using System.IO ;
using UnityEditor.SceneManagement ;
using UnityEngine ;
using UnityEngine.Experimental.Rendering ;
using UnityEngine.Experimental.Rendering.HDPipeline ;
camera . gameObject . AddComponent < HDAdditionalCameraData > ( ) ;
}
}
static void CheckOutFile ( bool VSCEnabled , Material mat )
static void CheckOutFile ( bool VSCEnabled , Object mat )
{
if ( VSCEnabled )
{
{
try
{
var materials = Resources . FindObjectsOfTypeAll < Material > ( ) ;
bool VSCEnabled = ( UnityEditor . VersionControl . Provider . enabled & & UnityEditor . VersionControl . Provider . isActive ) ;
for ( int i = 0 , length = materials . Length ; i < length ; i + + )
{
EditorUtility . DisplayProgressBar (
"Setup materials Keywords..." ,
string . Format ( "{0} / {1} materials cleaned." , i , length ) ,
i / ( float ) ( length - 1 ) ) ;
CheckOutFile ( VSCEnabled , materials [ i ] ) ;
HDEditorUtils . ResetMaterialKeywords ( materials [ i ] ) ;
}
ResetAllLoadedMaterialKeywords ( string . Empty , 1 , 0 ) ;
}
finally
{
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority2)]
static void ResetAllMaterialKeywordsInProject ( )
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority2)]
static void ResetAllMaterialAssetsKeywords ( )
var matIds = AssetDatabase . FindAssets ( "t:Material" ) ;
ResetAllMaterialAssetsKeywords ( 1 , 0 ) ;
}
finally
{
EditorUtility . ClearProgressBar ( ) ;
}
}
bool VSCEnabled = ( UnityEditor . VersionControl . Provider . enabled & & UnityEditor . VersionControl . Provider . isActive ) ;
[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Materials in Project and scenes)", priority = CoreUtils.editMenuPriority2)]
static void ResetAllMaterialKeywordsInProjectAndScenes ( )
{
var openedScenes = new string [ EditorSceneManager . loadedSceneCount ] ;
for ( var i = 0 ; i < openedScenes . Length ; + + i )
openedScenes [ i ] = SceneManager . GetSceneAt ( i ) . path ;
for ( int i = 0 , length = matIds . Length ; i < length ; i + + )
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 path = AssetDatabase . GUIDToAssetPath ( matIds [ i ] ) ;
var mat = AssetDatabase . LoadAssetAtPath < Material > ( path ) ;
var scenePath = AssetDatabase . GUIDToAssetPath ( scenes [ i ] ) ;
var sceneAsset = AssetDatabase . LoadAssetAtPath < SceneAsset > ( scenePath ) ;
CheckOutFile ( VSCEnabled , sceneAsset ) ;
EditorSceneManager . OpenScene ( scenePath ) ;
EditorUtility . DisplayProgressBar (
"Setup materials Keywords..." ,
string . Format ( "{0} / {1} materials cleaned." , i , length ) ,
i / ( float ) ( length - 1 ) ) ;
var sceneName = Path . GetFileNameWithoutExtension ( scenePath ) ;
var description = string . Format ( "{0} {1}/{2} - " , sceneName , i + 1 , scenes . Length ) ;
ResetAllLoadedMaterialKeywords ( description , scale , scale * i ) ;
}
CheckOutFile ( VSCEnabled , mat ) ;
HDEditorUtils . ResetMaterialKeywords ( mat ) ;
}
ResetAllMaterialAssetsKeywords ( scale , scale * ( scenes . Length - 1 ) ) ;
if ( openedScenes . Length > 0 )
{
EditorSceneManager . OpenScene ( openedScenes [ 0 ] ) ;
for ( var i = 1 ; i < openedScenes . Length ; i + + )
EditorSceneManager . OpenScene ( openedScenes [ i ] , OpenSceneMode . Additive ) ;
}
}
}
{
var icon = EditorGUIUtility . FindTexture ( "ScriptableObject Icon" ) ;
ProjectWindowUtil . StartNameEditingIfProjectWindowExists ( 0 , ScriptableObject . CreateInstance < DoCreateNewAssetSubsurfaceScatteringSettings > ( ) , "New SSS 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 ) ;
HDEditorUtils . ResetMaterialKeywords ( mat ) ;
}
}
static void ResetAllLoadedMaterialKeywords ( string descriptionPrefix , float progressScale , float progressOffset )
{
var materials = Resources . FindObjectsOfTypeAll < Material > ( ) ;
bool VSCEnabled = ( UnityEditor . VersionControl . Provider . enabled & & UnityEditor . VersionControl . Provider . isActive ) ;
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 ] ) ;
HDEditorUtils . ResetMaterialKeywords ( materials [ i ] ) ;
}
}
}
}