using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;
namespace UnityEditor.Rendering.Universal
{
[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
internal class ScreenSpaceAmbientOcclusionEditor : Editor, IOwningRendererDataConsumer
{
#region Serialized Properties
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;
#endregion
private bool m_IsInitialized = false;
private HeaderBool m_ShowQualitySettings;
private HeaderBool m_ShowDeprecatedSettings;
private bool m_ShowAfterOpaqueTileOnlyError;
private static readonly string k_AfterOpaqueIncompatibleWithTileOnlyMode = L10n.Tr("'After Opaque' is incompatible with the enabled 'Tile-Only Mode'. Disable After Opaque.");
///
/// The renderer data that owns the feature when the inspector is drawn.
///
public ScriptableRendererData owningRendererData { get; set; }
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);
m_ShowDeprecatedSettings = new HeaderBool("SSAO.DeprecatedFoldout", 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();
#if MODERN_SSAO
bool volumeActive = SceneHasActiveSSAOVolumeOverride();
if (volumeActive)
{
EditorGUILayout.HelpBox(
"A Screen Space Ambient Occlusion Volume Override is active in the scene and controls all SSAO settings. " +
"The settings below are kept as fallback only and will not take effect while the Volume Override is present.",
MessageType.Info);
}
else
{
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
EditorGUILayout.LabelField(
new GUIContent(
"Configuring SSAO via the SSAO Renderer Feature is deprecated. Use the new Screen Space Ambient Occlusion Volume Override instead.",
EditorGUIUtility.GetHelpIcon(MessageType.Info)),
EditorStyles.wordWrappedLabel);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
if (GUILayout.Button("Add Volume Override"))
MigrateSettingsToVolume();
}
}
}
EditorGUILayout.Space(5);
m_ShowDeprecatedSettings.SetValue(EditorGUILayout.Foldout(m_ShowDeprecatedSettings.value, "Settings (Deprecated)"));
EditorGUI.BeginDisabledGroup(volumeActive);
if (m_ShowDeprecatedSettings.value)
{
EditorGUI.indentLevel++;
DrawSsaoSettingsGUI();
EditorGUI.indentLevel--;
}
EditorGUI.EndDisabledGroup();
#else
DrawSsaoSettingsGUI();
#endif
}
void DrawSsaoSettingsGUI()
{
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...
using (new EditorGUI.DisabledScope(isDeferredRenderingMode))
EditorGUILayout.PropertyField(m_Source, Styles.Source);
// We only enable this field when depth source is selected...
using (new EditorGUI.DisabledScope(isDeferredRenderingMode || m_Source.enumValueIndex != (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth))
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
EditorGUILayout.PropertyField(m_AfterOpaque, Styles.AfterOpaque);
if (Event.current.type == EventType.Layout)
{
var rendererData = (this as IOwningRendererDataConsumer).owningRendererData as UniversalRendererData;
bool tileOnlyMode = rendererData != null && rendererData.tileOnlyMode;
bool afterOpaque = m_AfterOpaque.boolValue;
m_ShowAfterOpaqueTileOnlyError = tileOnlyMode && afterOpaque;
}
if (m_ShowAfterOpaqueTileOnlyError)
EditorGUILayout.HelpBox(k_AfterOpaqueIncompatibleWithTileOnlyMode, MessageType.Error, true);
EditorGUILayout.PropertyField(m_BlurQuality, Styles.BlurQuality);
EditorGUILayout.PropertyField(m_Samples, Styles.Samples);
EditorGUI.indentLevel--;
}
}
#if MODERN_SSAO
static bool SceneHasActiveSSAOVolumeOverride()
{
var stack = VolumeManager.instance.stack;
if (stack == null)
return false;
var ssaoVolume = stack.GetComponent();
return ssaoVolume != null && ssaoVolume.AnyPropertiesIsOverridden();
}
static void CreateSSAOGlobalVolume(out Volume volume, out ScreenSpaceAmbientOcclusionVolumeOverride ssaoOverride)
{
var go = new GameObject("SSAO Global Volume");
Undo.RegisterCreatedObjectUndo(go, "Create SSAO Global Volume");
volume = go.AddComponent();
volume.isGlobal = true;
Scene scene = go.scene;
var profile = VolumeProfileFactory.CreateVolumeProfile(scene, "SSAO Volume Profile");
volume.sharedProfile = profile;
// AnyPropertiesIsOverridden() must return true for the runtime volume takeover path to activate.
ssaoOverride = profile.Add(overrides: true);
AssetDatabase.AddObjectToAsset(ssaoOverride, profile);
}
void MigrateSettingsToVolume()
{
if (SceneHasActiveSSAOVolumeOverride())
{
bool proceed = EditorUtility.DisplayDialog(
"SSAO Volume Already Exists",
"An SSAO Volume Override already exists in the scene. " +
"A new global volume will be created which may conflict with the existing one. Continue?",
"Create Anyway", "Cancel");
if (!proceed)
return;
}
CreateSSAOGlobalVolume(out var volume, out var ssaoOverride);
Undo.RecordObject(ssaoOverride, "Migrate SSAO Settings to Volume");
var feature = (ScreenSpaceAmbientOcclusion)target;
#pragma warning disable CS0618
ref var settings = ref feature.settings;
#pragma warning restore CS0618
ssaoOverride.mode = ScreenSpaceAmbientOcclusionMode.Standard;
ssaoOverride.quality = ScreenSpaceAmbientOcclusionQuality.Custom;
ssaoOverride.intensity = settings.Intensity;
ssaoOverride.radius = settings.Radius;
ssaoOverride.falloffDistance = settings.Falloff;
ssaoOverride.directLightingStrength = settings.DirectLightingStrength;
ssaoOverride.downsample = settings.Downsample;
ssaoOverride.afterOpaque = settings.AfterOpaque;
ssaoOverride.method = settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise
? ScreenSpaceAmbientOcclusionNoiseMethod.BlueNoise
: ScreenSpaceAmbientOcclusionNoiseMethod.InterleavedGradient;
ssaoOverride.depthSource = (ScreenSpaceAmbientOcclusionDepthSource)(int)settings.Source;
ssaoOverride.normalQuality = (ScreenSpaceAmbientOcclusionNormalQuality)(int)settings.NormalSamples;
ssaoOverride.blurQuality = settings.BlurQuality switch
{
ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.High => ScreenSpaceAmbientOcclusionBlurQuality.High,
ScreenSpaceAmbientOcclusionSettings.BlurQualityOptions.Medium => ScreenSpaceAmbientOcclusionBlurQuality.Medium,
_ => ScreenSpaceAmbientOcclusionBlurQuality.Low
};
ssaoOverride.sampleCount = settings.Samples switch
{
ScreenSpaceAmbientOcclusionSettings.AOSampleOption.High => ScreenSpaceAmbientOcclusionSampleCount.High,
ScreenSpaceAmbientOcclusionSettings.AOSampleOption.Medium => ScreenSpaceAmbientOcclusionSampleCount.Medium,
_ => ScreenSpaceAmbientOcclusionSampleCount.Low
};
EditorUtility.SetDirty(ssaoOverride);
EditorUtility.SetDirty(volume.sharedProfile);
AssetDatabase.SaveAssets();
string profilePath = AssetDatabase.GetAssetPath(volume.sharedProfile);
var volumeGo = volume.gameObject;
EditorApplication.delayCall += () =>
{
if (volumeGo == null)
return;
Selection.activeGameObject = volumeGo;
EditorGUIUtility.PingObject(volumeGo);
};
}
#endif
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)
continue;
if (!rendererData.usesDeferredLighting)
continue;
var rendererFeatures = rendererData.rendererFeatures;
foreach (var feature in rendererFeatures)
if (feature is ScreenSpaceAmbientOcclusion occlusion && occlusion == ssaoFeature)
return true;
}
return false;
}
}
}