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Fixed merge conflicts

/stochastic_alpha_test
Thomas 7 年前
当前提交
184f68f3
共有 4 个文件被更改,包括 15 次插入79 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  2. 9
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorUtils.cs
  3. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
  4. 51
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/EditorLightUtilities.cs

5
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


static void CreateRenderPipelineResources()
{
string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
string PostProcessingPath = HDEditorUtils.GetPostProcessingPath();
var instance = ScriptableObject.CreateInstance<RenderPipelineResources>();
instance.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");

instance.screenSpaceAmbientOcclusionShader = Load<Shader>(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader");
instance.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
instance.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/CopyChannel.compute");
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");

9
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDEditorUtils.cs


return path;
}
// TODO: Currently depends on HDRP, should be made generic
public static string GetPostProcessingPath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../../PostProcessing/PostProcessing");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
}
}

29
ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs


#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine.Rendering;
#endif
using UnityEngine.Rendering;
#if UNITY_EDITOR
public static string GetHDRenderPipelinePath()
{
// User can create their own directory for SRP, so we need to find the current path that they use.
// We know that DefaultHDMaterial exist and we know where it is, let's use that to find the current directory.
var guid = AssetDatabase.FindAssets("DefaultHDMaterial t:material");
string path = AssetDatabase.GUIDToAssetPath(guid[0]);
path = Path.GetDirectoryName(path); // Asset is in HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat
path = path.Replace("RenderPipelineResources", ""); // Keep only path with HDRenderPipeline
return path;
}
public static string GetPostProcessingPath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../../PostProcessing/PostProcessing");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
#endif
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)

51
ScriptableRenderPipeline/HDRenderPipeline/Lighting/EditorLightUtilities.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.up * -gizmoSize / m_transform.localScale.y));
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * gizmoSize / m_transform.localScale.x));
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * -gizmoSize / m_transform.localScale.x));
}
public static bool DrawHeader(string title, bool activeField)
{
var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
var labelRect = backgroundRect;
labelRect.xMin += 16f;
labelRect.xMax -= 20f;
var toggleRect = backgroundRect;
toggleRect.y += 2f;
toggleRect.width = 13f;
toggleRect.height = 13f;
var menuIcon = EditorGUIUtility.isProSkin
? (Texture2D)EditorGUIUtility.Load("Builtin Skins/DarkSkin/Images/pane options.png")
: (Texture2D)EditorGUIUtility.Load("Builtin Skins/LightSkin/Images/pane options.png");
var menuRect = new Rect(labelRect.xMax + 4f, labelRect.y + 4f, menuIcon.width, menuIcon.height);
// Background rect should be full-width
backgroundRect.xMin = 0f;
backgroundRect.width += 4f;
// Background
float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
// Title
using (new EditorGUI.DisabledScope(!activeField))
EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
// Active checkbox
activeField = GUI.Toggle(toggleRect, activeField, GUIContent.none, new GUIStyle("ShurikenCheckMark"));
var e = Event.current;
if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0)
{
activeField = !activeField;
e.Use();
}
EditorGUILayout.Space();
return activeField;
}
}
#endif
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