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Merge pull request #556 from salvadorj/organize-menu-items

Organize menu items
/main
GitHub 7 年前
当前提交
9a371093
共有 14 个文件被更改,包括 77 次插入71 次删除
  1. 7
      ScriptableRenderPipeline/Core/CoreUtils.cs
  2. 5
      ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
  3. 4
      ScriptableRenderPipeline/Core/ShaderGenerator/Editor/ShaderGeneratorMenu.cs
  4. 5
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  5. 28
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  6. 7
      ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs
  7. 6
      ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs
  8. 5
      ScriptableRenderPipeline/LightweightPipeline/Editor/StandardToLightweightMaterialUpgrader.cs
  9. 2
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  10. 4
      TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs
  11. 2
      TestbedPipelines/Fptl/FptlLighting.cs
  12. 66
      TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
  13. 5
      Tests/GraphicsTests/Framework/Editor/TestFrameworkCustomBuild.cs
  14. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs

7
ScriptableRenderPipeline/Core/CoreUtils.cs


using System;
using System;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;

{
// Note: Color.Black have alpha channel set to 1. Most of the time we want alpha channel set to 0 as we use black to clear render target
public static Color clearColorAllBlack { get { return new Color(0f, 0f, 0f, 0f); } }
public const int editMenuPriority1 = 320;
public const int editMenuPriority2 = 331;
public const int assetCreateMenuPriority1 = 230;
public const int assetCreateMenuPriority2 = 241;
// Render Target Management.
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown)

5
ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs


using UnityEngine;
using UnityEditor;
namespace UnityEngine.Experimental.Rendering

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

}
}
}
}

4
ScriptableRenderPipeline/Core/ShaderGenerator/Editor/ShaderGeneratorMenu.cs


using UnityEngine.Experimental.Rendering;
[UnityEditor.MenuItem("RenderPipeline/Generate Shader Includes")]
[UnityEditor.MenuItem("Edit/Render Pipeline/Tools/Generate Shader Includes", priority = CoreUtils.editMenuPriority1)]
static void GenerateShaderIncludes()
{
CSharpToHLSL.GenerateAll();

5
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline

get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
}
[MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateHDRenderPipeline()
{
var instance = ScriptableObject.CreateInstance<HDRenderPipelineAsset>();

// TODO skybox/cubemap
[MenuItem("RenderPipeline/HDRenderPipeline/Create Resources Asset", false, 15)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/Render Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority2)]
static void CreateRenderPipelineResources()
{
string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();

28
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


public class HDRenderPipelineMenuItems
{
[MenuItem("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("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("HDRenderPipeline/Synchronize all Layered materials")]
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();

// 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("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("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("HDRenderPipeline/Update/Update SSS profile indices")]
[MenuItem("Internal/HDRenderPipeline/Update/Update SSS profile indices")]
static void UpdateSSSProfileIndices()
{
try

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

}
}
[MenuItem("HDRenderPipeline/Export Sky to Image")]
[MenuItem("Edit/Render Pipeline/Tools/High Definition/Export Sky to Image", priority = CoreUtils.editMenuPriority2)]
static void ExportSkyToImage()
{
var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;

}
}
[MenuItem("GameObject/HD Render Pipeline/Scene Settings", false, 10)]
[MenuItem("GameObject/Render Pipeline/High Definition/Scene Settings", priority = 10)]
static void CreateCustomGameObject(MenuCommand menuCommand)
{
var sceneSettings = new GameObject("Scene Settings");

class DoCreateNewAssetProceduralSkySettings : DoCreateNewAsset<ProceduralSkySettings> {}
class DoCreateNewAssetSubsurfaceScatteringSettings : DoCreateNewAsset<SubsurfaceScatteringSettings> {}
[MenuItem("Assets/Create/HDRenderPipeline/Common Settings", priority = 700)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateCommonSettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Settings", priority = 702)]
[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/HDRenderPipeline/HDRISky Settings", priority = 750)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/HDRISky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateHDRISkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/BlacksmithSky Settings", priority = 751)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/BlacksmithSky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateBlacksmithSkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

[MenuItem("Assets/Create/HDRenderPipeline/ProceduralSky Settings", priority = 752)]
[MenuItem("Assets/Create/Render Pipeline/High Definition/ProceduralSky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateProceduralSkySettings()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");

7
ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{

return upgraders;
}
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to Lit Materials - Project Folder", false, 1)]
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Upgrade Standard Materials to Lit Materials (Project)", priority = CoreUtils.editMenuPriority2)]
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to Lit Materials - Selection", false, 2)]
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Upgrade Standard Materials to Lit Materials (Selection)", priority = CoreUtils.editMenuPriority2)]
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Modify Light Intensity for Upgrade - Scene Only", false, 3)]
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Modify Light Intensity for Upgrade (Scene Only)", priority = CoreUtils.editMenuPriority2)]
static void UpgradeLights()
{
Light[] lights = Light.GetLights(LightType.Directional, 0);

6
ScriptableRenderPipeline/LightweightPipeline/Editor/LegacyShadersToLightweightPipelineUpgrader.cs


{
public class LegacyShadersToLightweightPipelineUpgrader
{
//[MenuItem("RenderPipeline/Lightweight Pipeline/Material Upgraders/Upgrade Legacy Materials to LightweightPipeline - Project", false, 3)]
//[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Legacy Materials to Lightweight Pipeline (Project)", priority = CoreUtils.editMenuPriority)]
//[MenuItem("RenderPipeline/Lightweight Pipeline/Material Upgraders/Upgrade Legacy Materials to LightweightPipeline - Selection", false, 4)]
//[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Legacy Materials to Lightweight Pipeline (Selection)", priority = CoreUtils.editMenuPriority)]
// MaterialUpgrader.UpgradeSelection(materialUpgraders, "Upgrade to Lightweight Materials");
//}

5
ScriptableRenderPipeline/LightweightPipeline/Editor/StandardToLightweightMaterialUpgrader.cs


using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
[MenuItem("RenderPipeline/Lightweight Pipeline/Material Upgraders/Upgrade Project Materials", false, 1)]
[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Standard Materials to Lightweight Pipeline (Project)", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeMaterialsToLDProject()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();

}
[MenuItem("RenderPipeline/Lightweight Pipeline/Material Upgraders/Upgrade Selected Materials", false, 2)]
[MenuItem("Edit/Render Pipeline/Upgrade/Lightweight/Upgrade Standard Materials to Lightweight Pipeline (Selection)", priority = CoreUtils.editMenuPriority2)]
private static void UpgradeMaterialsToLDSelection()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();

2
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


[SerializeField] private Shader m_DefaultShader;
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/Lightweight Pipeline/Create Pipeline Asset", false, 15)]
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/Lightweight/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipeline()
{
var instance = ScriptableObject.CreateInstance<LightweightPipelineAsset>();

4
TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs


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

CommandBufferPool.Release(blitIntermediateRTCmd);
}
// Main entry point for our scriptable render loop
public static void Render(ScriptableRenderContext context, IEnumerable<Camera> cameras, bool useIntermediateBlitPath)

2
TestbedPipelines/Fptl/FptlLighting.cs


public class FptlLighting : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/Create FPTLRenderPipeline")]
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/FPTL/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateRenderLoopFPTL()
{
var instance = ScriptableObject.CreateInstance<FptlLighting>();

66
TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs


using System;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;

public class OnTileDeferredRenderPipeline : RenderPipelineAsset {
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/OnTileDeferredPipeline/Create Pipeline Asset", false, 17)]
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/On Tile Deferred/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateDeferredRenderPipeline()
{
var instance = ScriptableObject.CreateInstance<OnTileDeferredRenderPipeline> ();

[UnityEditor.MenuItem("RenderPipeline/OnTileDeferredPipeline/Material Upgraders/Upgrade Standard Shader Materials")]
[UnityEditor.MenuItem("Edit/Render Pipeline/Upgrade/On Tile Deferred/Upgrade Standard Shader Materials", priority = CoreUtils.editMenuPriority2)]
static void SetupDeferredRenderPipelineMaterials()
{
Renderer[] _renderers = Component.FindObjectsOfType<Renderer> ();

if (_material == null)
continue;
if (_material.shader.name.Contains ("Standard (Specular setup)")) {
_material.shader = Shader.Find("Standard-SRP (Specular setup)");
} else if (_material.shader.name.Contains ("Standard")) {

{
return new OnTileDeferredRenderPipelineInstance(this);
}
[SerializeField] ShadowSettings m_ShadowSettings = new ShadowSettings();
ShadowSetup m_ShadowSetup;

// TODO: When graphics/renderpass lands, replace code that uses boolean below with SystemInfo.supportsReadOnlyDepth
#if UNITY_EDITOR || UNITY_STANDALONE
static bool s_SupportsReadOnlyDepth = true;
#else
#else
static bool s_SupportsReadOnlyDepth = false;
#endif

s_GBufferEmission = new RenderPassAttachment(RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
s_Depth = new RenderPassAttachment(RenderTextureFormat.Depth) { hideFlags = HideFlags.HideAndDontSave };
s_CameraTarget = s_GBufferAlbedo;
s_GBufferEmission.Clear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0);
s_Depth.Clear(new Color(), 1.0f, 0);

m_ReflectionNearAndFarClipMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
m_ReflectionNearAndFarClipMaterial.SetInt("_CullMode", (int)CullMode.Off);
m_ReflectionNearAndFarClipMaterial.SetInt("_CompareFunc", (int)CompareFunction.Always);
m_CookieTexArray = new TextureCache2D();
m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeReflTexArray = new TextureCacheCubemap();

void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop)
{
using (RenderPass rp = new RenderPass (loop, camera.pixelWidth, camera.pixelHeight, 1, s_SupportsReadOnlyDepth ?
using (RenderPass rp = new RenderPass (loop, camera.pixelWidth, camera.pixelHeight, 1, s_SupportsReadOnlyDepth ?
using (new RenderPass.SubPass (rp, s_SupportsReadOnlyDepth ?
using (new RenderPass.SubPass (rp, s_SupportsReadOnlyDepth ?
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission } :
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission, s_GBufferRedF32 }, null)) {
using (var cmd = new CommandBuffer { name = "Create G-Buffer" }) {

loop.ExecuteCommandBuffer (cmd);
// render opaque objects using Deferred pass
var drawSettings = new DrawRendererSettings (camera, new ShaderPassName ("Deferred")) {
sorting = { flags = SortFlags.CommonOpaque },

}
//Lighting Pass
using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission },
using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission },
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_SupportsReadOnlyDepth ? s_Depth : s_GBufferRedF32 }, true))
{
using (var cmd = new CommandBuffer { name = "Deferred Lighting and Reflections Pass"} )

}
}
}
// Utilites
static Matrix4x4 GetFlipMatrix()
{

{
return camera.projectionMatrix * GetFlipMatrix();
}
Matrix4x4 PerspectiveCotanMatrix(float cotangent, float zNear, float zFar )
{
float deltaZ = zNear - zFar;

Matrix4x4 scaled = Matrix4x4.Scale (combinedExtent * 2.0f);
mat = mat * Matrix4x4.Translate (boxOffset) * scaled;
var probeRadius = combinedExtent.magnitude;
var viewDistance = eyePlane.GetDistanceToPoint(boxOffset);
bool intersectsNear = viewDistance - probeRadius <= nearDistanceFudged;

// draw the base probe
// TODO: (cleanup) dont use builtins like unity_SpecCube0
{
{
var props = new MaterialPropertyBlock ();
props.SetFloat ("_LightAsQuad", 1.0f);

Matrix4x4 temp3 = PerspectiveCotanMatrix (chsa, 0.0f, range);
return temp2 * temp1 * temp3 * worldToLight;
}
void RenderSpotlight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool renderAsQuad, bool intersectsNear, bool deferred)
{
float range = light.range;

// Setup Spot Rendering mesh matrix
float sideLength = range / chsa;
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
lightToWorld = lightToWorld * Matrix4x4.Scale (new Vector3(sideLength*SpotLightMeshScaleFactor, sideLength*SpotLightMeshScaleFactor, range*SpotLightMeshScaleFactor));
//set default cookie for spot light if there wasnt one added to the light manually

Vector3 lightPos = light.localToWorld.GetColumn (3); //position
float range = light.range;
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
if (cookie != null)
if (cookie != null)
else
else
if (renderAsQuad)
if (renderAsQuad)
else if (intersectsNear)
else if (intersectsNear)
else
else
cmd.DrawMesh (m_PointLightMesh, matrix, m_FiniteDeferredLightingMaterial, 0, 0, properties);
}

void RenderLightsDeferred (Camera camera, CullResults inputs, CommandBuffer cmd, ScriptableRenderContext loop)
{
int lightCount = inputs.visibleLights.Count;
for (int lightNum = 0; lightNum < lightCount; lightNum++)
for (int lightNum = 0; lightNum < lightCount; lightNum++)
{
VisibleLight light = inputs.visibleLights[lightNum];

Vector3 lightPos = light.localToWorld.GetColumn (3); //position
Vector3 lightDir = light.localToWorld.GetColumn (2); //z axis
float range = light.range;

float chsa = GetCotanHalfSpotAngle (light.spotAngle);
// Setup Light Matrix
m_LightMatrix[i] = SpotlightMatrix (light, worldToLight, range, chsa);
m_LightMatrix[i] = SpotlightMatrix (light, worldToLight, range, chsa);
} else if (light.lightType == LightType.Directional) {
m_LightData[i].x = LightDefinitions.DIRECTIONAL_LIGHT;

var decodeVals = rl.hdr;
// C is reflection volume center in world space (NOT same as cube map capture point)
var e = bnds.extents;
var C = mat.MultiplyPoint(boxOffset);
var e = bnds.extents;
var C = mat.MultiplyPoint(boxOffset);
var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
Vector3 vx = mat.GetColumn(0);

cmd.SetGlobalFloat ("_useLegacyCookies", UseLegacyCookies?1.0f:0.0f);
cmd.SetGlobalFloat ("_transparencyShadows", TransparencyShadows ? 1.0f : 0.0f);
}
}
}

5
Tests/GraphicsTests/Framework/Editor/TestFrameworkCustomBuild.cs


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

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

2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs


public class GraphicTestTools
{
[MenuItem("GraphicTest Tools/Make Material Scene Instance")]
[MenuItem("Internal/GraphicTest Tools/Make Material Scene Instance")]
public static void MakeMaterialSceneInstance()
{
foreach(Object obj in Selection.objects)

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