André McGrail
5 年前
当前提交
579bfe81
共有 94 个文件被更改,包括 16733 次插入 和 6741 次删除
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993Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab
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999Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
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909Assets/Objects/Levels/Island/Environment Objects.prefab
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7Assets/Scripts/Environment/BuoyManager.cs
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2Assets/Scripts/GameSystem/AppSettings.cs
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986Assets/scenes/MainMenu.unity
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2Packages/manifest.json
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3ProjectSettings/EditorSettings.asset
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2ProjectSettings/QualitySettings.asset
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2Assets/Resources/AppManager.prefab
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8Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.meta
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224Assets/Objects/Levels/Island/Environment Objects Prefabs/Cave.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Cave.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/CentralIsland.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/CentralIsland.prefab.meta
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488Assets/Objects/Levels/Island/Environment Objects Prefabs/CoveFormation.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/CoveFormation.prefab.meta
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746Assets/Objects/Levels/Island/Environment Objects Prefabs/DistantFormations.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/DistantFormations.prefab.meta
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488Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff01.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff01.prefab.meta
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884Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff02.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff02.prefab.meta
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640Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff03.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/LargeCliff03.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/MainIsland.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/MainIsland.prefab.meta
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351Assets/Objects/Levels/Island/Environment Objects Prefabs/Mountains.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Mountains.prefab.meta
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184Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar.prefab.meta
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260Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar2.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar2.prefab.meta
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260Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar3.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Pillar3.prefab.meta
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8Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/SmallIsland.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/SmallIsland.prefab.meta
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18Assets/Resources/VolumeHolder.asset
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8Assets/Resources/VolumeHolder.asset.meta
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163Assets/Scripts/Editor/QualitySettingsExtenstion.cs
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11Assets/Scripts/Editor/QualitySettingsExtenstion.cs.meta
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50Assets/Scripts/GameSystem/DefaultVolume.cs
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11Assets/Scripts/GameSystem/DefaultVolume.cs.meta
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215Assets/scenes/PrefabScene.unity
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7Assets/scenes/PrefabScene.unity.meta
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8Packages/com.verasl.water-system/Materials.meta
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8Packages/com.verasl.water-system/Shaders/Graphs.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/CoveHouse.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/CoveHouse.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/DistantVillage.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/DistantVillage.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/FisherBay.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/FisherBay.prefab.meta
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745Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/IslandParadise.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/IslandParadise.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/Town01.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings/Town01.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/Arrows.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/Arrows.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/Buoys.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/Buoys.prefab.meta
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124Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/KayakRoot.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating/KayakRoot.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Bush.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Bush.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Rocks.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Rocks.prefab.meta
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1001Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab
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7Assets/Objects/Levels/Island/Environment Objects Prefabs/Env_Trees.prefab.meta
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10Packages/com.verasl.water-system/Shaders/WaterCaustics.shadergraph.meta
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277Packages/com.verasl.water-system/Shaders/RGB Split.shadersubgraph
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10Packages/com.verasl.water-system/Shaders/RGB Split.shadersubgraph.meta
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156Packages/com.verasl.water-system/Shaders/WorldPositionReconstructionFromDepth.shadersubgraph
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10Packages/com.verasl.water-system/Shaders/WorldPositionReconstructionFromDepth.shadersubgraph.meta
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145Packages/com.verasl.water-system/Shaders/GLCoreMatrixFix.shadersubgraph
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10Packages/com.verasl.water-system/Shaders/GLCoreMatrixFix.shadersubgraph.meta
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862Packages/com.verasl.water-system/Shaders/WaterCaustics.shadergraph
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0/Assets/Resources/AppManager.prefab.meta
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0/Assets/Resources/AppManager.prefab
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0/Packages/com.verasl.water-system/Materials/InfiniteWater.mat
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0/Packages/com.verasl.water-system/Materials/InfiniteWater.mat.meta
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0/Packages/com.verasl.water-system/Shaders/Graphs/Direction.shadersubgraph
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0/Packages/com.verasl.water-system/Shaders/Graphs/Direction.shadersubgraph.meta
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0/Packages/com.verasl.water-system/Shaders/Graphs/GestnerWaves.shadersubgraph
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0/Packages/com.verasl.water-system/Shaders/Graphs/GestnerWaves.shadersubgraph.meta
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0/Packages/com.verasl.water-system/Materials/Sea.mat.meta
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0/Packages/com.verasl.water-system/Materials/Caustics.mat
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0/Packages/com.verasl.water-system/Materials/Caustics.mat.meta
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0/Packages/com.verasl.water-system/Materials/Sea.mat
993
Assets/Objects/Levels/Island/Environment Objects Prefabs/Buildings.prefab
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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999
Assets/Objects/Levels/Island/Environment Objects Prefabs/Props_Floating.prefab
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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909
Assets/Objects/Levels/Island/Environment Objects.prefab
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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986
Assets/scenes/MainMenu.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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Assets/Objects/Levels/Island/Environment Objects Prefabs/CentralIsland.prefab
文件差异内容过多而无法显示
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1001
Assets/Objects/Levels/Island/Environment Objects Prefabs/SmallIsland.prefab
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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using System.Collections.Generic; |
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using System.IO; |
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using System.Linq; |
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using UnityEditor; |
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
|
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static class UniversalSettings |
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{ |
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// Styles
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private static class Styles |
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{ |
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public static GUIStyle frameBox = new GUIStyle(EditorStyles.helpBox); |
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public static GUIStyle header = new GUIStyle(EditorStyles.boldLabel); |
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public static GUIContent menuIcon = new GUIContent((EditorGUIUtility.Load("pane options") as Texture2D)); |
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public static GUIContent menuItems = new GUIContent("Hello"); |
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} |
|||
|
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private static int qualityAssetIndex = QualitySettings.GetQualityLevel(); |
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private static int displayAssetIndex = qualityAssetIndex + 1; |
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private static int[] volumeIndex = new int[QualitySettings.names.Length + 1]; |
|||
|
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private static bool foldout; |
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|
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[SettingsProvider] |
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public static SettingsProvider CreateUniversalSettings() |
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{ |
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// First parameter is the path in the Settings window.
|
|||
// Second parameter is the scope of this setting: it only appears in the Project Settings window.
|
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var provider = new SettingsProvider("Project/Quality/Universal RP Settings", SettingsScope.Project) |
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{ |
|||
// By default the last token of the path is used as display name if no label is provided.
|
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label = "Universal RP Settings", |
|||
// Create the SettingsProvider and initialize its drawing (IMGUI) function in place:
|
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guiHandler = (searchContext) => |
|||
{ |
|||
Styles.header.fontSize = 16; |
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var asset = GraphicsSettings.renderPipelineAsset; |
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|
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if(asset == null) // No Pipeline asset in Graphics Settings
|
|||
return; |
|||
|
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string[] names = QualitySettings.names; |
|||
for (int i = 0; i < names.Length; i++) |
|||
{ |
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if (QualitySettings.GetRenderPipelineAssetAt(i) == null) |
|||
names[i] += " (Default Fallback)"; |
|||
} |
|||
|
|||
names.CopyTo(names = new string[names.Length+1], 1); |
|||
names[0] = "Default Asset"; |
|||
|
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EditorGUILayout.BeginVertical(Styles.frameBox); |
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GUILayout.Label($"Quality Level: {names[displayAssetIndex]}", Styles.header); |
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displayAssetIndex = GUILayout.Toolbar(displayAssetIndex, names); |
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|
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if (displayAssetIndex != 0) |
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{ |
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var qualityAsset = QualitySettings.GetRenderPipelineAssetAt(displayAssetIndex - 1); |
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if (qualityAsset != null) asset = qualityAsset; |
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} |
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|
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var assetPath = AssetDatabase.GetAssetPath(asset); |
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|
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EditorGUILayout.Separator(); |
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if (GUILayout.Button($"Path: {assetPath}")) |
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{ |
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EditorGUIUtility.PingObject(asset); |
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} |
|||
|
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EditorGUILayout.Separator(); |
|||
|
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DoRenderPipelineSettings(asset); |
|||
|
|||
EditorGUILayout.Separator(); |
|||
|
|||
DoVolumeSettings(); |
|||
|
|||
EditorGUILayout.EndVertical(); |
|||
}, |
|||
|
|||
// Populate the search keywords to enable smart search filtering and label highlighting:
|
|||
keywords = new HashSet<string>(new[] { "Number", "Some String" }) |
|||
}; |
|||
|
|||
return provider; |
|||
} |
|||
|
|||
private static void DoRenderPipelineSettings(RenderPipelineAsset asset) |
|||
{ |
|||
EditorGUILayout.BeginVertical(Styles.frameBox); |
|||
|
|||
EditorGUILayout.BeginHorizontal(); |
|||
GUILayout.Label("Render Pipeline Asset", Styles.header); |
|||
GenericMenu menu = new GenericMenu(); |
|||
menu.AddItem(new GUIContent("Hello"), false, null); |
|||
menu.AddItem(new GUIContent("Goodbye"), false, null); |
|||
if (GUILayout.Button(Styles.menuIcon)) |
|||
{ |
|||
menu.ShowAsContext(); |
|||
} |
|||
|
|||
EditorGUILayout.EndHorizontal(); |
|||
|
|||
Editor assetSettings = Editor.CreateEditor(asset); |
|||
assetSettings.OnInspectorGUI(); |
|||
|
|||
EditorGUILayout.EndVertical(); |
|||
} |
|||
|
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private static void DoVolumeSettings() |
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{ |
|||
EditorGUILayout.BeginVertical(Styles.frameBox); |
|||
|
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EditorGUILayout.BeginHorizontal(); |
|||
GUILayout.Label("Volume Profile", Styles.header); |
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GenericMenu menu = new GenericMenu(); |
|||
menu.AddItem(new GUIContent("Hello"), false, null); |
|||
menu.AddItem(new GUIContent("Goodbye"), false, null); |
|||
if (GUILayout.Button(Styles.menuIcon)) |
|||
{ |
|||
menu.ShowAsContext(); |
|||
} |
|||
EditorGUILayout.EndHorizontal(); |
|||
|
|||
var volHolder = Resources.Load<DefaultVolumeSwitcher.VolumeHolder>("VolumeHolder"); |
|||
|
|||
if (volHolder != null) |
|||
{ |
|||
string[] names = new string[volHolder.volumes.Length]; |
|||
for (int i = 0; i < names.Length; i++) |
|||
{ |
|||
names[i] = volHolder.volumes[i].name; |
|||
} |
|||
|
|||
if (volHolder.VolumeQualityIndicies.ContainsKey(displayAssetIndex)) |
|||
{ |
|||
volumeIndex[displayAssetIndex] = volHolder.VolumeQualityIndicies[displayAssetIndex]; |
|||
} |
|||
|
|||
EditorGUI.BeginChangeCheck(); |
|||
volumeIndex[displayAssetIndex] = EditorGUILayout.Popup("Volume", volumeIndex[displayAssetIndex], names); |
|||
if (EditorGUI.EndChangeCheck()) |
|||
{ |
|||
if (volHolder.VolumeQualityIndicies.ContainsKey(displayAssetIndex)) |
|||
{ |
|||
volHolder.VolumeQualityIndicies[displayAssetIndex] = volumeIndex[displayAssetIndex]; |
|||
} |
|||
else |
|||
{ |
|||
volHolder.VolumeQualityIndicies.Add(displayAssetIndex, volumeIndex[displayAssetIndex]); |
|||
} |
|||
EditorUtility.SetDirty(volHolder); |
|||
} |
|||
|
|||
Editor volumeSettings = Editor.CreateEditor(volHolder.volumes[volumeIndex[displayAssetIndex]]); |
|||
volumeSettings.OnInspectorGUI(); |
|||
} |
|||
|
|||
EditorGUILayout.EndVertical(); |
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} |
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using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
|
|||
public static class DefaultVolume |
|||
{ |
|||
public static List<VolumeProfile> DefaultVolumes = new List<VolumeProfile>(); |
|||
|
|||
public static void AddVolumes(List<VolumeProfile> volumes) |
|||
{ |
|||
DefaultVolumes.AddRange(volumes); |
|||
|
|||
} |
|||
} |
|||
|
|||
public class DefaultVolumeSwitcher : MonoBehaviour |
|||
{ |
|||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] |
|||
static void LoadVolumeManager() |
|||
{ |
|||
if (FindObjectOfType<VolumeManager>() != null) |
|||
return; |
|||
|
|||
var go = new GameObject { name = "[Volume Manager]" }; |
|||
var volMan = go.AddComponent<VolumeManager>(); |
|||
volMan.Volumes = DefaultVolume.DefaultVolumes; |
|||
volMan.vol = go.AddComponent<Volume>(); |
|||
DontDestroyOnLoad(go); |
|||
} |
|||
|
|||
public class VolumeManager : MonoBehaviour |
|||
{ |
|||
public List<VolumeProfile> Volumes = new List<VolumeProfile>(); |
|||
public Volume vol; |
|||
private void OnEnable() |
|||
{ |
|||
vol.profile = Volumes[QualitySettings.GetQualityLevel()]; |
|||
} |
|||
} |
|||
|
|||
[CreateAssetMenu(fileName = "VolumeHolder", menuName = "Volume Holder", order = 0)] |
|||
public class VolumeHolder : ScriptableObject |
|||
{ |
|||
public VolumeProfile[] volumes; |
|||
[SerializeField] |
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public Dictionary<int, int> VolumeQualityIndicies = new Dictionary<int, int>(); |
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} |
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145
Packages/com.verasl.water-system/Shaders/GLCoreMatrixFix.shadersubgraph
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文件差异内容过多而无法显示
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862
Packages/com.verasl.water-system/Shaders/WaterCaustics.shadergraph
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