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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Refactor-LightLoop-Glue-Code

/Add-support-for-light-specular-color-tint
sebastienlagarde 7 年前
当前提交
a03ef23d
共有 540 个文件被更改,包括 10881 次插入33 次删除
  1. 5
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes.meta
  2. 304
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_/Scenes/0007_LitShaderMaps/007_LitShaderMaps_05_Emission.mat
  3. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/BlackRGBA64x64.tga.meta
  4. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/MidGreyRGBA64x64.tga.meta
  5. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/WhiteRGBA64x64.tga.meta
  6. 17
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/Black-WhiteRGBA64x64.tga.meta
  7. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_/HDRP_Default_Scene_Settings.prefab
  8. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRI/KirbyCoveWhiteBalancedNoSun.exr.meta
  9. 14
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/uvGrid.tga.meta
  10. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab
  11. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/HDRP_Default_Material.mat
  12. 10
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials.meta
  13. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
  14. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials.meta
  15. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/_OldToCleanup_.meta
  16. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png
  17. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta
  18. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
  19. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png.meta
  20. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png
  21. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta
  22. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
  23. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta
  24. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
  25. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta
  26. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png
  27. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta
  28. 316
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png
  29. 77
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta
  30. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects.meta
  31. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane.meta
  32. 26
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane/4UVPlane.fbx
  33. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/4UVPlane/4UVPlane.fbx.meta
  34. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox.meta
  35. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/CornelBox/Materials.meta
  36. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Cube.prefab
  37. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Cube.prefab.meta
  38. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane.meta
  39. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane/DoubleSidePlane.fbx.meta
  40. 23
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/DoubleSidePlane/DoubleSidePlane.fbx
  41. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Quad.prefab
  42. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Quad.prefab.meta
  43. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube.meta
  44. 62
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube.fbx
  45. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube.fbx.meta
  46. 60
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_DoubleSide.fbx
  47. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_DoubleSide.fbx.meta
  48. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere.prefab
  49. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Sphere.prefab.meta
  50. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts.meta
  51. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts/PressStart2P-Regular.ttf
  52. 22
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Fonts/PressStart2P-Regular.ttf.meta
  53. 176
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat
  54. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat.meta
  55. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Smoothness Variation.meta
  56. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat
  57. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat.meta
  58. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat
  59. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_MidGrey.mat.meta
  60. 178
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat
  61. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat.meta
  62. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts.meta
  63. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor.meta
  64. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs.meta
  65. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs.meta
  66. 25
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs
  67. 15
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs.meta
  68. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs.meta
  69. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs.meta
  70. 32
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs
  71. 13
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs.meta
  72. 136
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs
  73. 257
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs
  74. 29
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs
  75. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs
  76. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders.meta
  77. 101
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest.shader
  78. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest.shader.meta
  79. 62
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest_Multiply.shader
  80. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest_Multiply.shader.meta
  81. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings.meta
  82. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky.asset
  83. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_ExpFog.asset
  84. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_ExpFog.asset.meta

5
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- _HeightMin: -1
- _IOR: 1
- _InitialBend: 1
- _InvTilingScale: 1
- _LinkDetailsWithBase: 1
- _MaterialID: 1
- _Metallic: 0
- _NormalMapSpace: 0
- _NormalScale: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _PreRefractionPass: 0
- _RefractionMode: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _Smoothness: 1
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMin: 0
- _SrcBlend: 1
- _StencilRef: 2
- _Stiffness: 1
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 1
- _SurfaceType: 0
- _TexWorldScale: 1
- _Thickness: 1
- _ThicknessMultiplier: 1
- _UVBase: 0
- _UVDetail: 0
- _ZTestMode: 8
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}

10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_White.mat.meta


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10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts.meta


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10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor.meta


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13
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs.meta


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13
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs.meta


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25
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WriteShaderToRenderTexture : MonoBehaviour
{
[SerializeField] RenderTexture rt;
[SerializeField] Shader shader;
// Use this for initialization
void Start ()
{
Blit();
}
[ContextMenu("Update RenderTexture")]
void Blit()
{
if ((rt == null) || (shader == null)) return;
Material mat = new Material(shader);
Graphics.Blit(null, rt, mat);
}
}

15
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/WriteShaderToRenderTexture.cs.meta


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13
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs.meta


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13
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs.meta


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32
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class GraphicTestTools
{
[MenuItem("GraphicTest Tools/Make Material Scene Instance")]
public static void MakeMaterialSceneInstance()
{
foreach(Object obj in Selection.objects)
{
Renderer rndr = ((GameObject)obj).GetComponent<Renderer>();
if(rndr!=null)
{
Material[] mats = rndr.sharedMaterials;
for (int i=0; i< mats.Length; ++i)
{
if (mats[i] != null)
{
//Debug.Log("Instantiate materal " + rndr.sharedMaterials[i].ToString() + " of object " + rndr.gameObject.name);
Material mat = Object.Instantiate(rndr.sharedMaterials[i]);
mats[i] = mat;
}
}
rndr.sharedMaterials = mats;
}
}
}
}

13
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs.meta


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136
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MaterialParameterVariationDrawer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(MaterialParameterVariation))]
public class MaterialParameterVariationDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty(position, label, property);
// Draw label
//position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
//EditorGUI.indentLevel = 0;
float cellStart = 0f;
float remainingWidth = position.width - cellStart;
bool isMulti = property.FindPropertyRelative("multi").boolValue;
MaterialParameterVariation.ParamType type = (MaterialParameterVariation.ParamType)property.FindPropertyRelative("paramType").enumValueIndex;
float nonValueHeight = (type == MaterialParameterVariation.ParamType.Vector) ? position.height / 4f : position.height;
Rect multiRect = new Rect(position.x, position.y, 25f, nonValueHeight);
cellStart += multiRect.width;
remainingWidth -= multiRect.width;
Rect paramRect = new Rect(cellStart, position.y, remainingWidth / 5f, nonValueHeight);
cellStart += paramRect.width;
remainingWidth -= paramRect.width;
Rect typeRect = new Rect(cellStart, position.y, 70, nonValueHeight);
cellStart += typeRect.width;
remainingWidth -= typeRect.width;
Rect valueRect = new Rect();
Rect maxRect = new Rect();
Rect countRect = new Rect();
if (!isMulti || (type == MaterialParameterVariation.ParamType.Texture) )
{
valueRect = new Rect(cellStart, position.y, remainingWidth, position.height);
}
else
{
valueRect = new Rect(cellStart, position.y, remainingWidth/3f, position.height);
cellStart += valueRect.width;
remainingWidth -= valueRect.width;
maxRect = new Rect(cellStart, position.y, remainingWidth/2f, position.height);
cellStart += maxRect.width;
remainingWidth -= maxRect.width;
countRect = new Rect(cellStart, position.y, remainingWidth, nonValueHeight);
}
if (GUI.Button(multiRect, isMulti ? "∞" : "1"))
property.FindPropertyRelative("multi").boolValue = !isMulti;
EditorGUI.PropertyField(paramRect, property.FindPropertyRelative("parameter"), GUIContent.none);
EditorGUI.PropertyField(typeRect, property.FindPropertyRelative("paramType"), GUIContent.none);
switch (type)
{
case MaterialParameterVariation.ParamType.Float:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("f_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("f_Value_Max"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Bool:
if (!isMulti)
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("b_Value"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Vector:
//EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("v_Value"), GUIContent.none);
DrawVector(valueRect, property.FindPropertyRelative("v_Value"));
if (isMulti)
DrawVector(maxRect, property.FindPropertyRelative("v_Value_Max"));
break;
case MaterialParameterVariation.ParamType.Int:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("i_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("i_Value_Max"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Texture:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("t_Value"), GUIContent.none);
break;
case MaterialParameterVariation.ParamType.Color:
EditorGUI.PropertyField(valueRect, property.FindPropertyRelative("c_Value"), GUIContent.none);
if (isMulti)
EditorGUI.PropertyField(maxRect, property.FindPropertyRelative("c_Value_Max"), GUIContent.none);
break;
}
if (isMulti && (type != MaterialParameterVariation.ParamType.Bool) && (type != MaterialParameterVariation.ParamType.Texture) )
EditorGUI.PropertyField(countRect, property.FindPropertyRelative("count"), GUIContent.none);
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float mul = ((MaterialParameterVariation.ParamType)property.FindPropertyRelative("paramType").enumValueIndex == MaterialParameterVariation.ParamType.Vector) ? 4f : 1f;
return base.GetPropertyHeight(property, label) * mul;
}
void DrawVector( Rect rect, SerializedProperty property)
{
Vector4 v = property.vector4Value;
float labelwidth = 15f;
Rect lx = new Rect(rect.x, rect.y, labelwidth, rect.height / 4f);
Rect ly = new Rect(lx.x, rect.y + lx.height, labelwidth, lx.height);
Rect lz = new Rect(lx.x, rect.y + 2f * lx.height, labelwidth, lx.height);
Rect lw = new Rect(lx.x, rect.y + 3f * lx.height, labelwidth, lx.height);
GUI.Label(lx, "X");
GUI.Label(ly, "Y");
GUI.Label(lz, "Z");
GUI.Label(lw, "W");
Rect rx = new Rect(rect.x, rect.y, rect.width, rect.height / 4f);
Rect ry = new Rect(rx.x, rect.y + rx.height, rx.width, rect.height / 4f);
Rect rz = new Rect(rx.x, rect.y + 2f*rx.height, rx.width, rect.height / 4f);
Rect rw = new Rect(rx.x, rect.y + 3f*rx.height, rx.width, rect.height / 4f);
v.x = EditorGUI.FloatField(rx, v.x);
v.y = EditorGUI.FloatField(ry, v.y);
v.z = EditorGUI.FloatField(rz, v.z);
v.w = EditorGUI.FloatField(rw, v.w);
property.vector4Value = v;
}
}

257
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(MultiMaterialPlacer))]
[CanEditMultipleObjects]
public class MultiMaterialPlacerEditor : Editor
{
// We need to use and to call an instnace of the default MaterialEditor
private MaterialEditor _materialEditor;
private void OnEnable()
{
if ( !serializedObject.FindProperty("material").hasMultipleDifferentValues )
{
if (serializedObject.FindProperty("material") != null)
{
// Create an instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor((Material) serializedObject.FindProperty("material").objectReferenceValue);
}
}
}
public override void OnInspectorGUI()
{
EditorGUI.BeginChangeCheck();
base.OnInspectorGUI();
if ( GUILayout.Button("Place") )
{
foreach ( Object obj in targets)
{
MultiMaterialPlacer m = obj as MultiMaterialPlacer;
Material[] materials = PlaceObjects(m);
if (materials != null)
{
foreach (Material mat in materials)
{
UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils.ResetMaterialKeywords(mat);
}
}
}
}
if (EditorGUI.EndChangeCheck())
{
serializedObject.ApplyModifiedProperties();
if (_materialEditor != null)
{
// Free the memory used by the previous MaterialEditor
DestroyImmediate(_materialEditor);
}
if (!serializedObject.FindProperty("material").hasMultipleDifferentValues && (serializedObject.FindProperty("material") != null) )
{
// Create a new instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor((Material)serializedObject.FindProperty("material").objectReferenceValue);
}
}
if (_materialEditor != null)
{
// Draw the material's foldout and the material shader field
// Required to call _materialEditor.OnInspectorGUI ();
_materialEditor.DrawHeader();
// We need to prevent the user to edit Unity default materials
bool isDefaultMaterial = !AssetDatabase.GetAssetPath((Material)serializedObject.FindProperty("material").objectReferenceValue).StartsWith("Assets");
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial))
{
// Draw the material properties
// Works only if the foldout of _materialEditor.DrawHeader () is open
_materialEditor.OnInspectorGUI();
}
}
}
public Material[] PlaceObjects(MultiMaterialPlacer _target)
{
//clear hierarchy
for (int i=_target.transform.childCount-1; i>=0; --i)
{
//DestroyImmediate(_target.transform.GetChild(i).GetComponent<Renderer>().sharedMaterial);
DestroyImmediate(_target.transform.GetChild(i).gameObject);
}
if (_target.prefabObject == null) return null;
List<Material> outMats = new List<Material>(); ;
Renderer refObject = Instantiate(_target.prefabObject.gameObject).GetComponent<Renderer>();
if (_target.material != null)
refObject.sharedMaterial = Instantiate( _target.material );
else
refObject.sharedMaterial = Instantiate(_target.prefabObject.sharedMaterial);
for (int i = 0; i < _target.commonParameters.Length; i++)
{
ApplyParameterToMaterial(refObject.sharedMaterial, _target.commonParameters[i]);
}
float x = 0f;
float y = 0f;
if (_target.is2D)
{
if (_target.instanceParameters.Length < 2) return null;
if (!(_target.instanceParameters[0].multi && _target.instanceParameters[1].multi)) return null;
for (int i = 0; i < _target.instanceParameters[0].count; i++)
{
for (int j = 0; j < _target.instanceParameters[1].count; j++)
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name+"_"+ ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[0], i);
tmp.gameObject.name += "_"+ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[1], j);
outMats.Add(tmp.sharedMaterial);
y -= _target.offset;
}
x += _target.offset;
y = 0f;
}
}
else
{
for (int i = 0; i < _target.instanceParameters.Length; i++)
{
if (!string.IsNullOrEmpty(_target.instanceParameters[i].parameter))
{
if (_target.instanceParameters[i].multi)
{
if (_target.instanceParameters[i].paramType == MaterialParameterVariation.ParamType.Texture)
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i]);
outMats.Add(tmp.sharedMaterial);
}
else
{
for (int j = 0; j < _target.instanceParameters[i].count; j++)
{
if (j > 0)
x += _target.offset;
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i], j);
outMats.Add(tmp.sharedMaterial);
}
}
}
else
{
Renderer tmp = CopyObject(refObject, x, y, _target.transform, _target);
tmp.gameObject.name = _target.prefabObject.name + "_" + ApplyParameterToMaterial(tmp.sharedMaterial, _target.instanceParameters[i]);
outMats.Add(tmp.sharedMaterial);
}
}
x += _target.offset;
}
}
DestroyImmediate(refObject.gameObject);
return outMats.ToArray();
}
Renderer CopyObject( Renderer _target, float _x, float _y, Transform _parent, MultiMaterialPlacer _placer )
{
Renderer o = Instantiate(_target.gameObject).GetComponent<Renderer>();
o.sharedMaterial = Instantiate(_target.sharedMaterial);
o.transform.parent = _parent;
o.transform.localPosition = new Vector3(_x, _y, 0f);
o.transform.localRotation = Quaternion.identity;
o.transform.localScale = Vector3.one * _placer.scale;
o.transform.localEulerAngles = _placer.rotation;
return o;
}
string ApplyParameterToMaterial(Material _mat, MaterialParameterVariation _param)
{
if (_param.multi) return null;
string o = _param.parameter + "_";
switch (_param.paramType)
{
case MaterialParameterVariation.ParamType.Bool:
_mat.SetFloat(_param.parameter, _param.b_Value ? 1f : 0f);
o += _param.b_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Float:
_mat.SetFloat(_param.parameter, _param.f_Value);
o += string.Format("{0:0.00}", _param.f_Value);
break;
case MaterialParameterVariation.ParamType.Int:
_mat.SetInt(_param.parameter, _param.i_Value);
o += _param.i_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Vector:
_mat.SetVector(_param.parameter, _param.v_Value);
o += _param.v_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Texture:
_mat.SetTexture(_param.parameter, _param.t_Value);
o += _param.t_Value.ToString();
break;
case MaterialParameterVariation.ParamType.Color:
_mat.SetColor(_param.parameter, _param.c_Value);
o += _param.c_Value.ToString();
break;
}
return o;
}
string ApplyParameterToMaterial(Material _mat, MaterialParameterVariation _param, int _num)
{
if (!_param.multi) return null;
if (_param.paramType == MaterialParameterVariation.ParamType.Texture) return null;
if ((_num < 0) || (_num > _param.count)) return null;
if ((_param.paramType == MaterialParameterVariation.ParamType.Bool) && (_num > 1)) return null;
float f = 1.0f * _num / (_param.count - 1.0f);
string o = _param.parameter+"_";
switch (_param.paramType)
{
case MaterialParameterVariation.ParamType.Bool:
_mat.SetFloat(_param.parameter, _num);
o += (_num==1)?"true":"false";
break;
case MaterialParameterVariation.ParamType.Float:
_mat.SetFloat(_param.parameter, Mathf.Lerp(_param.f_Value, _param.f_Value_Max, f));
o += string.Format("{0:0.00}", Mathf.Lerp(_param.f_Value, _param.f_Value_Max, f));
break;
case MaterialParameterVariation.ParamType.Int:
_mat.SetInt(_param.parameter, Mathf.RoundToInt(Mathf.Lerp(_param.i_Value, _param.i_Value_Max, f)));
o += Mathf.RoundToInt(Mathf.Lerp(_param.i_Value, _param.i_Value_Max, f)).ToString();
break;
case MaterialParameterVariation.ParamType.Vector:
_mat.SetVector(_param.parameter, Vector4.Lerp(_param.v_Value, _param.v_Value_Max, f));
o += Vector4.Lerp(_param.v_Value, _param.v_Value_Max, f).ToString();
break;
case MaterialParameterVariation.ParamType.Color:
_mat.SetColor(_param.parameter, Color.Lerp(_param.c_Value, _param.c_Value_Max, f));
o += Color.Lerp(_param.c_Value, _param.c_Value_Max, f).ToString();
break;
}
return o;
}
}

29
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MaterialParameterVariation.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public struct MaterialParameterVariation
{
public string parameter;
public enum ParamType { Float, Bool, Int, Vector, Texture, Color }
public ParamType paramType;
public bool multi;
public bool b_Value;
public int i_Value;
public float f_Value;
public Vector4 v_Value;
public Color c_Value;
public int i_Value_Max;
public float f_Value_Max;
public Vector4 v_Value_Max;
public Color c_Value_Max;
public Texture t_Value;
public int count;
}

20
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/MultiMaterialPlacer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MultiMaterialPlacer : MonoBehaviour
{
public Renderer prefabObject;
[Tooltip("Optional")]
public Material material;
public MaterialParameterVariation[] commonParameters;
public bool is2D = false;
public MaterialParameterVariation[] instanceParameters;
public float offset = 1.5f;
public Vector3 rotation = Vector3.zero;
public float scale = 1f;
}

10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders.meta


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licenseType: Pro
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externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

101
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest.shader


Shader "Hidden/DistordTest"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
#define CENTER 0.15
float4 frag (v2f i) : SV_Target
{
float4 col = float4(0,0,0,1);
fixed2 centeredUV = i.uv * 2 - 1;
// x distortion (r)
if (centeredUV.x > CENTER)
{
if (abs(centeredUV.y) < CENTER)
col.r = 1;
else
col.r = (centeredUV.x - CENTER) / (1-CENTER);
}
if (centeredUV.x < -CENTER)
{
if (abs(centeredUV.y) < CENTER)
col.r = -1;
else
col.r = (centeredUV.x + CENTER) / (1 - CENTER);
}
// y distortion (g)
if (centeredUV.y > CENTER)
{
if (abs(centeredUV.x) < CENTER)
col.g = 1;
else
col.g = (centeredUV.y - CENTER) / (1 - CENTER);
}
if (centeredUV.y < -CENTER)
{
if (abs(centeredUV.x) < CENTER)
col.g = -1;
else
col.g = (centeredUV.y + CENTER) / (1 - CENTER);
}
// distortion blur (b)
if (abs(centeredUV.x) < CENTER)
if (abs(centeredUV.y) < CENTER)
col.b = saturate( 1 - length(centeredUV.xy) / CENTER );
centeredUV = abs(centeredUV);
centeredUV -= CENTER;
centeredUV /= 1 - CENTER;
centeredUV = centeredUV * 2 - 1;
col.b += 1-saturate( length(centeredUV) );
return col;
}
ENDCG
}
}
}

10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Shaders/DistordTest.shader.meta


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