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Update changelog + Remove RenderPipelineAssetHandler (cause trouble)

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sebastienlagarde 6 年前
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0ce04d4e
共有 3 个文件被更改,包括 7 次插入35 次删除
  1. 8
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 23
      com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs
  3. 11
      com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs.meta

8
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Support correctly scene selection for alpha tested object
- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly
- Add geometric filtering to Lit shader (allow to reduce specular aliasing)
- Allow to double click on a render pipeline asset to setup it automatically in GraphicSettings.
- Allow to double click on a render pipeline asset to setup it automatically in GraphicSettings
- Add shortcut to create DensityVolume and PlanarReflection in hierarchy
- Add a DefaultHDMirrorMaterial material for PlanarReflection
- Changed versioning variable name in HDAdditionalXXXData from m_version to version
- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2))
- Fix potential crash while register debug windows inputs at startup
## [2018.1 undecided]

23
com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEditor;
using UnityEditor.Callbacks;
public class RenderPipelineAssetHandler
{
// Assign RenderPipeline Asset on double click
[OnOpenAssetAttribute()]
public static bool OpenAsset(int instanceID, int line)
{
Object obj = EditorUtility.InstanceIDToObject(instanceID);
RenderPipelineAsset rpAsset = obj as RenderPipelineAsset;
if (rpAsset != null)
{
GraphicsSettings.renderPipelineAsset = rpAsset;
return true;
}
return false; // we did not handle the open
}
}

11
com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs.meta


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