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Merge pull request #1448 from Unity-Technologies/Various-workflow-improvement

Various workflow improvement + minor fix
/main
GitHub 7 年前
当前提交
e2c6895a
共有 22 个文件被更改,包括 438 次插入64 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. 8
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  4. 9
      com.unity.render-pipelines.high-definition/HDRP/Camera/HDAdditionalCameraData.cs
  5. 6
      com.unity.render-pipelines.high-definition/HDRP/Editor/Decal/DecalMenuItems.cs
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/HDAssetFactory.cs
  7. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs
  8. 9
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.cs
  9. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/GlobalIlluminationUtils.cs
  10. 7
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
  11. 7
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs
  12. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs
  13. 5
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  14. 4
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  15. 31
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs
  16. 11
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ReflectionMenuItem.cs.meta
  17. 22
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs
  18. 11
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/VolumetricMenuItem.cs.meta
  19. 302
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
  20. 9
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat.meta
  21. 23
      com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs
  22. 11
      com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs.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;

8
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Support correctly scene selection for alpha tested object
- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly
- Add geometric filtering to Lit shader (allow to reduce specular aliasing)
- Allow to double click on a render pipeline asset to setup it automatically in GraphicSettings.
- Allow to double click on a render pipeline asset to setup it automatically in GraphicSettings
- Add shortcut to create DensityVolume and PlanarReflection in hierarchy
- Add a DefaultHDMirrorMaterial material for PlanarReflection
- Changed versioning variable name in HDAdditionalXXXData from m_version to version
- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2))
- Fix potential crash while register debug windows inputs at startup
## [2018.1 undecided]

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


--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
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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- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}

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


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23
com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEditor;
using UnityEditor.Callbacks;
public class RenderPipelineAssetHandler
{
// Assign RenderPipeline Asset on double click
[OnOpenAssetAttribute()]
public static bool OpenAsset(int instanceID, int line)
{
Object obj = EditorUtility.InstanceIDToObject(instanceID);
RenderPipelineAsset rpAsset = obj as RenderPipelineAsset;
if (rpAsset != null)
{
GraphicsSettings.renderPipelineAsset = rpAsset;
return true;
}
return false; // we did not handle the open
}
}

11
com.unity.render-pipelines.core/CoreRP/Editor/RenderPipelineAssetHandler.cs.meta


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