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81 行
2.8 KiB
81 行
2.8 KiB
using System;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.LWRP
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{
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[Obsolete("LWRP -> Universal (UnityUpgradable) -> UnityEngine.Rendering.Universal.UniversalRenderPipelineEditorResources", true)]
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public class LightweightRenderPipelineEditorResources
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{
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}
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}
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namespace UnityEngine.Rendering.Universal
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{
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[MovedFrom("UnityEngine.Rendering.LWRP")] public class UniversalRenderPipelineEditorResources : ScriptableObject
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{
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[Serializable, ReloadGroup]
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public sealed class ShaderResources
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{
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[Reload("Shaders/Autodesk Interactive/Autodesk Interactive.shadergraph")]
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public Shader autodeskInteractivePS;
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[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Transparent.shadergraph")]
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public Shader autodeskInteractiveTransparentPS;
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[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Masked.shadergraph")]
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public Shader autodeskInteractiveMaskedPS;
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[Reload("Shaders/Terrain/TerrainDetailLit.shader")]
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public Shader terrainDetailLitPS;
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[Reload("Shaders/Terrain/WavingGrass.shader")]
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public Shader terrainDetailGrassPS;
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[Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
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public Shader terrainDetailGrassBillboardPS;
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[Reload("Shaders/Nature/SpeedTree7.shader")]
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public Shader defaultSpeedTree7PS;
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[Reload("Shaders/Nature/SpeedTree8.shader")]
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public Shader defaultSpeedTree8PS;
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}
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[Serializable, ReloadGroup]
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public sealed class MaterialResources
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{
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[Reload("Runtime/Materials/Lit.mat")]
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public Material lit;
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[Reload("Runtime/Materials/ParticlesLit.mat")]
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public Material particleLit;
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[Reload("Runtime/Materials/TerrainLit.mat")]
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public Material terrainLit;
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}
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public ShaderResources shaders;
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public MaterialResources materials;
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
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class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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// Add a "Reload All" button in inspector when we are in developer's mode
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if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
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{
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var resources = target as UniversalRenderPipelineEditorResources;
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resources.materials = null;
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resources.shaders = null;
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ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
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}
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}
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}
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#endif
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}
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