91 lines
6.3 KiB
C#
91 lines
6.3 KiB
C#
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using UnityEditor;
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using UnityEngine;
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public class ftSettingsProvider
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{
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static BakeryProjectSettings pstorage;
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static void GUIHandler(string searchContext)
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{
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if (pstorage == null) pstorage = ftLightmaps.GetProjectSettings();
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if (pstorage == null) return;
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var so = new SerializedObject(pstorage);
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var prev = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 280;
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var fhdr = so.FindProperty("formatHDR");
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var f8bit = so.FindProperty("format8bit");
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EditorGUILayout.PropertyField(so.FindProperty("mipmapLightmaps"), new GUIContent("Mipmap Lightmaps", "Enable mipmapping on lightmap assets. Can cause leaks across UV charts as atlases get smaller."));
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EditorGUILayout.PropertyField(fhdr, new GUIContent("Color file format", ""));
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EditorGUILayout.PropertyField(f8bit, new GUIContent("Mask/Direction file format", ""));
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EditorGUILayout.PropertyField(so.FindProperty("lightmapCompression"), new GUIContent("Compress lightmaps", "Apply texture compression to lightmaps?"));
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EditorGUILayout.PropertyField(so.FindProperty("dirHighQuality"), new GUIContent("High quality direction", "Use high quality compression for directional and SH L1 maps? (on desktop, high = BC7, not high = DXT1)"));
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if (fhdr.intValue == 1 || f8bit.intValue == 2)
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{
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EditorGUILayout.PropertyField(so.FindProperty("maxAssetMip"), new GUIContent("Maximum mipmap count", "Limit mipmap count for Asset files."));
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}
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EditorGUILayout.PropertyField(so.FindProperty("texelPaddingForDefaultAtlasPacker"), new GUIContent("Texel padding (Default atlas packer)", "How many empty texels to add between objects' UV layouts in lightmap atlases."), GUILayout.ExpandWidth(true));
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EditorGUILayout.PropertyField(so.FindProperty("texelPaddingForXatlasAtlasPacker"), new GUIContent("Texel padding (xatlas packer)", "How many empty texels to add between objects' UV layouts in lightmap atlases."));
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EditorGUILayout.PropertyField(so.FindProperty("alphaMetaPassResolutionMultiplier"), new GUIContent("Alpha Meta Pass resolution multiplier", "Scales resolution for alpha Meta Pass maps."));
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//EditorGUILayout.PropertyField(so.FindProperty("volumeRenderMode"), new GUIContent("Volume render mode", "Render mode for volumes."));
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var volMode = (BakeryLightmapGroup.RenderMode)so.FindProperty("volumeRenderMode").intValue;
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var newVolMode = (BakeryLightmapGroup.RenderMode)EditorGUILayout.EnumPopup(new GUIContent("Volume render mode", "Render mode for volumes."), volMode);
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if (volMode != newVolMode) so.FindProperty("volumeRenderMode").intValue = (int)newVolMode;
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EditorGUILayout.PropertyField(so.FindProperty("deletePreviousLightmapsBeforeBake"), new GUIContent("Delete previous lightmaps before bake", "Should previously rendered Bakery lightmaps be deleted before the new bake?"));
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EditorGUILayout.PropertyField(so.FindProperty("logLevel"), new GUIContent("Log level", "Print information about the bake process to console? 0 = don't. 1 = info only; 2 = warnings only; 3 = everything."));
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EditorGUILayout.PropertyField(so.FindProperty("alternativeScaleInLightmap"), new GUIContent("Alternative Scale in Lightmap", "Make 'Scale in Lightmap' renderer property act more similar to built-in Unity behaviour."));
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EditorGUILayout.PropertyField(so.FindProperty("alignToTextureBlocksWithXatlas"), new GUIContent("Align to texture compression blocks with xatlas", "Make xatlas align charts to 4x4 block boundaries to make texture compression happy."));
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EditorGUILayout.PropertyField(so.FindProperty("generateSmoothPos"), new GUIContent("Generate smooth positions", "Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals?"));
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bool smoothPos = so.FindProperty("generateSmoothPos").boolValue;
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if (!smoothPos) GUI.enabled = false;
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EditorGUILayout.PropertyField(so.FindProperty("perTriangleSmoothPos"), new GUIContent("Smooth positions per-triangle", "Should smooth/flat position be decided per-triangle?"));
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if (!smoothPos) GUI.enabled = true;
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EditorGUILayout.PropertyField(so.FindProperty("takeReceiveGIIntoAccount"), new GUIContent("Use 'Receive GI' values", "Take 'Receive Global Illumination' values into account on renderers. Originally Bakery ignored it."));
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EditorGUILayout.PropertyField(so.FindProperty("removeRinging"), new GUIContent("Remove ringing in Legacy light probes", "Use softer light probe convolution in Legacy mode to prevent artifacts in high-contrast areas."));
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EditorGUIUtility.labelWidth = prev;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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if (GUILayout.Button("Revert to defaults"))
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{
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if (EditorUtility.DisplayDialog("Bakery", "Revert Bskery project settings to default?", "Yes", "No"))
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{
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so.FindProperty("mipmapLightmaps").boolValue = false;
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so.FindProperty("format8bit").intValue = 0;
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so.FindProperty("texelPaddingForDefaultAtlasPacker").intValue = 3;
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so.FindProperty("texelPaddingForXatlasAtlasPacker").intValue = 1;
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so.FindProperty("alphaMetaPassResolutionMultiplier").intValue = 2;
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so.FindProperty("volumeRenderMode").intValue = 1000;
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so.FindProperty("deletePreviousLightmapsBeforeBake").boolValue = false;
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so.FindProperty("logLevel").intValue = 3;
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so.FindProperty("alternativeScaleInLightmap").boolValue = false;
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so.FindProperty("alignToTextureBlocksWithXatlas").boolValue = true;
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so.FindProperty("generateSmoothPos").boolValue = true;
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so.FindProperty("perTriangleSmoothPos").boolValue = true;
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so.FindProperty("takeReceiveGIIntoAccount").boolValue = true;
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so.FindProperty("removeRinging").boolValue = false;
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}
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}
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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#if UNITY_2018_3_OR_NEWER
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[SettingsProvider]
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public static SettingsProvider CreateSettingsProvider()
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{
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var provider = new SettingsProvider("Project/BakeryGlobalSettings", SettingsScope.Project);
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provider.label = "Bakery GPU Lightmapper";
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provider.guiHandler = GUIHandler;
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return provider;
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}
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#endif
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}
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