UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs
2024-10-27 10:53:47 +03:00

86 lines
4.9 KiB
C#

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;
}
}