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- Improved LayeredLit test scene.

- Added a menu item to re-synchronize all LayeredLit materials.
- Fixed some multi-editing issues with LayeredLit material.
/main
Julien Ignace 8 年前
当前提交
36d89c76
共有 80 个文件被更改,包括 6153 次插入67 次删除
  1. 20
      Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopMenuItems.cs
  2. 39
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
  3. 645
      Assets/TestScenes/HDTest/LayeredLitTest.unity
  4. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_BlendMask.mat
  5. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Planar.mat
  6. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_Triplanar.mat
  7. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV0.mat
  8. 25
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV1.mat
  9. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV2.mat
  10. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer0_UV3.mat
  11. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Planar.mat
  12. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_Triplanar.mat
  13. 27
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV0.mat
  14. 27
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV1.mat
  15. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV2.mat
  16. 14
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer1_UV3.mat
  17. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Planar.mat
  18. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_Triplanar.mat
  19. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV0.mat
  20. 28
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV1.mat
  21. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV2.mat
  22. 16
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer2_UV3.mat
  23. 22
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Planar.mat
  24. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_Triplanar.mat
  25. 30
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV0.mat
  26. 30
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV1.mat
  27. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV2.mat
  28. 18
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_Layer3_UV3.mat
  29. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_UVChart_Layer2_Detail.mat
  30. 12
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_White_Detail.mat
  31. 296
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat
  32. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat.meta
  33. 202
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Ground_01_2x2.mat
  34. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Ground_01_2x2.mat.meta
  35. 182
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Moss_02_2x2.mat
  36. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Moss_02_2x2.mat.meta
  37. 181
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat
  38. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Sand01_2x2.mat.meta
  39. 350
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Spheres.mat
  40. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Lit_Spheres.mat.meta
  41. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Textures.meta
  42. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/GenericDetailMap.tga
  43. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/GenericDetailMap.tga.meta
  44. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_BC.tga.meta
  45. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_H.exr.meta
  46. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_MSK.tga.meta
  47. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Ground_01_2x2_N.tga.meta
  48. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_BC.tga.meta
  49. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_H.tga.meta
  50. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_MSK.tga.meta
  51. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Moss_02_2x2_N.tga.meta
  52. 1
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Neutral_MSK.tga
  53. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Neutral_MSK.tga.meta
  54. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_BC.tga.meta
  55. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_H.tga.meta
  56. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_MSK.tga.meta
  57. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/Sand_01_2x2_N.tga.meta
  58. 1001
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_H.tga
  59. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_H.tga.meta
  60. 1001
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_N.tga
  61. 108
      Assets/TestScenes/HDTest/LayeredLitTest/Textures/VolumeTest_01_N.tga.meta
  62. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/UVMap.tga
  63. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/LayerMask.tga
  64. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/LayerMask.tga.meta
  65. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/Detail_Checker.tga.meta
  66. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/UVMap.tga.meta
  67. 0
      /Assets/TestScenes/HDTest/LayeredLitTest/Textures/Detail_Checker.tga

20
Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopMenuItems.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.ScriptableRenderLoop;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.ScriptableRenderLoop
{
public class HDRenderLoopMenuItems
{

CommonSettings[] settings = Object.FindObjectsOfType(typeof(CommonSettings)) as CommonSettings[];
if(settings.Length == 0)
if (settings.Length == 0)
{
GameObject go = new GameObject();
go.name = "SceneSettings";

{
Debug.LogWarning("SceneSettings has already been created.");
}
}
[UnityEditor.MenuItem("HDRenderLoop/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
foreach (Object obj in materials)
{
Material mat = obj as Material;
if(mat.shader.name == "HDRenderLoop/LayeredLit")
{
LayeredLitGUI.SynchronizeAllLayers(mat);
}
}
}
}

39
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs


layerMaskMap = FindProperty(kLayerMaskMap, props);
layerMaskVertexColor = FindProperty(kLayerMaskVertexColor, props);
layerCount = FindProperty(kLayerCount, props);
for (int i = 0; i < numLayer; ++i)
for (int i = 0; i < kMaxLayerCount; ++i)
{
layerTexWorldScale[i] = FindProperty(string.Format("{0}{1}", kTexWorldScale, i), props);
layerUVBase[i] = FindProperty(string.Format("{0}{1}", kUVBase, i), props);

get { return (int)layerCount.floatValue; }
}
public static void SynchronizeAllLayers(Material material)
{
int layerCount = (int)material.GetFloat("_LayerCount");
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
Material[] layers = null;
InitializeMaterialLayers(materialImporter, ref layers);
for (int i = 0 ; i < layerCount ; ++i)
{
SynchronizeLayerProperties(material, layers, i);
}
}
SynchronizeLayerProperties(i);
SynchronizeLayerProperties(m_MaterialEditor.target as Material, m_MaterialLayers, i);
void SynchronizeLayerProperties(int layerIndex)
static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex)
Material material = m_MaterialEditor.target as Material;
Material layerMaterial = m_MaterialLayers[layerIndex];
Material layerMaterial = layers[layerIndex];
if (layerMaterial != null)
{

}
}
void InitializeMaterialLayers(AssetImporter materialImporter)
static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers)
{
if (materialImporter.userData != string.Empty)
{

m_MaterialLayers = new Material[layersGUID.GUIDArray.Length];
layers = new Material[layersGUID.GUIDArray.Length];
m_MaterialLayers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
}
}
}

bool DoLayerGUI(AssetImporter materialImporter, int layerIndex)
{
bool result = false;
Material material = m_MaterialEditor.target as Material;
EditorGUILayout.LabelField(styles.layerLabels[layerIndex]);

if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(materialImporter, "Change layer material");
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}

{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}
if (((LayerUVBaseMapping)layerUVBase[layerIndex].floatValue == LayerUVBaseMapping.Planar) ||

m_MaterialEditor.ShaderProperty(layerUVDetail[layerIndex], styles.UVDetailText);
if (EditorGUI.EndChangeCheck())
{
SynchronizeLayerProperties(layerIndex);
SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex);
result = true;
}
}

EditorGUI.indentLevel++;
GUILayout.Label(styles.layersText, EditorStyles.boldLabel);
EditorGUI.showMixedValue = layerCount.hasMixedValue;
EditorGUI.BeginChangeCheck();
int newLayerCount = EditorGUILayout.IntSlider(styles.layerCountText, (int)layerCount.floatValue, 2, 4);
if (EditorGUI.EndChangeCheck())

Material material = m_MaterialEditor.target as Material;
AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));
InitializeMaterialLayers(materialImporter);
InitializeMaterialLayers(materialImporter, ref m_MaterialLayers);
bool optionsChanged = false;
EditorGUI.BeginChangeCheck();

645
Assets/TestScenes/HDTest/LayeredLitTest.unity


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