using System; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Scripting.APIUpdating; using UnityEngine.Serialization; #if UNITY_EDITOR using UnityEditor; using UnityEditor.ProjectWindowCallback; #endif namespace UnityEngine.Experimental.Rendering.Universal { [MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class Renderer2DData : ScriptableRendererData { [SerializeField] float m_HDREmulationScale = 1; [SerializeField, FormerlySerializedAs("m_LightOperations")] Light2DBlendStyle[] m_LightBlendStyles = null; [SerializeField] Shader m_ShapeLightShader = null; [SerializeField] Shader m_ShapeLightVolumeShader = null; [SerializeField] Shader m_PointLightShader = null; [SerializeField] Shader m_PointLightVolumeShader = null; [SerializeField] Shader m_BlitShader = null; public float hdrEmulationScale => m_HDREmulationScale; public Light2DBlendStyle[] lightBlendStyles => m_LightBlendStyles; internal Shader shapeLightShader => m_ShapeLightShader; internal Shader shapeLightVolumeShader => m_ShapeLightVolumeShader; internal Shader pointLightShader => m_PointLightShader; internal Shader pointLightVolumeShader => m_PointLightVolumeShader; internal Shader blitShader => m_BlitShader; protected override ScriptableRenderer Create() { return new Renderer2D(this); } #if UNITY_EDITOR internal static void Create2DRendererData(Action onCreatedCallback) { var instance = CreateInstance(); instance.onCreated += onCreatedCallback; ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, instance, "New 2D Renderer Data.asset", null, null); } class Create2DRendererDataAsset : EndNameEditAction { public event Action onCreated; public override void Action(int instanceId, string pathName, string resourceFile) { var instance = CreateInstance(); instance.OnCreate(); AssetDatabase.CreateAsset(instance, pathName); Selection.activeObject = instance; onCreated(instance); } } void OnCreate() { m_LightBlendStyles = new Light2DBlendStyle[4]; m_LightBlendStyles[0].enabled = true; m_LightBlendStyles[0].name = "Default"; m_LightBlendStyles[0].blendMode = Light2DBlendStyle.BlendMode.Multiply; m_LightBlendStyles[0].renderTextureScale = 1.0f; for (int i = 1; i < m_LightBlendStyles.Length; ++i) { m_LightBlendStyles[i].enabled = false; m_LightBlendStyles[i].name = "Blend Style " + i; m_LightBlendStyles[i].blendMode = Light2DBlendStyle.BlendMode.Multiply; m_LightBlendStyles[i].renderTextureScale = 1.0f; } m_ShapeLightShader = Shader.Find("Hidden/Light2D-Shape"); m_ShapeLightVolumeShader = Shader.Find("Hidden/Light2D-Shape-Volumetric"); m_PointLightShader = Shader.Find("Hidden/Light2D-Point"); m_PointLightVolumeShader = Shader.Find("Hidden/Light2d-Point-Volumetric"); m_BlitShader = Shader.Find("Hidden/Universal Render Pipeline/Blit"); } protected override void OnEnable() { base.OnEnable(); // Provide a list of suggested texture property names to Sprite Editor via EditorPrefs. const string suggestedNamesKey = "SecondarySpriteTexturePropertyNames"; const string maskTex = "_MaskTex"; const string normalMap = "_NormalMap"; string suggestedNamesPrefs = EditorPrefs.GetString(suggestedNamesKey); if (string.IsNullOrEmpty(suggestedNamesPrefs)) EditorPrefs.SetString(suggestedNamesKey, maskTex + "," + normalMap); else { if (!suggestedNamesPrefs.Contains(maskTex)) suggestedNamesPrefs += ("," + maskTex); if (!suggestedNamesPrefs.Contains(normalMap)) suggestedNamesPrefs += ("," + normalMap); EditorPrefs.SetString(suggestedNamesKey, suggestedNamesPrefs); } } internal override Material GetDefaultMaterial(DefaultMaterialType materialType) { if (materialType == DefaultMaterialType.Sprite || materialType == DefaultMaterialType.Particle) return AssetDatabase.LoadAssetAtPath("Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Lit-Default.mat"); return null; } internal override Shader GetDefaultShader() { return Shader.Find("Universal Render Pipeline/2D/Sprite-Lit-Default"); } #endif } }