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added some required "using UnityEngine.Rendering" (now SRP API is not in Experimental namespace anymore)

/namespace
Arnaud Carre 7 年前
当前提交
efa76805
共有 12 个文件被更改,包括 19 次插入7 次删除
  1. 1
      ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDBaseEditor.cs
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  5. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  6. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/LitUI.cs
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
  8. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  9. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
  10. 2
      ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs
  11. 1
      TestbedPipelines/Fptl/SkyboxHelper.cs
  12. 2
      Tests/RenderloopTests/Editor/CullResultsTest.cs

1
ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{

1
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs


using UnityEngine;
using System;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;

2
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDBaseEditor.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline

6
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


using System.Reflection;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline

EditorGUILayout.PropertyField(m_SpotCookieSize, s_Styles.spotCookieSize);
EditorGUILayout.PropertyField(m_PointCookieSize, s_Styles.pointCookieSize);
EditorGUILayout.PropertyField(m_ReflectionCubemapSize, s_Styles.reflectionCubemapSize);
// Commented ou until we have proper realtime BC6H compression
//EditorGUILayout.PropertyField(m_ReflectionCacheCompressed, s_Styles.reflectionCacheCompressed);

EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources);
EditorGUILayout.PropertyField(m_RenderPipelineResources, s_Styles.renderPipelineResources);
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader);
EditorGUI.indentLevel--;

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


using System.IO;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/Lit/LitUI.cs


using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// The HDRenderPipeline assumes linear lighting. Doesn't work with gamma.

6
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public static class HDShaderPassNames

public static readonly int[] _DBufferTexture =
{
Shader.PropertyToID("_DBufferTexture0"),
Shader.PropertyToID("_DBufferTexture0"),
public static readonly int[] _SSSBufferTexture =
public static readonly int[] _SSSBufferTexture =
{
Shader.PropertyToID("_SSSBufferTexture0"),
Shader.PropertyToID("_SSSBufferTexture1"),

1
ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

2
ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs


using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public enum ShadowCascades

1
TestbedPipelines/Fptl/SkyboxHelper.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{

2
Tests/RenderloopTests/Editor/CullResultsTest.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using NUnit.Framework;
[TestFixture]

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