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Cleaned up unused usings

/stochastic_alpha_test
Thomas 7 年前
当前提交
076b0d65
共有 48 个文件被更改,包括 20 次插入97 次删除
  1. 2
      ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
  2. 1
      ScriptableRenderPipeline/Core/Camera/FreeCamera.cs
  3. 3
      ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
  4. 3
      ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs
  5. 4
      ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs
  6. 1
      ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
  7. 3
      ScriptableRenderPipeline/Core/Debugging/DebugMenuState.cs
  8. 3
      ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
  9. 4
      ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs
  10. 3
      ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs
  11. 3
      ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs
  12. 1
      ScriptableRenderPipeline/Core/Debugging/Debugging.cs
  13. 4
      ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
  14. 4
      ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateBool.cs
  15. 4
      ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateColor.cs
  16. 4
      ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateFloat.cs
  17. 4
      ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateInt.cs
  18. 4
      ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateUInt.cs
  19. 3
      ScriptableRenderPipeline/Core/Inputs/InputRegistering.cs
  20. 2
      ScriptableRenderPipeline/Core/Singleton.cs
  21. 1
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  22. 4
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs
  23. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  24. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  25. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/HomogeneousFog.cs
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
  27. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs
  28. 3
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  29. 7
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  30. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  31. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
  32. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
  33. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  34. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
  35. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs
  36. 4
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs
  37. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
  38. 1
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs
  39. 1
      ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs
  40. 1
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs
  41. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs
  42. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  43. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs
  44. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  45. 1
      ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
  46. 2
      ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs
  47. 1
      ScriptableRenderPipeline/LightweightPipeline/Editor/ShaderGUI/LightweightUnlitGUI.cs
  48. 1
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

2
ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering

1
ScriptableRenderPipeline/Core/Camera/FreeCamera.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

3
ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering

3
ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;

4
ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

1
ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs


using System;
using System.Linq;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

3
ScriptableRenderPipeline/Core/Debugging/DebugMenuState.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;

3
ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering

4
ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

3
ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;

3
ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using System;

1
ScriptableRenderPipeline/Core/Debugging/Debugging.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

4
ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEditor;
namespace UnityEngine.Experimental.Rendering

4
ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateBool.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

4
ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateColor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

4
ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateFloat.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

4
ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateInt.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

4
ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateUInt.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering
{

3
ScriptableRenderPipeline/Core/Inputs/InputRegistering.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental

2
ScriptableRenderPipeline/Core/Singleton.cs


using UnityEngine.SceneManagement;
namespace UnityEngine.Experimental.Rendering
{
[ExecuteInEditMode]

1
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

4
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using System;
#if UNITY_EDITOR

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


using System;
using System.Reflection;
using System.Linq.Expressions;
using UnityEditor;
using UnityEditor.Experimental.Rendering;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Linq;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/HomogeneousFog.cs


using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs


using System;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs


using UnityEngine;
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------

3
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
using System.Linq;

private class StylesLayer
{
public readonly Color[] layerColors =
public readonly Color[] layerColors =
{
Color.white,
Color.red,

7
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline

public static GUIContent ppdMinSamplesText = new GUIContent("Minimum steps", "Minimum steps (texture sample) to use with per pixel displacement mapping");
public static GUIContent ppdMaxSamplesText = new GUIContent("Maximum steps", "Maximum steps (texture sample) to use with per pixel displacement mapping");
public static GUIContent ppdLodThresholdText = new GUIContent("Fading mip level start", "Starting heightmap mipmap lod number where the parallax occlusion mapping effect start to disappear");
public static GUIContent perPixelDisplacementObjectScaleText = new GUIContent("Lock with object scale", "Per Pixel displacement will take into account the tiling scale - Only work with uniform positive scale");
public static GUIContent perPixelDisplacementObjectScaleText = new GUIContent("Lock with object scale", "Per Pixel displacement will take into account the tiling scale - Only work with uniform positive scale");
// Vertex displacement
public static string vertexDisplacementText = "Vertex displacement";

ppdMinSamples = FindProperty(kPpdMinSamples, props);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props);
perPixelDisplacementObjectScale = FindProperty(kPerPixelDisplacementObjectScale, props);
perPixelDisplacementObjectScale = FindProperty(kPerPixelDisplacementObjectScale, props);
// vertex displacement
enableVertexDisplacement = FindProperty(kEnableVertexDisplacement, props);

ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue);
m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText);
//m_MaterialEditor.ShaderProperty(perPixelDisplacementObjectScale, StylesBaseLit.perPixelDisplacementObjectScaleText);
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
EditorGUI.indentLevel--;
}

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs


using UnityEngine;
using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs


using UnityEngine;
using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System;
//-----------------------------------------------------------------------------

4
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs


using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline

1
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

1
ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs


using UnityEngine;
using UnityEngine.Rendering;
using System;
//-----------------------------------------------------------------------------
// Configuration

1
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System;
//-----------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDRISkyRenderer : SkyRenderer

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class ProceduralSkyRenderer : SkyRenderer

1
ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline

2
ScriptableRenderPipeline/HDRenderPipeline/Wind/ShaderWindSettings.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.Rendering.HDPipeline

1
ScriptableRenderPipeline/LightweightPipeline/Editor/ShaderGUI/LightweightUnlitGUI.cs


using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor.Experimental.Rendering.LightweightPipeline;
public class LightweightUnlitGUI : ShaderGUI

1
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;

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