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Misc various improvement

Add versionning on all HD asset (and correct previous way of doing it)
Add menu items for Density volume and planar reflection
Correctly do the naming for new created HD game object (Decal, scene settings...)
Change plane orientation of planar reflection from forward to up
Add new resource material: defaultHDMaterial
Do a small fix at runtime for GI (no impact)
/main
sebastienlagarde 6 年前
当前提交
e118502b
共有 19 个文件被更改,包括 431 次插入29 次删除
  1. 5
      com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs
  2. 7
      com.unity.render-pipelines.core/CoreRP/Shadow/AdditionalShadowData.cs
  3. 9
      com.unity.render-pipelines.high-definition/HDRP/Camera/HDAdditionalCameraData.cs
  4. 6
      com.unity.render-pipelines.high-definition/HDRP/Editor/Decal/DecalMenuItems.cs
  5. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/HDAssetFactory.cs
  6. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs
  7. 9
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.cs
  8. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/GlobalIlluminationUtils.cs
  9. 7
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
  10. 7
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs
  11. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
  12. 5
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  13. 4
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  14. 31
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs
  15. 11
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs.meta
  16. 22
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs
  17. 11
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs.meta
  18. 302
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
  19. 9
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat.meta

5
com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs


return data;
}
static public GameObject CreateGameObject(GameObject parent, string name, params Type[] types)
{
return ObjectFactory.CreateGameObject(GameObjectUtility.GetUniqueNameForSibling(parent != null ? parent.transform : null, name), types);
}
}
static class ShadowCascadeSplitGUI

7
com.unity.render-pipelines.core/CoreRP/Shadow/AdditionalShadowData.cs


[RequireComponent(typeof(Light))]
public class AdditionalShadowData : MonoBehaviour
{
#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
// We can't rely on Unity for our additional data, we need to version it ourself.
[SerializeField]
float m_Version = 1.0f;
#pragma warning restore 414
[HideInInspector]
public float version = 1.0f;
public const int DefaultShadowResolution = 512;

9
com.unity.render-pipelines.high-definition/HDRP/Camera/HDAdditionalCameraData.cs


[RequireComponent(typeof(Camera))]
public class HDAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver
{
[HideInInspector]
public float version = 1.0f;
#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
// We can't rely on Unity for our additional data, we need to version it ourself.
[SerializeField]
float m_Version = 1.0f;
#pragma warning restore 414
Camera m_camera;

6
com.unity.render-pipelines.high-definition/HDRP/Editor/Decal/DecalMenuItems.cs


{
public class DecalMenuItems
{
[MenuItem("GameObject/Rendering/DecalProjector", priority = CoreUtils.gameObjectMenuPriority)]
[MenuItem("GameObject/Rendering/Decal Projector", priority = CoreUtils.gameObjectMenuPriority)]
// Create a custom game object
GameObject go = new GameObject("DecalProjector");
var parent = menuCommand.context as GameObject;
var go = CoreEditorUtils.CreateGameObject(parent, "Decal Projector");
go.AddComponent<DecalProjectorComponent>();
// Ensure it gets re-parented if this was a context click (otherwise does nothing)
GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject);

2
com.unity.render-pipelines.high-definition/HDRP/Editor/HDAssetFactory.cs


string CorePath = HDEditorUtils.GetCorePath();
newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
newAsset.defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat");
newAsset.defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");

5
com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs


}
[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateCustomGameObject(MenuCommand menuCommand)
static void CreateSceneSettingsGameObject(MenuCommand menuCommand)
var sceneSettings = new GameObject("Scene Settings");
var parent = menuCommand.context as GameObject;
var sceneSettings = CoreEditorUtils.CreateGameObject(parent, "Scene Settings");
GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject);
Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name);
Selection.activeObject = sceneSettings;

9
com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.cs


// The HDRenderPipeline assumes linear lighting. Doesn't work with gamma.
public class HDRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver
{
[HideInInspector]
public float version = 1.0f;
HDRenderPipelineAsset()
{
}

public Material GetDefaultDecalMaterial()
{
return m_RenderPipelineResources.defaultDecalMaterial;
}
// Note: This function is HD specific
public Material GetDefaultMirrorMaterial()
{
return m_RenderPipelineResources.defaultMirrorMaterial;
}
public override Material GetDefaultParticleMaterial()

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/GlobalIlluminationUtils.cs


// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.
// The difference is that `l.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
// In that case `l.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `l.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
#else
ld.mode = LightmapperUtils.Extract(l.bakingOutput.lightmapBakeType);
#endif
ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);

7
com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs


[RequireComponent(typeof(Light))]
public class HDAdditionalLightData : MonoBehaviour
{
#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
// We can't rely on Unity for our additional data, we need to version it ourself.
[SerializeField]
float m_Version = 1.0f;
#pragma warning restore 414
[HideInInspector]
public float version = 1.0f;
// To be able to have correct default values for our lights and to also control the conversion of intensity from the light editor (so it is compatible with GI)
// we add intensity (for each type of light we want to manage).

7
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs


[RequireComponent(typeof(ReflectionProbe), typeof(MeshFilter), typeof(MeshRenderer))]
public class HDAdditionalReflectionData : MonoBehaviour
{
#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
// We can't rely on Unity for our additional data, we need to version it ourself.
[SerializeField]
float m_Version = 1.0f;
#pragma warning restore 414
[HideInInspector]
public float version = 1.0f;
public ShapeType influenceShape;
[FormerlySerializedAsAttribute("dimmer")]

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs


[SerializeField]
ReflectionProxyVolumeComponent m_ProxyVolumeReference;
[SerializeField]
InfluenceVolume m_InfluenceVolume;
InfluenceVolume m_InfluenceVolume = new InfluenceVolume();
[SerializeField]
Vector3 m_CaptureLocalPosition;
[SerializeField]

[SerializeField]
Vector3 m_CaptureMirrorPlaneLocalPosition;
[SerializeField]
Vector3 m_CaptureMirrorPlaneLocalNormal = Vector3.forward;
Vector3 m_CaptureMirrorPlaneLocalNormal = Vector3.up;
[SerializeField]
bool m_OverrideFieldOfView = false;
[SerializeField]

5
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset


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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1

m_EditorClassIdentifier:
version: 1
type: 2}
defaultMirrorMaterial: {fileID: 2100000, guid: 6b17274157b33bc45b6a40e7d4ff51fe,
type: 2}
defaultDecalMaterial: {fileID: 2100000, guid: 500e733574922d04ea961553b1b26a63,
type: 2}

4
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs


{
public class RenderPipelineResources : ScriptableObject
{
[HideInInspector]
public float version = 1.0f;
public Material defaultMirrorMaterial;
public Material defaultDecalMaterial;
public Shader defaultShader;

31
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs


using System.IO;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class ReflectionMenuItems
{
[MenuItem("GameObject/Rendering/Planar Reflection", priority = CoreUtils.gameObjectMenuPriority)]
static void CreatePlanarReflectionGameObject(MenuCommand menuCommand)
{
GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
GameObjectUtility.SetParentAndAlign(plane, menuCommand.context as GameObject);
Undo.RegisterCreatedObjectUndo(plane, "Create " + plane.name);
Selection.activeObject = plane;
var planarProbe = plane.AddComponent<PlanarReflectionProbe>();
planarProbe.influenceVolume.boxBaseSize = new Vector3(10, 0.01f, 10);
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
var material = hdrp != null ? hdrp.GetDefaultMirrorMaterial() : null;
if (material)
{
plane.GetComponent<MeshRenderer>().sharedMaterial = material;
}
}
}
}

11
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs.meta


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22
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs


using System.IO;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class VolumetricMenuItems
{
[MenuItem("GameObject/Rendering/Density Volume", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateDensityVolumeGameObject(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var densityVolume = CoreEditorUtils.CreateGameObject(parent, "Density Volume");
GameObjectUtility.SetParentAndAlign(densityVolume, menuCommand.context as GameObject);
Undo.RegisterCreatedObjectUndo(densityVolume, "Create " + densityVolume.name);
Selection.activeObject = densityVolume;
densityVolume.AddComponent<DensityVolume>();
}
}
}

11
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs.meta


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302
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat


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9
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat.meta


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