#if UNITY_EDITOR using System.IO; using UnityEditor; #endif namespace UnityEngine.Experimental.Rendering.HDPipeline { public class HDUtils { #if UNITY_EDITOR public static string GetHDRenderPipelinePath() { // User can create their own directory for SRP, so we need to find the current path that they use. // We know that DefaultHDMaterial exist and we know where it is, let's use that to find the current directory. var guid = AssetDatabase.FindAssets("DefaultHDMaterial t:material"); string path = AssetDatabase.GUIDToAssetPath(guid[0]); path = Path.GetDirectoryName(path); // Asset is in HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat path = path.Replace("RenderPipelineResources", ""); // Keep only path with HDRenderPipeline return path; } #endif public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume; public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix) { // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms // (different Z value ranges etc.) var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false); var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. return gpuVP; } // Helper to help to display debug info on screen static float s_OverlayLineHeight = -1.0f; public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width) { x += overlayWidth; s_OverlayLineHeight = Mathf.Max(overlayHeight, s_OverlayLineHeight); // Go to next line if it goes outside the screen. if (x + overlayWidth > width) { x = 0; y -= s_OverlayLineHeight; s_OverlayLineHeight = -1.0f; } } } }