using System.IO; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; namespace UnityEditor.Experimental.Rendering.HDPipeline { using UnityObject = UnityEngine.Object; public class HDRenderPipelineMenuItems { [MenuItem("HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")] static void AddAdditionalLightData() { var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[]; foreach (var light in lights) { // Do not add a component if there already is one. if (light.GetComponent() == null) light.gameObject.AddComponent(); if (light.GetComponent() == null) light.gameObject.AddComponent(); } } [MenuItem("HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")] static void AddAdditionalCameraData() { var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[]; foreach (var camera in cameras) { // Do not add a component if there already is one. if (camera.GetComponent() == null) camera.gameObject.AddComponent(); } } // This script is a helper for the artists to re-synchronize all layered materials [MenuItem("HDRenderPipeline/Synchronize all Layered materials")] static void SynchronizeAllLayeredMaterial() { var materials = Resources.FindObjectsOfTypeAll(); foreach (var mat in materials) { if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { LayeredLitGUI.SynchronizeAllLayers(mat); EditorUtility.SetDirty(mat); } } } static void RemoveMaterialKeywords(Material material) { foreach (var keyword in material.shaderKeywords) material.DisableKeyword(keyword); } // 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("HDRenderPipeline/Test/Reset all materials keywords")] static void ResetAllMaterialKeywords() { try { var materials = Resources.FindObjectsOfTypeAll(); for (int i = 0, length = materials.Length; i < length; i++) { var mat = materials[i]; EditorUtility.DisplayProgressBar( "Setup materials Keywords...", string.Format("{0} / {1} materials cleaned.", i, length), i / (float)(length - 1)); if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { // We remove all keyword already present RemoveMaterialKeywords(mat); LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } else if (mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LitTessellation") { // We remove all keyword already present RemoveMaterialKeywords(mat); LitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } else if (mat.shader.name == "HDRenderPipeline/Unlit") { // We remove all keyword already present RemoveMaterialKeywords(mat); UnlitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } } } finally { EditorUtility.ClearProgressBar(); } } // Function used only to check performance of data with and without tessellation [MenuItem("HDRenderPipeline/Test/Remove tessellation materials (not reversible)")] static void RemoveTessellationMaterials() { var materials = Resources.FindObjectsOfTypeAll(); 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 RemoveMaterialKeywords(mat); LitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { mat.shader = layeredLitShader; // We remove all keyword already present RemoveMaterialKeywords(mat); LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } } } [MenuItem("HDRenderPipeline/Export Sky to Image")] 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/HD Render Pipeline/Scene Settings", false, 10)] static void CreateCustomGameObject(MenuCommand menuCommand) { var sceneSettings = new GameObject("Scene Settings"); GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject); Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name); Selection.activeObject = sceneSettings; sceneSettings.AddComponent(); } class DoCreateNewAsset : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject { public override void Action(int instanceId, string pathName, string resourceFile) { var newAsset = CreateInstance(); newAsset.name = Path.GetFileName(pathName); AssetDatabase.CreateAsset(newAsset, pathName); ProjectWindowUtil.ShowCreatedAsset(newAsset); } } class DoCreateNewAssetCommonSettings : DoCreateNewAsset {} class DoCreateNewAssetHDRISkySettings : DoCreateNewAsset {} class DoCreateNewAssetProceduralSkySettings : DoCreateNewAsset {} class DoCreateNewAssetSubsurfaceScatteringSettings : DoCreateNewAsset {} [MenuItem("Assets/Create/HDRenderPipeline/Common Settings", priority = 677)] static void MenuCreateCommonSettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New CommonSettings.asset", icon, null); } [MenuItem("Assets/Create/HDRenderPipeline/HDRISky Settings", priority = 678)] static void MenuCreateHDRISkySettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New HDRISkySettings.asset", icon, null); } [MenuItem("Assets/Create/HDRenderPipeline/ProceduralSky Settings", priority = 679)] static void MenuCreateProceduralSkySettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New ProceduralSkySettings.asset", icon, null); } [MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Settings", priority = 681)] static void MenuCreateSubsurfaceScatteringSettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New SSS Settings.asset", icon, null); } } }