UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs

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2024-10-27 10:53:47 +03:00
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;
}
}
}