- public static GUIContent Quality = EditorGUIUtility.TrTextContent("Quality", "");
- public static GUIContent Source = EditorGUIUtility.TrTextContent("Source", "The source of the normal vector values.\nDepth Normals: the feature uses the values generated in the Depth Normal prepass.\nDepth: the feature reconstructs the normal values using the depth buffer.\nIn the Deferred rendering path, the feature uses the G-buffer normals texture.");
- public static GUIContent NormalQuality = new GUIContent("Normal Quality", "The number of depth texture samples that Unity takes when computing the normals. Low:1 sample, Medium: 5 samples, High: 9 samples.");
- public static GUIContent Downsample = EditorGUIUtility.TrTextContent("Downsample", "With this option enabled, Unity downsamples the SSAO effect texture to improve performance. Each dimension of the texture is reduced by a factor of 2.");
- public static GUIContent AfterOpaque = EditorGUIUtility.TrTextContent("After Opaque", "With this option enabled, Unity calculates and apply SSAO after the opaque pass to improve performance on mobile platforms with tiled-based GPU architectures. This is not physically correct.");
- public static GUIContent BlurQuality = EditorGUIUtility.TrTextContent("Blur Quality", "High: Bilateral, Medium: Gaussian. Low: Kawase (Single Pass).");
- public static GUIContent Samples = EditorGUIUtility.TrTextContent("Samples", "The number of samples that Unity takes when calculating the obscurance value. Low:4 samples, Medium: 8 samples, High: 12 samples.");
- }
-
- private void Init()
- {
- m_ShowQualitySettings = new HeaderBool($"SSAO.QualityFoldout", false);
-
- SerializedProperty settings = serializedObject.FindProperty("m_Settings");
-
- m_AOMethod = settings.FindPropertyRelative("AOMethod");
- m_Intensity = settings.FindPropertyRelative("Intensity");
- m_Radius = settings.FindPropertyRelative("Radius");
- m_Falloff = settings.FindPropertyRelative("Falloff");
- m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
-
- m_Source = settings.FindPropertyRelative("Source");
- m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
- m_Downsample = settings.FindPropertyRelative("Downsample");
- m_AfterOpaque = settings.FindPropertyRelative("AfterOpaque");
- m_BlurQuality = settings.FindPropertyRelative("BlurQuality");
- m_Samples = settings.FindPropertyRelative("Samples");
-
- m_IsInitialized = true;
- }
-
- public override void OnInspectorGUI()
- {
- if (!m_IsInitialized)
- Init();
-
- EditorGUILayout.PropertyField(m_AOMethod, Styles.AOMethod);
- EditorGUILayout.PropertyField(m_Intensity, Styles.Intensity);
- EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
- EditorGUILayout.PropertyField(m_Falloff, Styles.Falloff);
- m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
-
- // Make sure these fields are never below 0.0...
- m_Intensity.floatValue = Mathf.Max(m_Intensity.floatValue, 0f);
- m_Radius.floatValue = Mathf.Max(m_Radius.floatValue, 0f);
- m_Falloff.floatValue = Mathf.Max(m_Falloff.floatValue, 0f);
-
- m_ShowQualitySettings.SetValue(EditorGUILayout.Foldout(m_ShowQualitySettings.value, Styles.Quality));
- if (m_ShowQualitySettings.value)
- {
- bool isDeferredRenderingMode = RendererIsDeferred();
-
- EditorGUI.indentLevel++;
-
- // Selecting source is not available for Deferred Rendering...
- GUI.enabled = !isDeferredRenderingMode;
- EditorGUILayout.PropertyField(m_Source, Styles.Source);
-
- // We only enable this field when depth source is selected...
- GUI.enabled = !isDeferredRenderingMode && m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
- EditorGUI.indentLevel++;
- EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
- EditorGUI.indentLevel--;
- GUI.enabled = true;
-
- EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
- EditorGUILayout.PropertyField(m_AfterOpaque, Styles.AfterOpaque);
- EditorGUILayout.PropertyField(m_BlurQuality, Styles.BlurQuality);
- EditorGUILayout.PropertyField(m_Samples, Styles.Samples);
-
- EditorGUI.indentLevel--;
- }
- }
-
- private bool RendererIsDeferred()
- {
- ScreenSpaceAmbientOcclusion ssaoFeature = (ScreenSpaceAmbientOcclusion) target;
- UniversalRenderPipelineAsset pipelineAsset = (UniversalRenderPipelineAsset) GraphicsSettings.currentRenderPipeline;
-
- if (ssaoFeature == null || pipelineAsset == null)
- return false;
-
- // We have to find the renderer related to the SSAO feature, then test if it is in deferred mode.
- var rendererDataList = pipelineAsset.m_RendererDataList;
- for (int rendererIndex = 0; rendererIndex < rendererDataList.Length; ++rendererIndex)
- {
- var rendererData = rendererDataList[rendererIndex] as UniversalRendererData;
- if (rendererData == null || rendererData.renderingMode != RenderingMode.Deferred)
- continue;
-
- var rendererFeatures = rendererData.rendererFeatures;
- foreach (var feature in rendererFeatures)
- if (feature is ScreenSpaceAmbientOcclusion occlusion && occlusion == ssaoFeature)
- return true;
- }
-
- return false;
- }
- }
- }
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