public class HDRenderPipelineMenuItems
{
[MenuItem("Edit/Render Pipeline/High Definition/Upgrad e/Add \"Additional Light-shadow Data\" (if not present)", priority = CoreUtils.editMenuPriority )]
[MenuItem("Internal/HDRenderPipelin e/Add \"Additional Light-shadow Data\" (if not present)")]
static void AddAdditionalLightData ( )
{
var lights = UnityObject . FindObjectsOfType ( typeof ( Light ) ) as Light [ ] ;
}
}
[MenuItem("Edit/Render Pipeline/High Definition/Upgrad e/Add \"Additional Camera Data\" (if not present)", priority = CoreUtils.editMenuPriority )]
[MenuItem("Internal/HDRenderPipelin e/Add \"Additional Camera Data\" (if not present)")]
static void AddAdditionalCameraData ( )
{
var cameras = UnityObject . FindObjectsOfType ( typeof ( Camera ) ) as Camera [ ] ;
// In case the shader code have change and the inspector have been update with new kind of keywords we need to regenerate the set of keywords use by the material.
// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
// It require that the inspector of the material have a static function call that update all keyword based on material properties.
[MenuItem("Internal/HDRenderPipeline/Test/Reset all materials keywords" )]
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Loaded Materials)", priority = CoreUtils.editMenuPriority2 )]
static void ResetAllMaterialKeywords ( )
{
try
}
}
[MenuItem("Internal/HDRenderPipeline/Test/Reset all materials keywords in project" )]
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority2 )]
static void ResetAllMaterialKeywordsInProject ( )
{
try
}
}
[MenuItem("Edit/Render Pipeline/High Definition/Upgrade/Update SSS Profile Indices", priority = CoreUtils.editMenuPriority )]
[MenuItem("Internal/HDRenderPipeline/Update/Update SSS profile indices" )]
static void UpdateSSSProfileIndices ( )
{
try
}
}
[MenuItem("Edit/Render Pipeline/High Definition/Tools /Export Sky to Image", priority = CoreUtils.editMenuPriority)]
[MenuItem("Edit/Render Pipeline/Tools/ High Definition/Export Sky to Image", priority = CoreUtils.editMenuPriority2 )]
static void ExportSkyToImage ( )
{
var renderpipeline = RenderPipelineManager . currentPipeline as HDRenderPipeline ;
class DoCreateNewAssetProceduralSkySettings : DoCreateNewAsset < ProceduralSkySettings > { }
class DoCreateNewAssetSubsurfaceScatteringSettings : DoCreateNewAsset < SubsurfaceScatteringSettings > { }
[MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings")]
[MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings", priority = CoreUtils.assetCreateMenuPriority2 )]
static void MenuCreateCommonSettings ( )
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;
[MenuItem("Assets/Create/Render Pipeline/High Definition/Subsurface Scattering Settings")]
[MenuItem("Assets/Create/Render Pipeline/High Definition/Subsurface Scattering Settings", priority = CoreUtils.assetCreateMenuPriority2 )]
static void MenuCreateSubsurfaceScatteringProfile ( )
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;
[MenuItem("Assets/Create/Render Pipeline/High Definition/HDRISky Settings")]
[MenuItem("Assets/Create/Render Pipeline/High Definition/HDRISky Settings", priority = CoreUtils.assetCreateMenuPriority2 )]
static void MenuCreateHDRISkySettings ( )
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;
[MenuItem("Assets/Create/Render Pipeline/High Definition/BlacksmithSky Settings")]
[MenuItem("Assets/Create/Render Pipeline/High Definition/BlacksmithSky Settings", priority = CoreUtils.assetCreateMenuPriority2 )]
static void MenuCreateBlacksmithSkySettings ( )
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;
[MenuItem("Assets/Create/Render Pipeline/High Definition/ProceduralSky Settings")]
[MenuItem("Assets/Create/Render Pipeline/High Definition/ProceduralSky Settings", priority = CoreUtils.assetCreateMenuPriority2 )]
static void MenuCreateProceduralSkySettings ( )
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;