146 lines
7.3 KiB
C#
146 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using System.Linq;
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// Include material common properties names
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using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties;
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namespace UnityEditor.Rendering.HighDefinition
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{
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/// <summary>
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/// The UI block that represents Tessellation Option properties for materials.
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/// </summary>
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public class TessellationOptionsUIBlock : MaterialUIBlock
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{
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internal class Styles
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{
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public const string header = "Tessellation Options";
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public static string tessellationModeStr = "Tessellation Mode";
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public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode));
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public static GUIContent tessellationText = new GUIContent("Tessellation Options", "Tessellation options");
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public static GUIContent tessellationFactorText = new GUIContent("Tessellation Factor", "Controls the strength of the tessellation effect. Higher values result in more tessellation. Maximum tessellation factor is 15 on the Xbox One and PS4");
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public static GUIContent tessellationFactorMinDistanceText = new GUIContent("Start Fade Distance", "Sets the distance from the camera at which tessellation begins to fade out.");
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public static GUIContent tessellationFactorMaxDistanceText = new GUIContent("End Fade Distance", "Sets the maximum distance from the Camera where HDRP tessellates triangle.");
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public static GUIContent tessellationFactorTriangleSizeText = new GUIContent("Triangle Size", "Sets the desired screen space size of triangles (in pixels). Smaller values result in smaller triangle.");
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public static GUIContent tessellationShapeFactorText = new GUIContent("Shape Factor", "Controls the strength of Phong tessellation shape (lerp factor).");
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public static GUIContent tessellationBackFaceCullEpsilonText = new GUIContent("Triangle Culling Epsilon", "Controls triangle culling. A value of -1.0 disables back face culling for tessellation, higher values produce more aggressive culling and better performance.");
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}
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// tessellation params
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MaterialProperty tessellationMode = null;
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const string kTessellationMode = "_TessellationMode";
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MaterialProperty tessellationFactor = null;
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const string kTessellationFactor = "_TessellationFactor";
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MaterialProperty tessellationFactorMinDistance = null;
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const string kTessellationFactorMinDistance = "_TessellationFactorMinDistance";
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MaterialProperty tessellationFactorMaxDistance = null;
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const string kTessellationFactorMaxDistance = "_TessellationFactorMaxDistance";
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MaterialProperty tessellationFactorTriangleSize = null;
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const string kTessellationFactorTriangleSize = "_TessellationFactorTriangleSize";
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MaterialProperty tessellationShapeFactor = null;
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const string kTessellationShapeFactor = "_TessellationShapeFactor";
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MaterialProperty tessellationBackFaceCullEpsilon = null;
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const string kTessellationBackFaceCullEpsilon = "_TessellationBackFaceCullEpsilon";
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MaterialProperty doubleSidedEnable = null;
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ExpandableBit m_ExpandableBit;
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/// <summary>
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/// Constructs a TessellationOptionsUIBlock based on the parameters.
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/// </summary>
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/// <param name="expandableBit">Bit used to store the foldout state</param>
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public TessellationOptionsUIBlock(ExpandableBit expandableBit)
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{
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m_ExpandableBit = expandableBit;
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}
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/// <summary>
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/// Loads the material properties for the block.
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/// </summary>
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public override void LoadMaterialProperties()
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{
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doubleSidedEnable = FindProperty(kDoubleSidedEnable, false);
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// tessellation specific, silent if not found
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tessellationMode = FindProperty(kTessellationMode);
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tessellationFactor = FindProperty(kTessellationFactor);
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tessellationFactorMinDistance = FindProperty(kTessellationFactorMinDistance);
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tessellationFactorMaxDistance = FindProperty(kTessellationFactorMaxDistance);
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tessellationFactorTriangleSize = FindProperty(kTessellationFactorTriangleSize);
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tessellationShapeFactor = FindProperty(kTessellationShapeFactor);
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tessellationBackFaceCullEpsilon = FindProperty(kTessellationBackFaceCullEpsilon);
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}
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/// <summary>
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/// Renders the properties in the block.
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/// </summary>
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public override void OnGUI()
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{
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// If we don't have tesselation
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if (tessellationMode == null)
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return;
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using (var header = new MaterialHeaderScope(Styles.header, (uint)m_ExpandableBit, materialEditor))
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{
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if (header.expanded)
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{
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DrawTesselationGUI();
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}
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}
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}
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/// <summary>
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/// Draws the Tessellation Options GUI.
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/// </summary>
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protected void DrawTesselationGUI()
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{
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TessellationModePopup();
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materialEditor.ShaderProperty(tessellationFactor, Styles.tessellationFactorText);
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DrawDelayedFloatProperty(tessellationFactorMinDistance, Styles.tessellationFactorMinDistanceText);
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DrawDelayedFloatProperty(tessellationFactorMaxDistance, Styles.tessellationFactorMaxDistanceText);
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// clamp min distance to be below max distance
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tessellationFactorMinDistance.floatValue = Math.Min(tessellationFactorMaxDistance.floatValue, tessellationFactorMinDistance.floatValue);
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materialEditor.ShaderProperty(tessellationFactorTriangleSize, Styles.tessellationFactorTriangleSizeText);
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if ((TessellationMode)tessellationMode.floatValue == TessellationMode.Phong)
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{
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materialEditor.ShaderProperty(tessellationShapeFactor, Styles.tessellationShapeFactorText);
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}
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if (doubleSidedEnable.floatValue == 0.0)
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{
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materialEditor.ShaderProperty(tessellationBackFaceCullEpsilon, Styles.tessellationBackFaceCullEpsilonText);
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}
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}
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void TessellationModePopup()
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{
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EditorGUI.showMixedValue = tessellationMode.hasMixedValue;
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var mode = (TessellationMode)tessellationMode.floatValue;
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EditorGUI.BeginChangeCheck();
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mode = (TessellationMode)EditorGUILayout.Popup(Styles.tessellationModeStr, (int)mode, Styles.tessellationModeNames);
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if (EditorGUI.EndChangeCheck())
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{
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materialEditor.RegisterPropertyChangeUndo("Tessellation Mode");
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tessellationMode.floatValue = (float)mode;
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}
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EditorGUI.showMixedValue = false;
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}
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private void DrawDelayedFloatProperty(MaterialProperty prop, GUIContent content)
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{
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Rect position = EditorGUILayout.GetControlRect();
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = prop.hasMixedValue;
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float newValue = EditorGUI.DelayedFloatField(position, content, prop.floatValue);
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EditorGUI.showMixedValue = false;
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if (EditorGUI.EndChangeCheck())
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prop.floatValue = newValue;
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}
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}
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}
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