浏览代码

Renamed _SS to transitional

/system-shock-transitional-shader
Paul Melamed 7 年前
当前提交
bd6f0c7f
共有 5 个文件被更改,包括 10 次插入10 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitTransitionalMaterialUpgrader.cs
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitTransitionalMaterialUpgrader.cs
  4. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitTransitionalMaterialUpgrader.cs
  5. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitTransitionalMaterialUpgrader.cs

8
ScriptableRenderPipeline/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs


static List<MaterialUpgrader> GetHDUpgraders_SS()
{
var upgraders = new List<MaterialUpgrader>();
upgraders.Add(new StandardToHDLitMaterialUpgrader_SS("Standard", "HDRenderPipeline/LitTransitional", LitTransitionalGUI.SetupMaterialKeywordsAndPass));
upgraders.Add(new StandardSpecularToHDLitMaterialUpgrader_SS("Standard (Specular setup)", "HDRenderPipeline/LitTransitional", LitTransitionalGUI.SetupMaterialKeywordsAndPass));
upgraders.Add(new StandardToHDLitTransitionalMaterialUpgrader("Standard", "HDRenderPipeline/LitTransitional", LitTransitionalGUI.SetupMaterialKeywordsAndPass));
upgraders.Add(new StandardSpecularToHDLitTransitionalMaterialUpgrader("Standard (Specular setup)", "HDRenderPipeline/LitTransitional", LitTransitionalGUI.SetupMaterialKeywordsAndPass));
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to Lit Materials (SS) - Project Folder", false, 4)]
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to LitTransitional Materials - Project Folder", false, 4)]
static void UpgradeMaterialsProject_SS()
{
MaterialUpgrader.UpgradeProjectFolder_SS(GetHDUpgraders_SS(), "Upgrade to HD Material");

[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to Lit Materials (SS) - Selection", false, 2)]
[MenuItem("RenderPipeline/HDRenderPipeline/Material Upgraders/Upgrade Standard Materials to LitTransitional Materials - Selection", false, 5)]
static void UpgradeMaterialsSelection_SS()
{
MaterialUpgrader.UpgradeSelection_SS(GetHDUpgraders_SS(), "Upgrade to HD Material");

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitTransitionalMaterialUpgrader.cs


namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class StandardSpecularToHDLitMaterialUpgrader_SS : MaterialUpgrader
class StandardSpecularToHDLitTransitionalMaterialUpgrader : MaterialUpgrader
public StandardSpecularToHDLitMaterialUpgrader_SS() : this("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) { }
public StandardSpecularToHDLitTransitionalMaterialUpgrader() : this("Standard (Specular setup)", "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass) { }
public StandardSpecularToHDLitMaterialUpgrader_SS(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
public StandardSpecularToHDLitTransitionalMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
{
// Anything reasonable that can be done here?
//RenameFloat("_SpecColor", ...);

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitTransitionalMaterialUpgrader.cs


namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class StandardToHDLitMaterialUpgrader_SS : MaterialUpgrader
public class StandardToHDLitTransitionalMaterialUpgrader : MaterialUpgrader
public StandardToHDLitMaterialUpgrader_SS() : this("Standard", "HDRenderPipeline/LitTransitional", LitGUI.SetupMaterialKeywordsAndPass) { }
public StandardToHDLitTransitionalMaterialUpgrader() : this("Standard", "HDRenderPipeline/LitTransitional", LitGUI.SetupMaterialKeywordsAndPass) { }
public StandardToHDLitMaterialUpgrader_SS(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
public StandardToHDLitTransitionalMaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer)
{
RenameShader(sourceShaderName, destShaderName, finalizer);

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader_SS.cs → /ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitTransitionalMaterialUpgrader.cs

/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader_SS.cs → /ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitTransitionalMaterialUpgrader.cs

正在加载...
取消
保存