浏览代码

Added particles and line renderer materials

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
c22c1ee1
共有 13 个文件被更改,包括 198 次插入6 次删除
  1. 15
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  2. 4
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  3. 6
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  4. 4
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat
  5. 2
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat
  6. 76
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat
  7. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat.meta
  8. 77
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat
  9. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat.meta
  10. 0
      /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat.meta
  11. 0
      /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat.meta
  12. 0
      /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat
  13. 0
      /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat

15
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


"Percentages to split shadow volume");
public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
"Material to use when creating objects");
"Material to use when creating 3D objects");
public static GUIContent defaultParticleMaterial = new GUIContent("Default Particle Material",
"Material to use when creating Paticle Systems");
public static GUIContent defaultLineMaterial = new GUIContent("Default Line Material",
"Material to use when creating Line Renderers");
public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material",
"Material to use when creating Sprites");

private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
private SerializedProperty m_DefaultParticleMaterial;
private SerializedProperty m_DefaultLineMaterial;
private SerializedProperty m_DefaultSpriteMaterial;
private SerializedProperty m_DefaultUIMaterial;
private SerializedProperty m_DefaultShader;

m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial");
m_DefaultLineMaterial = serializedObject.FindProperty("m_DefaultLineMaterial");
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
m_DefaultUIMaterial = serializedObject.FindProperty("m_DefaultUIMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");

EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial);
EditorGUILayout.PropertyField(m_DefaultLineMaterial, Styles.defaultLineMaterial);
EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial);
EditorGUILayout.PropertyField(m_DefaultUIMaterial, Styles.defaultUIMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader);

4
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 6a1143ee683302f4aa628c052723efc1,
type: 2}
m_DefaultParticleMaterial: {fileID: 2100000, guid: e823cd5b5d27c0f4b8256e7c12ee3e6d,
type: 2}
m_DefaultLineMaterial: {fileID: 2100000, guid: 541b04d3bf488324f816937313973e15,
type: 2}
m_DefaultSpriteMaterial: {fileID: 2100000, guid: e3ef893926d86c448a80512fe05b8a37,
type: 2}
m_DefaultUIMaterial: {fileID: 2100000, guid: 786cc499ea3906946b10ab7d24c8d0e7, type: 2}

6
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Material m_DefaultDiffuseMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultLineMaterial;
[SerializeField] private Material m_DefaultSpriteMaterial;
[SerializeField] private Material m_DefaultUIMaterial;
[SerializeField] private Shader m_DefaultShader;

public override Material GetDefaultParticleMaterial()
{
return m_DefaultDiffuseMaterial;
return m_DefaultParticleMaterial;
return m_DefaultDiffuseMaterial;
return m_DefaultLineMaterial;
}
public override Material GetDefaultTerrainMaterial()

4
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-SpritesDefault
m_Shader: {fileID: 4800000, guid: 4fa7301da83bc7d469cf2a5059581c57, type: 3}
m_Name: Lightweight-DefaultSprite
m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: ETC1_EXTERNAL_ALPHA
m_LightmapFlags: 4
m_EnableInstancingVariants: 0

2
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat


m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-UIDefault
m_Name: Lightweight-DefaultUI
m_Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4

76
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-DefaultLine
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

10
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultLine.mat.meta


fileFormatVersion: 2
guid: 541b04d3bf488324f816937313973e15
timeCreated: 1499342258
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

77
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Lightweight-DefaultParticle
m_Shader: {fileID: 207, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _InvFade: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

10
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultParticle.mat.meta


fileFormatVersion: 2
guid: e823cd5b5d27c0f4b8256e7c12ee3e6d
timeCreated: 1499342173
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

/Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat.meta → /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat.meta

/Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-UIDefault.mat.meta → /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat.meta

/Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat → /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultSprite.mat

/Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-UIDefault.mat → /Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-DefaultUI.mat

正在加载...
取消
保存