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[XPipeline]Move Common Camera Drawers and GUIContents to Core. #4228
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arttu-peltonen
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Apart from a few missing API docs, lgtm. I would try to think how to make it more clear what parts "belong" in Core and which should remain in HDRP. Although I'm not familiar with the code so I might be missing something :)
com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Drawers.cs
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com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Drawers.cs
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com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Drawers.cs
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...y.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Output.Drawers.cs
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RSlysz
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Ok but small fix needed:
- Check static for classes
- Check if sharing Expendable is good in the long therm (I don't have the answear, I just want we don't forget to think of this)
com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs
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| /// <summary> | ||
| /// Environment section | ||
| /// </summary> | ||
| public partial class Environment |
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Shouldn't this be static?
com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Drawers.cs
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| /// <summary> | ||
| /// Physical camera related drawers | ||
| /// </summary> | ||
| public partial class PhysicalCamera |
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Shouldn't this be static ?
com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs
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...-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.PhysicalCamera.Drawers.cs
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...der-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.PhysicalCamera.Skin.cs
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...ender-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs
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...y.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs
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| public enum Expandable | ||
| { | ||
| /// <summary> Projection</summary> | ||
| Projection = 1 << 0, | ||
| /// <summary> Physical</summary> | ||
| Physical = 1 << 1, | ||
| /// <summary> Output</summary> | ||
| Output = 1 << 2, | ||
| /// <summary> Orthographic</summary> | ||
| Orthographic = 1 << 3, | ||
| /// <summary> RenderLoop</summary> | ||
| RenderLoop = 1 << 4, | ||
| /// <summary> Rendering</summary> | ||
| Rendering = 1 << 5, | ||
| /// <summary> Environment</summary> | ||
| Environment = 1 << 6, | ||
| } |
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Just a small concern here now that we share the Expendable:
- does every SRP will always have the same Area?
- Though as registration of expendable state is done in HDRP camera, the collapsing of lets say Projection area only collapse Projection for HDRP Camera and not for all (URP, CustomRP). Is this what we want? Should we also have a shared expendable state? What is expected to be done when making a custom SRP now regarding this change ?
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URP will have an extra expandable state here that will be Stack, I will add it on the future. The expanded state isn't shared. Maybe we can share it, it will be an option.
A custom SRP could have it's own store for it expandables. The thing here is we are letting SRP to use this sections, if they want to use it is on their hands.
|
@Unity-Technologies/gfx-qa-hdrp could you please do a full test on camera inspector? Check that everything is updated properly, and check that the fields are the same as previous versions. |
iM0ve
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Whats tested:
- Upgrading Amalienborg project and empty project
- Checked preconfigured cameras still function as expected (Night, Evening, Afternoon)
- Tested all properties found on camera to see that they still work
- Checked volumes that have the ability to Use Physical Camera (Exposure and Depth of Field), can still be linked and utilize physical camera properties.
- Verified you can still save changes for cameras. Changed a value and restarted the editor to see its still set.
Purpose of this PR
JIRA
Moving all the drawers shared with URP to Core.
No user facing changes, added new public API, that can be usefull for Custom SRP's
Testing status
Check the Camera Inspector works in the same way.
Comments to reviewers
Mainly moving code arround to Core.