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HDRenderPipeline: Update SSS update script to work with source control

/Yibing-Project-2
sebastienlagarde 7 年前
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50dcf327
共有 1 个文件被更改,包括 20 次插入3 次删除
  1. 23
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs

23
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


}
}
static void CheckOutFile(bool VSCEnabled, Material mat)
{
if (VSCEnabled)
{
UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both);
if (!task.success)
{
Debug.Log(task.text + " " + task.resultCode);
}
}
}
[MenuItem("HDRenderPipeline/Update/Update SSS profile indices")]
static void UpdateSSSProfileIndices()
{

string.Format("{0} / {1} materials SSS updated.", i, length),
i / (float)(length - 1));
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
mat.shader.name == "HDRenderPipeline/Lit")
{

CheckOutFile(VSCEnabled, mat);
}
}
else if ( mat.shader.name == "HDRenderPipeline/LayeredLit" ||
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" ||
CheckOutFile(VSCEnabled, mat);
for (int x = 0; x < numLayer; ++x)
{
int ivalue = mat.GetInt("_SubsurfaceProfile" + x);

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