Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
64 lines
2.0 KiB
C#
64 lines
2.0 KiB
C#
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Misaki.HdrpToon.Editor
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{
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public class UTSRendererSettingProvider : SettingsProvider
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{
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class Styles
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{
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public static GUIContent outline = new("Outline Setting");
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public static GUIContent hairShadow = new("Hair Shadow Setting");
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}
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private SerializedObject _customSettings;
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public UTSRendererSettingProvider(string path, SettingsScope scopes, IEnumerable<string> keywords = null) : base(path, scopes, keywords)
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{
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}
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public override void OnActivate(string searchContext, VisualElement rootElement)
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{
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_customSettings = UTSRenderPassSettings.GetSerializedSettings();
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}
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public override void OnGUI(string searchContext)
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_customSettings.FindProperty("outlineSetting"), Styles.outline);
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EditorGUILayout.PropertyField(_customSettings.FindProperty("hairShadowSetting"), Styles.hairShadow);
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if (EditorGUI.EndChangeCheck())
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{
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UTSRenderPassRegistrar.NotifyRendererSettingChanged();
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}
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_customSettings.ApplyModifiedPropertiesWithoutUndo();
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}
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public static bool IsSettingsAvailable()
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{
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return EditorBuildSettings.TryGetConfigObject<UTSRenderPassSettings>(UTSRenderPassSettings.UTS_RENDERING_SETTINGS_NAME, out _);
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}
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[SettingsProvider]
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public static SettingsProvider Create()
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{
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if (IsSettingsAvailable())
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{
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var provider = new UTSRendererSettingProvider("Project/UTS", SettingsScope.Project)
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{
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keywords = GetSearchKeywordsFromGUIContentProperties<Styles>()
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};
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return provider;
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}
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return null;
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}
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}
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}
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