浏览代码
Merge branch 'master' into vertexAnimHDRP2
Merge branch 'master' into vertexAnimHDRP2
# Conflicts: # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template # com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template/main
Chris Tchou
7 年前
当前提交
e8ce5056
共有 125 个文件被更改,包括 1110 次插入 和 883 次删除
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8TestProjects/LWGraphicsTest/Packages/manifest.json
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9com.unity.render-pipelines.core/CoreRP/Editor/CoreEditorUtils.cs
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4com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/D3D11.hlsl
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23com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLCore.hlsl
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2com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES2.hlsl
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23com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/GLES3.hlsl
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41com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Metal.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/PSSL.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Switch.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
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44com.unity.render-pipelines.core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
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13com.unity.render-pipelines.core/CoreRP/Utilities/CoreUtils.cs
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7com.unity.render-pipelines.high-definition/CHANGELOG.md
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5com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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8com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs.meta
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4com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs.meta
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs.meta
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3com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitData.hlsl
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3com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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14com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
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3com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
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3com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
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16com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
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3com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
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3com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDDecalMaterial.mat
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMaterial.mat
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDMirrorMaterial.mat
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DepthPyramid.compute
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs
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26com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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11com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
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19com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipelineResources.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders.meta
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8com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings.meta
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316com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings.meta
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75com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/HDRPVersion.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/HDRPVersion.cs.meta
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351com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/Decal.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/EditorRenderPipelineResources.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings.meta
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625com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/BuildPlayer.meta
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8com.unity.render-pipelines.high-definition/HDRP/Editor/AssetPostProcessors.meta
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8com.unity.render-pipelines.high-definition/HDRP/Decal.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipelineResources
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPreprocessShaders.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/BuildProcessors/HDRPPreprocessBuild.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeStandardShaderMaterials.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDBaseEditor.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDBaseEditor.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorCLI.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorCLI.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/cli.ps1
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/cli.ps1.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeStandardShaderMaterials.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDShaderIncludePaths.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDShaderIncludePaths.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/BaseUI.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/BaseUI.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderQueue.cs.meta
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0/com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderQueue.cs
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{ |
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"dependencies": { |
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"com.unity.postprocessing": "file:../../../../com.unity.postprocessing", |
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"com.unity.render-pipelines.core": "file:../../../../com.unity.render-pipelines.core", |
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"com.unity.shadergraph": "file:../../../../com.unity.shadergraph", |
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"com.unity.render-pipelines.lightweight": "file:../../../../com.unity.render-pipelines.lightweight" |
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"com.unity.postprocessing": "file:../../../com.unity.postprocessing", |
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"com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", |
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"com.unity.shadergraph": "file:../../../com.unity.shadergraph", |
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"com.unity.render-pipelines.lightweight": "file:../../../com.unity.render-pipelines.lightweight" |
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} |
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} |
|
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fileFormatVersion: 2 |
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guid: f8eb1fa1da43add41ae7446c006f1738 |
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folderAsset: yes |
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externalObjects: {} |
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userData: |
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fileFormatVersion: 2 |
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guid: eaaca491e53a05642965b546854001ba |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: f87a25e4758f1754097a3e39bff2b5be |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: f4c3af57533f85345a4de511c8b37e17 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 8f178178961a5b244b01761fddf5a5aa |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: bb1293e13b50d1e40a84c4829317b80c |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System; |
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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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using UnityEngine.SceneManagement; |
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using UnityEditor.SceneManagement; |
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|
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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using UnityObject = UnityEngine.Object; |
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|
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public class HDRenderPipelineMenuItems |
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{ |
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// Function used only to check performance of data with and without tessellation
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[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")] |
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static void RemoveTessellationMaterials() |
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{ |
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var materials = Resources.FindObjectsOfTypeAll<Material>(); |
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|
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var litShader = Shader.Find("HDRenderPipeline/Lit"); |
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var layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit"); |
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|
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foreach (var mat in materials) |
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{ |
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if (mat.shader.name == "HDRenderPipeline/LitTessellation") |
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{ |
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mat.shader = litShader; |
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// We remove all keyword already present
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CoreEditorUtils.RemoveMaterialKeywords(mat); |
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LitGUI.SetupMaterialKeywordsAndPass(mat); |
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EditorUtility.SetDirty(mat); |
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} |
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else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
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{ |
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mat.shader = layeredLitShader; |
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// We remove all keyword already present
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CoreEditorUtils.RemoveMaterialKeywords(mat); |
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LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); |
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EditorUtility.SetDirty(mat); |
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} |
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} |
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} |
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|
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[MenuItem("Edit/Render Pipeline/Export Sky to Image", priority = CoreUtils.editMenuPriority3)] |
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static void ExportSkyToImage() |
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{ |
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var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; |
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if (renderpipeline == null) |
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{ |
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Debug.LogError("HDRenderPipeline is not instantiated."); |
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return; |
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} |
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|
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var result = renderpipeline.ExportSkyToTexture(); |
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if (result == null) |
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return; |
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|
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// Encode texture into PNG
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byte[] bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP); |
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UnityObject.DestroyImmediate(result); |
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|
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string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr"); |
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if (!string.IsNullOrEmpty(assetPath)) |
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{ |
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File.WriteAllBytes(assetPath, bytes); |
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AssetDatabase.Refresh(); |
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} |
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} |
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|
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[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)] |
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static void CreateSceneSettingsGameObject(MenuCommand menuCommand) |
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{ |
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var parent = menuCommand.context as GameObject; |
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var sceneSettings = CoreEditorUtils.CreateGameObject(parent, "Scene Settings"); |
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GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject); |
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Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name); |
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Selection.activeObject = sceneSettings; |
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|
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var profile = VolumeProfileFactory.CreateVolumeProfile(sceneSettings.scene, "Scene Settings"); |
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VolumeProfileFactory.CreateVolumeComponent<HDShadowSettings>(profile, true, false); |
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var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false); |
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visualEnv.skyType.value = SkySettings.GetUniqueID<ProceduralSky>(); |
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visualEnv.fogType.value = FogType.Exponential; |
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VolumeProfileFactory.CreateVolumeComponent<ProceduralSky>(profile, true, false); |
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VolumeProfileFactory.CreateVolumeComponent<ExponentialFog>(profile, true, true); |
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|
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var volume = sceneSettings.AddComponent<Volume>(); |
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volume.isGlobal = true; |
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volume.sharedProfile = profile; |
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|
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var bakingSky = sceneSettings.AddComponent<BakingSky>(); |
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bakingSky.profile = volume.sharedProfile; |
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bakingSky.bakingSkyUniqueID = SkySettings.GetUniqueID<ProceduralSky>(); |
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} |
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|
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class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject |
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{ |
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public override void Action(int instanceId, string pathName, string resourceFile) |
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{ |
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var newAsset = CreateInstance<TAssetType>(); |
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newAsset.name = Path.GetFileName(pathName); |
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AssetDatabase.CreateAsset(newAsset, pathName); |
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ProjectWindowUtil.ShowCreatedAsset(newAsset); |
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} |
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} |
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|
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class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> { } |
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|
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[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)] |
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static void MenuCreateDiffusionProfile() |
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{ |
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); |
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile Settings.asset", icon, null); |
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} |
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|
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[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")] |
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static void AddAdditionalLightData() |
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{ |
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var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[]; |
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|
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foreach (var light in lights) |
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{ |
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// Do not add a component if there already is one.
|
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if (light.GetComponent<HDAdditionalLightData>() == null) |
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light.gameObject.AddComponent<HDAdditionalLightData>(); |
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|
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if (light.GetComponent<AdditionalShadowData>() == null) |
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{ |
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AdditionalShadowData shadowData = light.gameObject.AddComponent<AdditionalShadowData>(); |
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HDAdditionalShadowData.InitDefaultHDAdditionalShadowData(shadowData); |
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} |
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} |
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} |
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|
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[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")] |
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static void AddAdditionalCameraData() |
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{ |
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var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[]; |
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|
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foreach (var camera in cameras) |
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{ |
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// Do not add a component if there already is one.
|
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if (camera.GetComponent<HDAdditionalCameraData>() == null) |
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camera.gameObject.AddComponent<HDAdditionalCameraData>(); |
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} |
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} |
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|
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// This script is a helper for the artists to re-synchronize all layered materials
|
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[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")] |
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static void SynchronizeAllLayeredMaterial() |
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{ |
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var materials = Resources.FindObjectsOfTypeAll<Material>(); |
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|
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
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|
|||
foreach (var mat in materials) |
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{ |
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if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
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{ |
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CoreUtils.CheckOutFile(VSCEnabled, mat); |
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LayeredLitGUI.SynchronizeAllLayers(mat); |
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EditorUtility.SetDirty(mat); |
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} |
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} |
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} |
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|
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// The goal of this script is to help maintenance of data that have already been produced but need to update to the latest shader code change.
|
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// In case the shader code have change and the inspector have been update with new kind of keywords we need to regenerate the set of keywords use by the material.
|
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// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
|
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// It require that the inspector of the material have a static function call that update all keyword based on material properties.
|
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[MenuItem("Edit/Render Pipeline/Reset All Loaded High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)] |
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static void ResetAllMaterialKeywords() |
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{ |
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try |
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{ |
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ResetAllLoadedMaterialKeywords(string.Empty, 1, 0); |
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} |
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finally |
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{ |
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EditorUtility.ClearProgressBar(); |
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} |
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} |
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|
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// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
|
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//[MenuItem("Edit/Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority3)]
|
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static void ResetAllMaterialAssetsKeywords() |
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{ |
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try |
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{ |
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ResetAllMaterialAssetsKeywords(1, 0); |
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} |
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finally |
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{ |
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EditorUtility.ClearProgressBar(); |
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} |
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} |
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|
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[MenuItem("Edit/Render Pipeline/Reset All Project and Scene High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)] |
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static void ResetAllMaterialKeywordsInProjectAndScenes() |
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{ |
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var openedScenes = new string[EditorSceneManager.loadedSceneCount]; |
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for (var i = 0; i < openedScenes.Length; ++i) |
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openedScenes[i] = SceneManager.GetSceneAt(i).path; |
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|
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
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|
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try |
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{ |
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var scenes = AssetDatabase.FindAssets("t:Scene"); |
|||
var scale = 1f / Mathf.Max(1, scenes.Length); |
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for (var i = 0; i < scenes.Length; ++i) |
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{ |
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var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]); |
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var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath); |
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CoreUtils.CheckOutFile(VSCEnabled, sceneAsset); |
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EditorSceneManager.OpenScene(scenePath); |
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|
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var sceneName = Path.GetFileNameWithoutExtension(scenePath); |
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var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length); |
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|
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if (ResetAllLoadedMaterialKeywords(description, scale, scale * i)) |
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{ |
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EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene()); |
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} |
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} |
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|
|||
ResetAllMaterialAssetsKeywords(scale, scale * (scenes.Length - 1)); |
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} |
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finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
|
|||
if (openedScenes.Length > 0) |
|||
{ |
|||
EditorSceneManager.OpenScene(openedScenes[0]); |
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for (var i = 1; i < openedScenes.Length; i++) |
|||
EditorSceneManager.OpenScene(openedScenes[i], OpenSceneMode.Additive); |
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} |
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} |
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} |
|||
|
|||
static void ResetAllMaterialAssetsKeywords(float progressScale, float progressOffset) |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup material asset's Keywords...", |
|||
string.Format("{0} / {1} materials cleaned.", i, length), |
|||
(i / (float)(length - 1)) * progressScale + progressOffset); |
|||
|
|||
CoreUtils.CheckOutFile(VSCEnabled, mat); |
|||
var h = Debug.unityLogger.logHandler; |
|||
Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat); |
|||
HDEditorUtils.ResetMaterialKeywords(mat); |
|||
Debug.unityLogger.logHandler = h; |
|||
} |
|||
} |
|||
|
|||
static bool ResetAllLoadedMaterialKeywords(string descriptionPrefix, float progressScale, float progressOffset) |
|||
{ |
|||
var materials = Resources.FindObjectsOfTypeAll<Material>(); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
bool anyMaterialDirty = false; // Will be true if any material is dirty.
|
|||
|
|||
for (int i = 0, length = materials.Length; i < length; i++) |
|||
{ |
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup materials Keywords...", |
|||
string.Format("{0}{1} / {2} materials cleaned.", descriptionPrefix, i, length), |
|||
(i / (float)(length - 1)) * progressScale + progressOffset); |
|||
|
|||
CoreUtils.CheckOutFile(VSCEnabled, materials[i]); |
|||
|
|||
if (HDEditorUtils.ResetMaterialKeywords(materials[i])) |
|||
{ |
|||
anyMaterialDirty = true; |
|||
} |
|||
} |
|||
|
|||
return anyMaterialDirty; |
|||
} |
|||
|
|||
class UnityContextualLogHandler : ILogHandler |
|||
{ |
|||
UnityObject m_Context; |
|||
static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler; |
|||
|
|||
public UnityContextualLogHandler(UnityObject context) |
|||
{ |
|||
m_Context = context; |
|||
} |
|||
|
|||
public void LogFormat(LogType logType, UnityObject context, string format, params object[] args) |
|||
{ |
|||
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context)); |
|||
k_DefaultLogHandler.LogFormat(logType, context, format, args); |
|||
} |
|||
|
|||
public void LogException(Exception exception, UnityObject context) |
|||
{ |
|||
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context)); |
|||
k_DefaultLogHandler.LogException(exception, context); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b87b1575abedce44ab53fba64403613e |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.IO; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering.HDPipeline |
|||
{ |
|||
[InitializeOnLoad] |
|||
public class HDRPVersion |
|||
{ |
|||
static public float hdrpVersion = 1.0f; |
|||
|
|||
static public float GetCurrentHDRPProjectVersion() |
|||
{ |
|||
string[] version = new string[1]; |
|||
version[0] = "0.9"; // Note: When we don't know what a project is, assume worst case
|
|||
|
|||
try |
|||
{ |
|||
version = File.ReadAllLines("ProjectSettings/HDRPProjectVersion.txt"); |
|||
} |
|||
catch |
|||
{ |
|||
Debug.LogWarning("Unable to read from ProjectSettings/HDRPProjectVersion.txt - Assign default version value"); |
|||
} |
|||
|
|||
return float.Parse(version[0]); |
|||
} |
|||
|
|||
static public void WriteCurrentHDRPProjectVersion() |
|||
{ |
|||
string[] newVersion = new string[1]; |
|||
newVersion[0] = hdrpVersion.ToString(); |
|||
|
|||
try |
|||
{ |
|||
File.WriteAllLines("ProjectSettings/HDRPProjectVersion.txt", newVersion); |
|||
} |
|||
catch |
|||
{ |
|||
Debug.LogWarning("Unable to write ProjectSettings/HDRPProjectVersion.txt"); |
|||
} |
|||
} |
|||
|
|||
static HDRPVersion() |
|||
{ |
|||
// Compare project version with current version - Trigger an upgrade if user ask for it
|
|||
if (GetCurrentHDRPProjectVersion() < hdrpVersion) |
|||
{ |
|||
if (EditorUtility.DisplayDialog("A newer version of HDRP has been detected", |
|||
"Do you want to upgrade your materials to newer version?\n You can also upgrade manually materials in 'Edit -> Render Pipeline' submenu", "Yes", "No")) |
|||
{ |
|||
UpgradeMenuItems.UpdateMaterialToNewerVersion(); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
public class FileModificationWarning : UnityEditor.AssetModificationProcessor |
|||
{ |
|||
static string[] OnWillSaveAssets(string[] paths) |
|||
{ |
|||
foreach (string path in paths) |
|||
{ |
|||
// Detect when we save project and write our HDRP version at this time.
|
|||
if (path == "ProjectSettings/ProjectSettings.asset") |
|||
{ |
|||
// Update current project version with HDRP version
|
|||
HDRPVersion.WriteCurrentHDRPProjectVersion(); |
|||
} |
|||
} |
|||
return paths; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 15eef13f7728c874da10e59d60aac6fa |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.IO; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.Experimental.Rendering.HDPipeline; |
|||
using UnityEngine.SceneManagement; |
|||
using UnityEditor.SceneManagement; |
|||
using System.Linq; |
|||
using System.Collections.Generic; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering.HDPipeline |
|||
{ |
|||
public class UpgradeMenuItems |
|||
{ |
|||
//[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)]
|
|||
static void UpgradeLightsPLU() |
|||
{ |
|||
Light[] lights = Resources.FindObjectsOfTypeAll<Light>(); |
|||
|
|||
foreach (var l in lights) |
|||
{ |
|||
var add = l.GetComponent<HDAdditionalLightData>(); |
|||
|
|||
if (add == null) |
|||
{ |
|||
continue; |
|||
} |
|||
|
|||
// We only need to update the new intensity parameters on additional data, no need to change intensity
|
|||
if (add.lightTypeExtent == LightTypeExtent.Punctual) |
|||
{ |
|||
switch (l.type) |
|||
{ |
|||
case LightType.Point: |
|||
add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); |
|||
break; |
|||
|
|||
case LightType.Spot: |
|||
add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); |
|||
break; |
|||
|
|||
case LightType.Directional: |
|||
add.directionalIntensity = l.intensity; |
|||
break; |
|||
} |
|||
} |
|||
else if (add.lightTypeExtent == LightTypeExtent.Rectangle) |
|||
{ |
|||
add.areaIntensity = l.intensity / LightUtils.ConvertRectLightIntensity(1.0f, add.shapeWidth, add.shapeHeight); |
|||
} |
|||
else if (add.lightTypeExtent == LightTypeExtent.Line) |
|||
{ |
|||
add.areaIntensity = l.intensity / LightUtils.CalculateLineLightIntensity(1.0f, add.shapeWidth); |
|||
} |
|||
} |
|||
|
|||
var scene = SceneManager.GetActiveScene(); |
|||
EditorSceneManager.MarkSceneDirty(scene); |
|||
} |
|||
|
|||
//[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
|
|||
static void UpdateMaterialForSubsurface() |
|||
{ |
|||
try |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup materials Keywords...", |
|||
string.Format("{0} / {1} materials subsurface updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
float materialID = mat.GetInt("_MaterialID"); |
|||
if (materialID != 0.0) |
|||
continue; |
|||
|
|||
if (mat.HasProperty("_SSSAndTransmissionType")) |
|||
{ |
|||
CoreUtils.CheckOutFile(VSCEnabled, mat); |
|||
|
|||
int materialSSSAndTransmissionID = mat.GetInt("_SSSAndTransmissionType"); |
|||
|
|||
// Both;, SSS only, Transmission only
|
|||
if (materialSSSAndTransmissionID == 2.0) |
|||
{ |
|||
mat.SetInt("_MaterialID", 5); |
|||
} |
|||
else |
|||
{ |
|||
if (materialSSSAndTransmissionID == 0.0) |
|||
mat.SetFloat("_TransmissionEnable", 1.0f); |
|||
else |
|||
mat.SetFloat("_TransmissionEnable", 0.0f); |
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
//[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
|
|||
static void UpdateHeightMapParametrization() |
|||
{ |
|||
try |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Updating Materials...", |
|||
string.Format("{0} / {1} materials updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit") |
|||
{ |
|||
// Need only test one of the new properties
|
|||
if (mat.HasProperty("_HeightPoMAmplitude")) |
|||
{ |
|||
CoreUtils.CheckOutFile(VSCEnabled, mat); |
|||
|
|||
float valueMax = mat.GetFloat("_HeightMax"); |
|||
float valueMin = mat.GetFloat("_HeightMin"); |
|||
float center = mat.GetFloat("_HeightCenter"); |
|||
float amplitude = valueMax - valueMin; |
|||
mat.SetInt("_HeightMapParametrization", 1); |
|||
mat.SetFloat("_HeightPoMAmplitude", amplitude); |
|||
mat.SetFloat("_HeightTessAmplitude", amplitude); |
|||
mat.SetFloat("_HeightOffset", 0.0f); |
|||
mat.SetFloat("_HeightTessCenter", center); |
|||
|
|||
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); |
|||
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) |
|||
{ |
|||
mat.SetFloat("_HeightCenter", 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
int numLayer = (int)mat.GetFloat("_LayerCount"); |
|||
|
|||
if (mat.HasProperty("_HeightPoMAmplitude0")) |
|||
{ |
|||
CoreUtils.CheckOutFile(VSCEnabled, mat); |
|||
|
|||
for (int x = 0; x < numLayer; ++x) |
|||
{ |
|||
float valueMax = mat.GetFloat("_HeightMax" + x); |
|||
float valueMin = mat.GetFloat("_HeightMin" + x); |
|||
float center = mat.GetFloat("_HeightCenter" + x); |
|||
float amplitude = valueMax - valueMin; |
|||
mat.SetInt("_HeightMapParametrization" + x, 1); |
|||
mat.SetFloat("_HeightPoMAmplitude" + x, amplitude); |
|||
mat.SetFloat("_HeightTessAmplitude" + x, amplitude); |
|||
mat.SetFloat("_HeightOffset" + x, 0.0f); |
|||
mat.SetFloat("_HeightTessCenter" + x, center); |
|||
|
|||
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); |
|||
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) |
|||
{ |
|||
mat.SetFloat("_HeightCenter" + x, 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|||
} |
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
// Update EmissiveColor after we remove EmissiveIntensity from all shaders in 2018.2
|
|||
// Now EmissiveColor is HDR and it must be update to the value new EmissiveColor = old EmissiveColor * EmissiveIntensity
|
|||
static bool UpdateMaterial_EmissiveColor(string path, Material mat) |
|||
{ |
|||
// Find the missing property in the file and update EmissiveColor
|
|||
string[] readText = File.ReadAllLines(path); |
|||
|
|||
foreach (string line in readText) |
|||
{ |
|||
if (line.Contains("_EmissiveIntensity:")) |
|||
{ |
|||
int startPos = line.IndexOf(":") + 1; |
|||
string sub = line.Substring(startPos); |
|||
float emissiveIntensity = float.Parse(sub); |
|||
|
|||
Color emissiveColor = Color.black; |
|||
if (mat.HasProperty("_EmissiveColor")) |
|||
{ |
|||
emissiveColor = mat.GetColor("_EmissiveColor"); |
|||
} |
|||
|
|||
emissiveColor *= emissiveIntensity; |
|||
emissiveColor.a = 1.0f; |
|||
mat.SetColor("_EmissiveColor", emissiveColor); |
|||
// Also fix EmissionColor if needed (Allow to let HD handle GI, if black GI is disabled by legacy)
|
|||
mat.SetColor("_EmissionColor", Color.white); |
|||
|
|||
return true; |
|||
} |
|||
} |
|||
|
|||
return false; |
|||
} |
|||
|
|||
static void UpdateMaterialFile_EmissiveColor(string path) |
|||
{ |
|||
string[] readText = File.ReadAllLines(path); |
|||
|
|||
foreach (string line in readText) |
|||
{ |
|||
if (line.Contains("_EmissiveIntensity:")) |
|||
{ |
|||
// Remove emissive intensity line
|
|||
string[] writeText = readText.Where(l => l != line).ToArray(); |
|||
File.WriteAllLines(path, writeText); |
|||
return; |
|||
} |
|||
} |
|||
|
|||
return; |
|||
} |
|||
|
|||
delegate bool UpdateMaterial(string path, Material mat); |
|||
delegate void UpdateMaterialFile(string path); |
|||
|
|||
static void UpdateMaterialToNewerVersion(string caption, UpdateMaterial updateMaterial, UpdateMaterialFile updateMaterialFile = null) |
|||
{ |
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
List<string> materialFiles = new List<string>(); // Contain the list dirty files
|
|||
|
|||
try |
|||
{ |
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Update material to new version " + caption + "...", |
|||
string.Format("{0} / {1} materials updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/StackLit" || |
|||
mat.shader.name == "HDRenderPipeline/Unlit" |
|||
) |
|||
{ |
|||
// Need to be processed in order - All function here should be re-entrant (i.e after upgrade it can be recall)
|
|||
bool dirty = updateMaterial(path, mat); |
|||
|
|||
if (dirty) |
|||
{ |
|||
// Checkout the file and tag it as dirty
|
|||
CoreUtils.CheckOutFile(VSCEnabled, mat); |
|||
EditorUtility.SetDirty(mat); |
|||
materialFiles.Add(path); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
// Save all dirty assets
|
|||
AssetDatabase.SaveAssets(); |
|||
} |
|||
|
|||
if (updateMaterialFile == null) |
|||
return; |
|||
|
|||
// Now that all the asset have been modified and save, we can safely update the .mat file and remove removed property
|
|||
try |
|||
{ |
|||
for (int i = 0, length = materialFiles.Count; i < length; i++) |
|||
{ |
|||
string path = materialFiles[i]; |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Update .mat files...", |
|||
string.Format("{0} / {1} materials .mat file updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
// Note: The file is supposed to be checkout by the previous loop
|
|||
updateMaterialFile(path); |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
// No need to save in this case
|
|||
} |
|||
} |
|||
|
|||
[MenuItem("Edit/Render Pipeline/Single step upgrade script/Upgrade all Materials EmissionColor", priority = CoreUtils.editMenuPriority3)] |
|||
static public void UpdateMaterialToNewerVersionEmissiveColor() |
|||
{ |
|||
UpdateMaterialToNewerVersion("(EmissiveColor)", UpdateMaterial_EmissiveColor, UpdateMaterialFile_EmissiveColor); |
|||
} |
|||
|
|||
[MenuItem("Edit/Render Pipeline/Upgrade all Materials to latest version", priority = CoreUtils.editMenuPriority3)] |
|||
static public void UpdateMaterialToNewerVersion() |
|||
{ |
|||
// Add here all the material upgrade function supported in this version
|
|||
// Caution: All the functions here MUST be re-entrant (call multiple time) without failing.
|
|||
|
|||
float currentVersion = HDRPVersion.GetCurrentHDRPProjectVersion(); |
|||
if (currentVersion < 1.0) |
|||
{ |
|||
// Appear in hdrp version 1.0
|
|||
UpdateMaterialToNewerVersion("(EmissiveColor)", UpdateMaterial_EmissiveColor, UpdateMaterialFile_EmissiveColor); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9ba0cef4d0966574ab013f1cb2972ba3 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: d48c34658396f5e478714620e1290cfc |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: cd55d3b3ff494fe499fb93a56e21fb9f |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: beec4e0c83397f34086a0bf8d0063062 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System; |
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using System.IO; |
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using UnityEditor.SceneManagement; |
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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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using UnityEngine.SceneManagement; |
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|
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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using UnityObject = UnityEngine.Object; |
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|
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public class HDRenderPipelineMenuItems |
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{ |
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[MenuItem("Internal/HDRenderPipeline/Upgrade Scene Light Intensity to physical light unit", priority = CoreUtils.editMenuPriority2)] |
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static void UpgradeLightsPLU() |
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{ |
|||
Light[] lights = Resources.FindObjectsOfTypeAll<Light>(); |
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|
|||
foreach (var l in lights) |
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{ |
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var add = l.GetComponent<HDAdditionalLightData>(); |
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|
|||
if (add == null) |
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{ |
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continue; |
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} |
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|
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// We only need to update the new intensity parameters on additional data, no need to change intensity
|
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if (add.lightTypeExtent == LightTypeExtent.Punctual) |
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{ |
|||
switch (l.type) |
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{ |
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case LightType.Point: |
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add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); |
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break; |
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|
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case LightType.Spot: |
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add.punctualIntensity = l.intensity / LightUtils.ConvertPointLightIntensity(1.0f); |
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break; |
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|
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case LightType.Directional: |
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add.directionalIntensity = l.intensity; |
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break; |
|||
} |
|||
} |
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else if (add.lightTypeExtent == LightTypeExtent.Rectangle) |
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{ |
|||
add.areaIntensity = l.intensity / LightUtils.ConvertRectLightIntensity(1.0f, add.shapeWidth, add.shapeHeight); |
|||
} |
|||
else if (add.lightTypeExtent == LightTypeExtent.Line) |
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{ |
|||
add.areaIntensity = l.intensity / LightUtils.CalculateLineLightIntensity(1.0f, add.shapeWidth); |
|||
} |
|||
} |
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|
|||
var scene = SceneManager.GetActiveScene(); |
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EditorSceneManager.MarkSceneDirty(scene); |
|||
} |
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|
|||
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")] |
|||
static void AddAdditionalLightData() |
|||
{ |
|||
var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[]; |
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|
|||
foreach (var light in lights) |
|||
{ |
|||
// Do not add a component if there already is one.
|
|||
if (light.GetComponent<HDAdditionalLightData>() == null) |
|||
light.gameObject.AddComponent<HDAdditionalLightData>(); |
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|
|||
if (light.GetComponent<AdditionalShadowData>() == null) |
|||
{ |
|||
AdditionalShadowData shadowData = light.gameObject.AddComponent<AdditionalShadowData>(); |
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HDAdditionalShadowData.InitDefaultHDAdditionalShadowData(shadowData); |
|||
} |
|||
} |
|||
} |
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|
|||
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")] |
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static void AddAdditionalCameraData() |
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{ |
|||
var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[]; |
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|
|||
foreach (var camera in cameras) |
|||
{ |
|||
// Do not add a component if there already is one.
|
|||
if (camera.GetComponent<HDAdditionalCameraData>() == null) |
|||
camera.gameObject.AddComponent<HDAdditionalCameraData>(); |
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} |
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} |
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|
|||
static void CheckOutFile(bool VSCEnabled, UnityObject mat) |
|||
{ |
|||
if (VSCEnabled) |
|||
{ |
|||
UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both); |
|||
|
|||
if (!task.success) |
|||
{ |
|||
Debug.Log(task.text + " " + task.resultCode); |
|||
} |
|||
} |
|||
} |
|||
|
|||
// This script is a helper for the artists to re-synchronize all layered materials
|
|||
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")] |
|||
static void SynchronizeAllLayeredMaterial() |
|||
{ |
|||
var materials = Resources.FindObjectsOfTypeAll<Material>(); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
foreach (var mat in materials) |
|||
{ |
|||
if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
LayeredLitGUI.SynchronizeAllLayers(mat); |
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
|
|||
// The goal of this script is to help maintenance of data that have already been produced but need to update to the latest shader code change.
|
|||
// In case the shader code have change and the inspector have been update with new kind of keywords we need to regenerate the set of keywords use by the material.
|
|||
// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
|
|||
// It require that the inspector of the material have a static function call that update all keyword based on material properties.
|
|||
[MenuItem("Edit/Render Pipeline/Reset All Loaded High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)] |
|||
static void ResetAllMaterialKeywords() |
|||
{ |
|||
try |
|||
{ |
|||
ResetAllLoadedMaterialKeywords(string.Empty, 1, 0); |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
|
|||
//[MenuItem("Edit/Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority3)]
|
|||
static void ResetAllMaterialAssetsKeywords() |
|||
{ |
|||
try |
|||
{ |
|||
ResetAllMaterialAssetsKeywords(1, 0); |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
[MenuItem("Edit/Render Pipeline/Reset All Project and Scene High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)] |
|||
static void ResetAllMaterialKeywordsInProjectAndScenes() |
|||
{ |
|||
var openedScenes = new string[EditorSceneManager.loadedSceneCount]; |
|||
for (var i = 0; i < openedScenes.Length; ++i) |
|||
openedScenes[i] = SceneManager.GetSceneAt(i).path; |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
try |
|||
{ |
|||
var scenes = AssetDatabase.FindAssets("t:Scene"); |
|||
var scale = 1f / Mathf.Max(1, scenes.Length); |
|||
for (var i = 0; i < scenes.Length; ++i) |
|||
{ |
|||
var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]); |
|||
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath); |
|||
CheckOutFile(VSCEnabled, sceneAsset); |
|||
EditorSceneManager.OpenScene(scenePath); |
|||
|
|||
var sceneName = Path.GetFileNameWithoutExtension(scenePath); |
|||
var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length); |
|||
|
|||
if (ResetAllLoadedMaterialKeywords(description, scale, scale * i)) |
|||
{ |
|||
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene()); |
|||
} |
|||
} |
|||
|
|||
ResetAllMaterialAssetsKeywords(scale, scale * (scenes.Length - 1)); |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
|
|||
if (openedScenes.Length > 0) |
|||
{ |
|||
EditorSceneManager.OpenScene(openedScenes[0]); |
|||
for (var i = 1; i < openedScenes.Length; i++) |
|||
EditorSceneManager.OpenScene(openedScenes[i], OpenSceneMode.Additive); |
|||
} |
|||
} |
|||
} |
|||
|
|||
[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")] |
|||
static void UpdateDiffusionProfile() |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:DiffusionProfileSettings"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var diffusionProfileSettings = AssetDatabase.LoadAssetAtPath<DiffusionProfileSettings>(path); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
CheckOutFile(VSCEnabled, diffusionProfileSettings); |
|||
|
|||
var profiles = diffusionProfileSettings.profiles; |
|||
|
|||
for (int j = 0; j < profiles.Length; j++) |
|||
{ |
|||
if ((uint)profiles[j].transmissionMode == 2) |
|||
{ |
|||
profiles[j].transmissionMode = (DiffusionProfile.TransmissionMode) 0; |
|||
} |
|||
} |
|||
|
|||
EditorUtility.SetDirty(diffusionProfileSettings); |
|||
} |
|||
} |
|||
|
|||
[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")] |
|||
static void UpdateMaterialForClearCoat() |
|||
{ |
|||
try |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup materials Keywords...", |
|||
string.Format("{0} / {1} materials clearcoat updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit") |
|||
{ |
|||
if (mat.HasProperty("_CoatMask")) |
|||
{ |
|||
// 3 is Old value for clear coat
|
|||
float materialID = mat.GetInt("_MaterialID"); |
|||
if (materialID == 3.0) |
|||
continue; |
|||
|
|||
CheckOutFile(VSCEnabled, mat); |
|||
mat.SetInt("_CoatMask", 0); |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
/* |
|||
bool hasSubsurfaceProfile = false; |
|||
|
|||
int numLayer = (int)mat.GetFloat("_LayerCount"); |
|||
|
|||
for (int x = 0; x < numLayer; ++x) |
|||
{ |
|||
if (mat.HasProperty("_SubsurfaceProfile" + x)) |
|||
{ |
|||
hasSubsurfaceProfile = true; |
|||
} |
|||
} |
|||
|
|||
if (hasSubsurfaceProfile) |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
|
|||
for (int x = 0; x < numLayer; ++x) |
|||
{ |
|||
if (mat.HasProperty("_SubsurfaceProfile" + x)) |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
//float value = mat.GetInt("_DiffusionProfile" + x);
|
|||
//mat.SetInt("_DiffusionProfile" + x, 0);
|
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
*/ |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")] |
|||
static void UpdateMaterialForSubsurface() |
|||
{ |
|||
try |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup materials Keywords...", |
|||
string.Format("{0} / {1} materials subsurface updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
float materialID = mat.GetInt("_MaterialID"); |
|||
if (materialID != 0.0) |
|||
continue; |
|||
|
|||
if (mat.HasProperty("_SSSAndTransmissionType")) |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
|
|||
int materialSSSAndTransmissionID = mat.GetInt("_SSSAndTransmissionType"); |
|||
|
|||
// Both;, SSS only, Transmission only
|
|||
if (materialSSSAndTransmissionID == 2.0) |
|||
{ |
|||
mat.SetInt("_MaterialID", 5); |
|||
} |
|||
else |
|||
{ |
|||
if (materialSSSAndTransmissionID == 0.0) |
|||
mat.SetFloat("_TransmissionEnable", 1.0f); |
|||
else |
|||
mat.SetFloat("_TransmissionEnable", 0.0f); |
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
//
|
|||
[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")] |
|||
static void UpdateHeightMapParametrization() |
|||
{ |
|||
try |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Updating Materials...", |
|||
string.Format("{0} / {1} materials updated.", i, length), |
|||
i / (float)(length - 1)); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation" || |
|||
mat.shader.name == "HDRenderPipeline/Lit") |
|||
{ |
|||
// Need only test one of the new properties
|
|||
if (mat.HasProperty("_HeightPoMAmplitude")) |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
|
|||
float valueMax = mat.GetFloat("_HeightMax"); |
|||
float valueMin = mat.GetFloat("_HeightMin"); |
|||
float center = mat.GetFloat("_HeightCenter"); |
|||
float amplitude = valueMax - valueMin; |
|||
mat.SetInt("_HeightMapParametrization", 1); |
|||
mat.SetFloat("_HeightPoMAmplitude", amplitude); |
|||
mat.SetFloat("_HeightTessAmplitude", amplitude); |
|||
mat.SetFloat("_HeightOffset", 0.0f); |
|||
mat.SetFloat("_HeightTessCenter", center); |
|||
|
|||
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); |
|||
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) |
|||
{ |
|||
mat.SetFloat("_HeightCenter", 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" || |
|||
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
int numLayer = (int)mat.GetFloat("_LayerCount"); |
|||
|
|||
if (mat.HasProperty("_HeightPoMAmplitude0")) |
|||
{ |
|||
CheckOutFile(VSCEnabled, mat); |
|||
|
|||
for (int x = 0; x < numLayer; ++x) |
|||
{ |
|||
float valueMax = mat.GetFloat("_HeightMax" + x); |
|||
float valueMin = mat.GetFloat("_HeightMin" + x); |
|||
float center = mat.GetFloat("_HeightCenter" + x); |
|||
float amplitude = valueMax - valueMin; |
|||
mat.SetInt("_HeightMapParametrization" + x, 1); |
|||
mat.SetFloat("_HeightPoMAmplitude" + x, amplitude); |
|||
mat.SetFloat("_HeightTessAmplitude" + x, amplitude); |
|||
mat.SetFloat("_HeightOffset" + x, 0.0f); |
|||
mat.SetFloat("_HeightTessCenter" + x, center); |
|||
|
|||
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode"); |
|||
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel) |
|||
{ |
|||
mat.SetFloat("_HeightCenter" + x, 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|||
} |
|||
} |
|||
|
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
finally |
|||
{ |
|||
EditorUtility.ClearProgressBar(); |
|||
} |
|||
} |
|||
|
|||
// Function used only to check performance of data with and without tessellation
|
|||
[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")] |
|||
static void RemoveTessellationMaterials() |
|||
{ |
|||
var materials = Resources.FindObjectsOfTypeAll<Material>(); |
|||
|
|||
var litShader = Shader.Find("HDRenderPipeline/Lit"); |
|||
var layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit"); |
|||
|
|||
foreach (var mat in materials) |
|||
{ |
|||
if (mat.shader.name == "HDRenderPipeline/LitTessellation") |
|||
{ |
|||
mat.shader = litShader; |
|||
// We remove all keyword already present
|
|||
CoreEditorUtils.RemoveMaterialKeywords(mat); |
|||
LitGUI.SetupMaterialKeywordsAndPass(mat); |
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") |
|||
{ |
|||
mat.shader = layeredLitShader; |
|||
// We remove all keyword already present
|
|||
CoreEditorUtils.RemoveMaterialKeywords(mat); |
|||
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); |
|||
EditorUtility.SetDirty(mat); |
|||
} |
|||
} |
|||
} |
|||
|
|||
[MenuItem("Edit/Render Pipeline/Export Sky to Image", priority = CoreUtils.editMenuPriority3)] |
|||
static void ExportSkyToImage() |
|||
{ |
|||
var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; |
|||
if (renderpipeline == null) |
|||
{ |
|||
Debug.LogError("HDRenderPipeline is not instantiated."); |
|||
return; |
|||
} |
|||
|
|||
var result = renderpipeline.ExportSkyToTexture(); |
|||
if (result == null) |
|||
return; |
|||
|
|||
// Encode texture into PNG
|
|||
byte[] bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP); |
|||
UnityObject.DestroyImmediate(result); |
|||
|
|||
string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr"); |
|||
if (!string.IsNullOrEmpty(assetPath)) |
|||
{ |
|||
File.WriteAllBytes(assetPath, bytes); |
|||
AssetDatabase.Refresh(); |
|||
} |
|||
} |
|||
|
|||
[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)] |
|||
static void CreateSceneSettingsGameObject(MenuCommand menuCommand) |
|||
{ |
|||
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; |
|||
|
|||
var profile = VolumeProfileFactory.CreateVolumeProfile(sceneSettings.scene, "Scene Settings"); |
|||
VolumeProfileFactory.CreateVolumeComponent<HDShadowSettings>(profile, true, false); |
|||
var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false); |
|||
visualEnv.skyType.value = SkySettings.GetUniqueID<ProceduralSky>(); |
|||
visualEnv.fogType.value = FogType.Exponential; |
|||
VolumeProfileFactory.CreateVolumeComponent<ProceduralSky>(profile, true, false); |
|||
VolumeProfileFactory.CreateVolumeComponent<ExponentialFog>(profile, true, true); |
|||
|
|||
var volume = sceneSettings.AddComponent<Volume>(); |
|||
volume.isGlobal = true; |
|||
volume.sharedProfile = profile; |
|||
|
|||
var bakingSky = sceneSettings.AddComponent<BakingSky>(); |
|||
bakingSky.profile = volume.sharedProfile; |
|||
bakingSky.bakingSkyUniqueID = SkySettings.GetUniqueID<ProceduralSky>(); |
|||
} |
|||
|
|||
class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject |
|||
{ |
|||
public override void Action(int instanceId, string pathName, string resourceFile) |
|||
{ |
|||
var newAsset = CreateInstance<TAssetType>(); |
|||
newAsset.name = Path.GetFileName(pathName); |
|||
AssetDatabase.CreateAsset(newAsset, pathName); |
|||
ProjectWindowUtil.ShowCreatedAsset(newAsset); |
|||
} |
|||
} |
|||
|
|||
class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> {} |
|||
|
|||
[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)] |
|||
static void MenuCreateDiffusionProfile() |
|||
{ |
|||
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); |
|||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile Settings.asset", icon, null); |
|||
} |
|||
|
|||
static void ResetAllMaterialAssetsKeywords(float progressScale, float progressOffset) |
|||
{ |
|||
var matIds = AssetDatabase.FindAssets("t:Material"); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
for (int i = 0, length = matIds.Length; i < length; i++) |
|||
{ |
|||
var path = AssetDatabase.GUIDToAssetPath(matIds[i]); |
|||
var mat = AssetDatabase.LoadAssetAtPath<Material>(path); |
|||
|
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup material asset's Keywords...", |
|||
string.Format("{0} / {1} materials cleaned.", i, length), |
|||
(i / (float)(length - 1)) * progressScale + progressOffset); |
|||
|
|||
CheckOutFile(VSCEnabled, mat); |
|||
var h = Debug.unityLogger.logHandler; |
|||
Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat); |
|||
HDEditorUtils.ResetMaterialKeywords(mat); |
|||
Debug.unityLogger.logHandler = h; |
|||
} |
|||
} |
|||
|
|||
static bool ResetAllLoadedMaterialKeywords(string descriptionPrefix, float progressScale, float progressOffset) |
|||
{ |
|||
var materials = Resources.FindObjectsOfTypeAll<Material>(); |
|||
|
|||
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); |
|||
|
|||
bool anyMaterialDirty = false; // Will be true if any material is dirty.
|
|||
|
|||
for (int i = 0, length = materials.Length; i < length; i++) |
|||
{ |
|||
EditorUtility.DisplayProgressBar( |
|||
"Setup materials Keywords...", |
|||
string.Format("{0}{1} / {2} materials cleaned.", descriptionPrefix, i, length), |
|||
(i / (float)(length - 1)) * progressScale + progressOffset); |
|||
|
|||
CheckOutFile(VSCEnabled, materials[i]); |
|||
|
|||
if (HDEditorUtils.ResetMaterialKeywords(materials[i])) |
|||
{ |
|||
anyMaterialDirty = true; |
|||
} |
|||
} |
|||
|
|||
return anyMaterialDirty; |
|||
} |
|||
|
|||
class UnityContextualLogHandler : ILogHandler |
|||
{ |
|||
UnityObject m_Context; |
|||
static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler; |
|||
|
|||
public UnityContextualLogHandler(UnityObject context) |
|||
{ |
|||
m_Context = context; |
|||
} |
|||
|
|||
public void LogFormat(LogType logType, UnityObject context, string format, params object[] args) |
|||
{ |
|||
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context)); |
|||
k_DefaultLogHandler.LogFormat(logType, context, format, args); |
|||
} |
|||
|
|||
public void LogException(Exception exception, UnityObject context) |
|||
{ |
|||
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context)); |
|||
k_DefaultLogHandler.LogException(exception, context); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: fe988c96224a85949ae5a292c81d3d50 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 3505be0d02e25a04f8932a6c2243015b |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: e23938c16411b694c9f86517a2ad5e5e |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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