63 lines
2.7 KiB
C#
63 lines
2.7 KiB
C#
using UnityEditor;
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using UnityEngine;
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namespace GameOldBoy.Rendering
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{
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[CustomEditor(typeof(TAA))]
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public class TAAEditor : Editor
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{
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SerializedProperty m_PreviewInSceneView;
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SerializedProperty m_UseMotionVector;
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SerializedProperty m_RenderingMode;
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SerializedProperty m_WorkOnPrepass;
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SerializedProperty m_IgonreTransparentObject;
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SerializedProperty m_Use32Bit;
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SerializedProperty m_Shader;
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TAA taa;
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void OnEnable()
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{
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m_PreviewInSceneView = serializedObject.FindProperty("PreviewInSceneView");
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m_UseMotionVector = serializedObject.FindProperty("UseMotionVector");
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m_RenderingMode = serializedObject.FindProperty("RenderingMode");
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m_WorkOnPrepass = serializedObject.FindProperty("WorkOnPrepass");
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m_IgonreTransparentObject = serializedObject.FindProperty("IgonreTransparentObject");
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m_Use32Bit = serializedObject.FindProperty("Use32Bit");
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m_Shader = serializedObject.FindProperty("Shader");
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taa = (TAA) target;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.LabelField("Option", EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_PreviewInSceneView, new GUIContent("Preview in Scene View"));
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#if UNITY_2021_2_OR_NEWER
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EditorGUILayout.PropertyField(m_UseMotionVector, new GUIContent("Use Motion Vector Texture"));
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EditorGUILayout.PropertyField(m_RenderingMode);
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#else
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GUI.enabled = false;
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EditorGUILayout.PropertyField(m_UseMotionVector, new GUIContent("Use Motion Vector Texture"));
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EditorGUILayout.PropertyField(m_RenderingMode);
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GUI.enabled = true;
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taa.UseMotionVector = false;
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taa.RenderingMode = RenderingMode.Forward;
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EditorGUILayout.HelpBox("Motion Vectors feature and Deferred Path requires Unity 2021.2 and URP 12.", MessageType.Warning);
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#endif
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EditorGUILayout.PropertyField(m_WorkOnPrepass);
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EditorGUILayout.PropertyField(m_IgonreTransparentObject);
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Debug", EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(m_Use32Bit, new GUIContent("Use 32-bit Color Depth per Channel"));
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GUI.enabled = false;
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EditorGUILayout.PropertyField(m_Shader);
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GUI.enabled = true;
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EditorGUI.indentLevel--;
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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