159 lines
8.3 KiB
C#
159 lines
8.3 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
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internal class ScreenSpaceAmbientOcclusionEditor : Editor
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{
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#region Serialized Properties
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private SerializedProperty m_AOMethod;
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private SerializedProperty m_Downsample;
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private SerializedProperty m_AfterOpaque;
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private SerializedProperty m_Source;
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private SerializedProperty m_NormalQuality;
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private SerializedProperty m_Intensity;
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private SerializedProperty m_DirectLightingStrength;
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private SerializedProperty m_Radius;
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private SerializedProperty m_Falloff;
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private SerializedProperty m_Samples;
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private SerializedProperty m_BlurQuality;
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#endregion
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private bool m_IsInitialized = false;
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private HeaderBool m_ShowQualitySettings;
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class HeaderBool
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{
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private string key;
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public bool value;
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internal HeaderBool(string _key, bool _default = false)
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{
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key = _key;
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if (EditorPrefs.HasKey(key))
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value = EditorPrefs.GetBool(key);
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else
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value = _default;
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EditorPrefs.SetBool(key, value);
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}
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internal void SetValue(bool newValue)
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{
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value = newValue;
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EditorPrefs.SetBool(key, value);
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}
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}
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// Structs
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private struct Styles
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{
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public static GUIContent AOMethod = EditorGUIUtility.TrTextContent("Method", "The noise method to use when calculating the Ambient Occlusion value.");
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public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
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public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
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public static GUIContent Falloff = EditorGUIUtility.TrTextContent("Falloff Distance", "The distance from the camera where Ambient Occlusion should be visible.");
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public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
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public static GUIContent Quality = EditorGUIUtility.TrTextContent("Quality", "");
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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.");
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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.");
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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.");
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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.");
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public static GUIContent BlurQuality = EditorGUIUtility.TrTextContent("Blur Quality", "High: Bilateral, Medium: Gaussian. Low: Kawase (Single Pass).");
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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.");
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}
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private void Init()
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{
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m_ShowQualitySettings = new HeaderBool($"SSAO.QualityFoldout", false);
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SerializedProperty settings = serializedObject.FindProperty("m_Settings");
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m_AOMethod = settings.FindPropertyRelative("AOMethod");
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m_Intensity = settings.FindPropertyRelative("Intensity");
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m_Radius = settings.FindPropertyRelative("Radius");
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m_Falloff = settings.FindPropertyRelative("Falloff");
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m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
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m_Source = settings.FindPropertyRelative("Source");
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m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
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m_Downsample = settings.FindPropertyRelative("Downsample");
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m_AfterOpaque = settings.FindPropertyRelative("AfterOpaque");
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m_BlurQuality = settings.FindPropertyRelative("BlurQuality");
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m_Samples = settings.FindPropertyRelative("Samples");
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m_IsInitialized = true;
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}
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public override void OnInspectorGUI()
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{
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if (!m_IsInitialized)
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Init();
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EditorGUILayout.PropertyField(m_AOMethod, Styles.AOMethod);
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EditorGUILayout.PropertyField(m_Intensity, Styles.Intensity);
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EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
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EditorGUILayout.PropertyField(m_Falloff, Styles.Falloff);
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m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
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// Make sure these fields are never below 0.0...
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m_Intensity.floatValue = Mathf.Max(m_Intensity.floatValue, 0f);
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m_Radius.floatValue = Mathf.Max(m_Radius.floatValue, 0f);
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m_Falloff.floatValue = Mathf.Max(m_Falloff.floatValue, 0f);
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m_ShowQualitySettings.SetValue(EditorGUILayout.Foldout(m_ShowQualitySettings.value, Styles.Quality));
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if (m_ShowQualitySettings.value)
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{
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bool isDeferredRenderingMode = RendererIsDeferred();
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EditorGUI.indentLevel++;
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// Selecting source is not available for Deferred Rendering...
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GUI.enabled = !isDeferredRenderingMode;
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EditorGUILayout.PropertyField(m_Source, Styles.Source);
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// We only enable this field when depth source is selected...
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GUI.enabled = !isDeferredRenderingMode && m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
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EditorGUI.indentLevel--;
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GUI.enabled = true;
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EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
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EditorGUILayout.PropertyField(m_AfterOpaque, Styles.AfterOpaque);
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EditorGUILayout.PropertyField(m_BlurQuality, Styles.BlurQuality);
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EditorGUILayout.PropertyField(m_Samples, Styles.Samples);
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EditorGUI.indentLevel--;
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}
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}
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private bool RendererIsDeferred()
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{
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ScreenSpaceAmbientOcclusion ssaoFeature = (ScreenSpaceAmbientOcclusion) target;
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UniversalRenderPipelineAsset pipelineAsset = (UniversalRenderPipelineAsset) GraphicsSettings.currentRenderPipeline;
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if (ssaoFeature == null || pipelineAsset == null)
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return false;
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// We have to find the renderer related to the SSAO feature, then test if it is in deferred mode.
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var rendererDataList = pipelineAsset.m_RendererDataList;
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for (int rendererIndex = 0; rendererIndex < rendererDataList.Length; ++rendererIndex)
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{
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var rendererData = rendererDataList[rendererIndex] as UniversalRendererData;
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if (rendererData == null || rendererData.renderingMode != RenderingMode.Deferred)
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continue;
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var rendererFeatures = rendererData.rendererFeatures;
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foreach (var feature in rendererFeatures)
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if (feature is ScreenSpaceAmbientOcclusion occlusion && occlusion == ssaoFeature)
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return true;
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}
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return false;
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}
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}
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}
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