sebastienlagarde 7 年前
当前提交
29acffeb
共有 3 个文件被更改,包括 9 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
  3. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader

6
ScriptableRenderPipeline/Core/CoreRP/Editor/MaterialUpgrader.cs


public static void UpgradeSelection(List<MaterialUpgrader> upgraders, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
var selection = Selection.objects;
if (selection == null || selection.Length == 0)
if (EditorUtility.DisplayDialog("Material Upgrader", "You must select at least one material.", "Ok"))
return;
Debug.Log(selection.Length);
for (int i = 0; i < selection.Length; i++)
{
if (UnityEditor.EditorUtility.DisplayCancelableProgressBar(progressBarName, string.Format("({0} of {1}) {2}", i, selection.Length, lastMaterialName), (float)i / (float)selection.Length))

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs


m_PreviewCamera.CopyFrom(c);
EditorUtility.CopySerialized(c, m_PreviewCamera);
EditorUtility.CopySerialized(c.GetComponent<HDAdditionalCameraData>(), m_PreviewAdditionalCameraData);
var layer = c.GetComponent<PostProcessLayer>() ?? Assets.ScriptableRenderLoop.PostProcessing.PostProcessing.Runtime.Utils.ComponentSingleton<PostProcessLayer>.instance;
var layer = c.GetComponent<PostProcessLayer>() ?? ComponentSingleton<PostProcessLayer>.instance;
EditorUtility.CopySerialized(layer, m_PreviewPostProcessLayer);
m_PreviewCamera.cameraType = CameraType.SceneView;
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[Toggle] _SpecularHighlights("Specular Highlights", Float) = 1.0
[Toggle] _GlossyReflections("Glossy Reflections", Float) = 1.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}

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