Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /RendererFeatures /ScreenSpaceAmbientOcclusionEditor.cs
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| namespace UnityEditor.Rendering.Universal | |
| { | |
| [] | |
| internal class ScreenSpaceAmbientOcclusionEditor : Editor | |
| { | |
| 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; | |
| 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; | |
| } | |
| } | |
| } | |