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Merge pull request #1046 from Unity-Technologies/hide-internal-menu-item

Hide internal menu item for template
/2018.1
GitHub 7 年前
当前提交
5a41f38e
共有 2 个文件被更改,包括 11 次插入11 次删除
  1. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
  2. 4
      Tests/Scripts/Editor/GraphicTests/Framework/TestFrameworkCustomBuild.cs

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs


public class HDRenderPipelineMenuItems
{
[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
//[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
static void UpgradeLightsPLU()
{
Light[] lights = Resources.FindObjectsOfTypeAll<Light>();

EditorSceneManager.MarkSceneDirty(scene);
}
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
//[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
static void AddAdditionalLightData()
{
var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[];

}
}
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
//[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
static void AddAdditionalCameraData()
{
var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[];

}
// This script is a helper for the artists to re-synchronize all layered materials
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
////[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")]
static void UpdateDiffusionProfile()
{
var matIds = AssetDatabase.FindAssets("t:DiffusionProfileSettings");

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")]
static void UpdateMaterialForClearCoat()
{
try

}
}
[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
static void UpdateMaterialForSubsurface()
{
try

}
//
[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
//[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
static void UpdateHeightMapParametrization()
{
try

}
// Function used only to check performance of data with and without tessellation
[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
//[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
static void RemoveTessellationMaterials()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();

4
Tests/Scripts/Editor/GraphicTests/Framework/TestFrameworkCustomBuild.cs


private static readonly string s_TestSceneFolder = "/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes";
private static readonly string s_BuildFolder = "/TestScenesBuild";
[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS")]
//[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS")]
public static void BuildiOS()
{
TestFrameworkCustomBuild builder = new TestFrameworkCustomBuild();

[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS", true)]
//[MenuItem("Internal/RenderPipeline/TestFramework/Build-iOS", true)]
public static bool ValidateBuildiOS()
{
#if UNITY_STANDALONE_OSX

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