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Moved resource load to HDEditorUtils

/main
Antoine Lelievre 7 年前
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5b762916
共有 2 个文件被更改,包括 6 次插入1 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


switch (m_LightShape)
{
case LightShape.Rectangle:
emissiveMeshFilter.mesh = AssetDatabase.LoadAssetAtPath< Mesh >(HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/Quad.FBX");
emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset< Mesh >("RenderPipelineResources/Quad.FBX");
lightGameObject.transform.localScale = new Vector3(lightData.shapeWidth, lightData.shapeHeight, 0);
areaLightIntensity = LightUtils.ConvertRectLightIntensity(
light.intensity,

5
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs


return "Packages/com.unity.render-pipelines.core/CoreRP/";
}
public static T LoadAsset<T>(string relativePath) where T : UnityEngine.Object
{
return AssetDatabase.LoadAssetAtPath<T>(GetHDRenderPipelinePath() + relativePath);
}
public static bool ResetMaterialKeywords(Material material)
{
MaterialResetter resetter;

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