sebastienlagarde
6 年前
当前提交
b5fa681b
共有 12 个文件被更改,包括 165 次插入 和 144 次删除
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14com.unity.render-pipelines.high-definition/CHANGELOG.md
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeTextureTool.cs.meta
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3com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/GlobalIlluminationUtils.cs
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4com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
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3com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/DensityVolume.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/DensityVolumeManager.cs
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4com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightLightEditor.cs
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142com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeTextureTool.cs
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129com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/Texture3DCreationEditor.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeTextureTool.cs.meta
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using System; |
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using UnityEngine; |
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using UnityEditor; |
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using UnityEngine.Rendering; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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namespace UnityEditor.Experimental.Rendering |
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{ |
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public class DensityVolumeTextureTool : EditorWindow |
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{ |
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private Texture2D sourceTexture = null; |
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private string assetPath; |
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private string assetDirectory; |
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private int tileSize = 0; |
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private static GUIContent windowTitle = new GUIContent("Create Density Volume Texture"); |
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private static GUIContent textureLabel = new GUIContent("Slice Texture"); |
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private static GUIContent tileSizeLabel = new GUIContent("Texture Slice Size", "Dimensions of the created 3D Texture in pixels. Width, Height and Depth are all the same size"); |
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private static GUIContent createLabel = new GUIContent("Create 3D Texture"); |
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[MenuItem("Window/Rendering/Density Volume Texture Tool")] |
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static void Init() |
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{ |
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DensityVolumeTextureTool window = (DensityVolumeTextureTool)EditorWindow.GetWindow(typeof(DensityVolumeTextureTool)); |
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window.titleContent = windowTitle; |
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window.Show(); |
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} |
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private bool IsTileSizeValid() |
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{ |
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int textureWidth = sourceTexture.width; |
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int textureHeight = sourceTexture.height; |
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return (tileSize > 0 && (textureWidth * textureHeight >= (tileSize*tileSize*tileSize))); |
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} |
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void OnGUI() |
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{ |
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EditorGUILayout.LabelField(textureLabel, null); |
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EditorGUI.indentLevel++; |
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sourceTexture = ( EditorGUILayout.ObjectField((UnityEngine.Object)sourceTexture, typeof(Texture2D), false, null) as Texture2D); |
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EditorGUI.indentLevel--; |
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tileSize = EditorGUILayout.IntField(tileSizeLabel, tileSize, null); |
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bool validData = (sourceTexture != null && IsTileSizeValid()); |
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bool create = false; |
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if (!validData) |
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{ |
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if (tileSize > 0) |
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{ |
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EditorGUILayout.HelpBox(String.Format("Source Texture too small to generate a volume Texture of {0}x{0}x{0} size", tileSize), MessageType.Warning); |
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} |
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else |
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{ |
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EditorGUILayout.HelpBox("Tile size must be larger than 0", MessageType.Warning); |
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} |
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} |
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using (new EditorGUI.DisabledScope(!validData)) |
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{ |
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create = GUILayout.Button(createLabel, null); |
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} |
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if (create) |
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{ |
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assetPath = AssetDatabase.GetAssetPath(sourceTexture); |
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assetDirectory = System.IO.Directory.GetParent(assetPath).ToString(); |
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//Check if the texture is set to read write.
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//Only need to do this since CopyTexture is currently broken on D3D11
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//So need to make sure there is a CPU copy ready to copy to the 3D Texture
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//The fix for this is coming soon. Need to revist once it's in.
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TextureImporter importer = TextureImporter.GetAtPath(assetPath) as TextureImporter; |
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if (importer && !importer.isReadable) |
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{ |
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importer.isReadable = true; |
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importer.SaveAndReimport(); |
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} |
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BuildVolumeTexture(); |
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} |
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} |
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private void BuildVolumeTexture() |
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{ |
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//Check if the object we want to create is already in the AssetDatabase
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string volumeTextureAssetPath = assetDirectory + "/" + sourceTexture.name + "_Texture3D.asset"; |
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bool createNewAsset = false; |
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Texture3D volumeTexture = AssetDatabase.LoadAssetAtPath(volumeTextureAssetPath, typeof(Texture3D)) as Texture3D; |
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//If we already have the asset then we are just updating it. make sure it's the right size.
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if (!volumeTexture || volumeTexture.width != tileSize || volumeTexture.height != tileSize || volumeTexture.depth != tileSize) |
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{ |
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volumeTexture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false); |
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volumeTexture.filterMode = sourceTexture.filterMode; |
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volumeTexture.mipMapBias = 0; |
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volumeTexture.anisoLevel = 0; |
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volumeTexture.wrapMode = sourceTexture.wrapMode; |
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volumeTexture.wrapModeU = sourceTexture.wrapModeU; |
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volumeTexture.wrapModeV = sourceTexture.wrapModeV; |
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volumeTexture.wrapModeW = sourceTexture.wrapModeW; |
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createNewAsset = true; |
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} |
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//Only need to do this since CopyTexture is currently broken on D3D11
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//Proper fix on it's way for 18.3 or 19.1
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Color [] colorArray = new Color[0]; |
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int yTiles = sourceTexture.height / tileSize; |
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int xTiles = sourceTexture.width / tileSize; |
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for (int i = yTiles - 1; i >= 0; i--) |
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{ |
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for (int j = 0; j < xTiles; j++) |
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{ |
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Color [] sourceTile = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize); |
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Array.Resize(ref colorArray, colorArray.Length + sourceTile.Length); |
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Array.Copy(sourceTile, 0, colorArray, colorArray.Length - sourceTile.Length, sourceTile.Length); |
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} |
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} |
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volumeTexture.SetPixels(colorArray); |
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volumeTexture.Apply(); |
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if (createNewAsset) |
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{ |
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AssetDatabase.CreateAsset(volumeTexture, volumeTextureAssetPath); |
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} |
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else |
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{ |
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AssetDatabase.SaveAssets(); |
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//Asset can be currently used by Density Volume Manager so trigger refresh
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DensityVolumeManager.manager.TriggerVolumeAtlasRefresh(); |
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} |
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} |
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} |
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} |
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/// ///
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/// MIT License ///
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/// ///
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/// Copyright (c) 2016 Rapha�l Ernaelsten (@RaphErnaelsten) ///
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/// ///
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/// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), ///
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/// to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, ///
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/// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: ///
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/// ///
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/// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. ///
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/// ///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, ///
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER ///
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS ///
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/// IN THE SOFTWARE. ///
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/// ///
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/// PLEASE CONSIDER CREDITING AURA IN YOUR PROJECTS. IF RELEVANT, USE THE UNMODIFIED LOGO PROVIDED IN THE "LICENSE" FOLDER. ///
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/// ///
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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using System; |
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using UnityEngine; |
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using System.Collections.Generic; |
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using UnityEngine.Experimental.Rendering; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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//This Editor window is a quick way to generate 3D Textures for the Volumetric system.
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//It will take a sourceTexture and slice it up into tiles that will fill a 3D Texture
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//The volumetric system has a hardcoded size of 32x32x32 volume texture atlas so this tool makes sure it fits that size.
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public class Texture3DCreationEditor : EditorWindow |
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{ |
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private Texture2D sourceTexture = null; |
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private string sourcePath = null; |
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private int tileSize = DensityVolumeManager.volumeTextureSize; |
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private int numXTiles |
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{ |
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get { return sourceTexture != null ? sourceTexture.width / tileSize : 0; } |
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set {} |
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} |
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private int numYTiles |
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{ |
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get { return sourceTexture != null ? sourceTexture.height / tileSize : 0; } |
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set {} |
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} |
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private bool validData |
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{ |
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get { return numXTiles * numYTiles >= tileSize; } |
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set {} |
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} |
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[MenuItem("Window/Render Pipeline/Create 3D Texture")] |
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private static void Init() |
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{ |
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Texture3DCreationEditor window = (Texture3DCreationEditor)EditorWindow.GetWindow(typeof(Texture3DCreationEditor)); |
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window.titleContent.text = "Create Texture3D Asset"; |
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window.Show(); |
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} |
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private void OnGUI() |
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{ |
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EditorGUILayout.BeginVertical(EditorStyles.miniButton); |
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GUILayout.Button(new GUIContent(" Create Texture3D Asset", ""), EditorStyles.centeredGreyMiniLabel); |
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EditorGUILayout.Separator(); |
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EditorGUILayout.LabelField("Source Texture"); |
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sourceTexture = (Texture2D)EditorGUILayout.ObjectField(sourceTexture, typeof(Texture2D), false); |
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EditorGUILayout.HelpBox(String.Format("Volumetric system requires textures of size {0}x{0}x{0} so please ensure the source texture is at least this many pixels.", tileSize), MessageType.Info); |
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EditorGUILayout.Separator(); |
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if (sourceTexture != null) |
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{ |
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sourcePath = AssetDatabase.GetAssetPath(sourceTexture); |
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if (validData) |
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{ |
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if (GUILayout.Button(new GUIContent("Generate 3D Texture", ""), EditorStyles.toolbarButton)) |
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{ |
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Generate3DTexture(); |
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} |
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} |
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else |
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{ |
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EditorGUILayout.HelpBox("Invalid Source Texture: Source texture size is not enough to create " + tileSize + " depthSlices.", MessageType.Error); |
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} |
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} |
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EditorGUILayout.EndVertical(); |
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} |
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private void Generate3DTexture() |
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{ |
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Texture3D texture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false); |
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texture.wrapMode = sourceTexture.wrapMode; |
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texture.wrapModeU = sourceTexture.wrapModeU; |
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texture.wrapModeV = sourceTexture.wrapModeV; |
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texture.wrapModeW = sourceTexture.wrapModeW; |
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texture.filterMode = sourceTexture.filterMode; |
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texture.mipMapBias = 0; |
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texture.anisoLevel = 0; |
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Color[] colorArray = new Color[0]; |
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for (int i = numYTiles - 1; i >= 0; --i) |
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{ |
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for (int j = 0; j < numXTiles; ++j) |
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{ |
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Color[] texColor = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize); |
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Array.Resize(ref colorArray, texColor.Length + colorArray.Length); |
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Array.Copy(texColor, 0, colorArray, colorArray.Length - texColor.Length, texColor.Length); |
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} |
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} |
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texture.SetPixels(colorArray); |
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texture.Apply(); |
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AssetDatabase.CreateAsset(texture, System.IO.Directory.GetParent(sourcePath) + "\\" + sourceTexture.name + "_Texture3D.asset"); |
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} |
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} |
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} |
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