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Misc various improvement
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
7 年前
当前提交
e118502b
共有 19 个文件被更改,包括 431 次插入 和 29 次删除
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5com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs
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7com.unity.render-pipelines.core/CoreRP/Shadow/AdditionalShadowData.cs
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9com.unity.render-pipelines.high-definition/HDRP/Camera/HDAdditionalCameraData.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Decal/DecalMenuItems.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/HDAssetFactory.cs
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5com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs
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9com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.cs
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4com.unity.render-pipelines.high-definition/HDRP/Lighting/GlobalIlluminationUtils.cs
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7com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
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7com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs
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4com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
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5com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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4com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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31com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs.meta
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22com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs.meta
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302com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
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9com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat.meta
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using System.IO; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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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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public class ReflectionMenuItems |
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{ |
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[MenuItem("GameObject/Rendering/Planar Reflection", priority = CoreUtils.gameObjectMenuPriority)] |
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static void CreatePlanarReflectionGameObject(MenuCommand menuCommand) |
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{ |
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GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); |
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GameObjectUtility.SetParentAndAlign(plane, menuCommand.context as GameObject); |
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Undo.RegisterCreatedObjectUndo(plane, "Create " + plane.name); |
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Selection.activeObject = plane; |
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var planarProbe = plane.AddComponent<PlanarReflectionProbe>(); |
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planarProbe.influenceVolume.boxBaseSize = new Vector3(10, 0.01f, 10); |
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var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; |
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var material = hdrp != null ? hdrp.GetDefaultMirrorMaterial() : null; |
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if (material) |
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{ |
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plane.GetComponent<MeshRenderer>().sharedMaterial = material; |
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} |
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} |
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} |
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} |
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using System.IO; |
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using UnityEngine; |
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using UnityEngine.Experimental.Rendering; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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|
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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public class VolumetricMenuItems |
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{ |
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[MenuItem("GameObject/Rendering/Density Volume", priority = CoreUtils.gameObjectMenuPriority)] |
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static void CreateDensityVolumeGameObject(MenuCommand menuCommand) |
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{ |
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var parent = menuCommand.context as GameObject; |
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var densityVolume = CoreEditorUtils.CreateGameObject(parent, "Density Volume"); |
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GameObjectUtility.SetParentAndAlign(densityVolume, menuCommand.context as GameObject); |
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Undo.RegisterCreatedObjectUndo(densityVolume, "Create " + densityVolume.name); |
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Selection.activeObject = densityVolume; |
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densityVolume.AddComponent<DensityVolume>(); |
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} |
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} |
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} |
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