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Update naming based on feedback

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sebastienlagarde 7 年前
当前提交
950eb920
共有 6 个文件被更改,包括 10 次插入10 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugMenuEditor.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Decal/DecalMenuItems.cs
  3. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
  5. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  6. 2
      TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs

2
ScriptableRenderPipeline/Core/CoreRP/Editor/Debugging/DebugMenuEditor.cs


[SerializeField]
private DebugMenuState m_DebugMenuState;
[MenuItem("Window/Rendering/Render Pipeline Debug", priority = CoreUtils.editMenuPriority2)]
[MenuItem("Window/Render Pipeline/Debug Window", priority = CoreUtils.editMenuPriority2)]
static void DisplayDebugMenu()
{
var window = EditorWindow.GetWindow<DebugMenuEditor>("Debug Window");

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Decal/DecalMenuItems.cs


{
public class DecalMenuItems
{
[MenuItem("GameObject/Rendering/DecalProjector", priority = CoreUtils.gameObjectMenuPriority)]
[MenuItem("GameObject/Graphics/DecalProjector", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateDecal(MenuCommand menuCommand)
{
// Create a custom game object

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs


}
}
[MenuItem("Assets/Create/Rendering/High Definition Render Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
[MenuItem("Assets/Create/Graphics/High Definition Render Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateHDRenderPipeline()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

}
}
[MenuItem("Assets/Create/Rendering/High Definition Render Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
[MenuItem("Assets/Create/Graphics/High Definition Render Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateRenderPipelineResources()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs


}
}
[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
[MenuItem("GameObject/Graphics/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateCustomGameObject(MenuCommand menuCommand)
{
var sceneSettings = new GameObject("Scene Settings");

class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> {}
[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)]
[MenuItem("Assets/Create/Graphics/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateDiffusionProfile()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


#if UNITY_EDITOR
private LightweightPipelineEditorResources m_EditorResourcesAsset;
[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
[MenuItem("Assets/Create/Graphics/Lightweight Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipeline()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateLightweightPipelineAsset>(),

//[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
//[MenuItem("Assets/Create/Graphics/Lightweight Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipelineResources()
{
var instance = CreateInstance<LightweightPipelineResources>();

//[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Editor Resources", priority = CoreUtils.assetCreateMenuPriority1)]
//[MenuItem("Assets/Create/Graphics/Lightweight Pipeline Editor Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipelineEditorResources()
{
var instance = CreateInstance<LightweightPipelineEditorResources>();

2
TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs


public bool UseIntermediateRenderTargetBlit;
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Create/Rendering/Basic Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
[UnityEditor.MenuItem("Assets/Create/Graphics/Basic Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateBasicRenderPipeline()
{
var instance = ScriptableObject.CreateInstance<BasicRenderPipeline>();

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