using System; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; namespace UnityEditor.Experimental.Rendering.HDPipeline { public class HDEditorUtils { delegate void MaterialResetter(Material material); static Dictionary k_MaterialResetters = new Dictionary() { { "HDRenderPipeline/LayeredLit", LayeredLitGUI.SetupMaterialKeywordsAndPass }, { "HDRenderPipeline/LayeredLitTessellation", LayeredLitGUI.SetupMaterialKeywordsAndPass }, { "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass }, { "HDRenderPipeline/LitTessellation", LitGUI.SetupMaterialKeywordsAndPass }, { "HDRenderPipeline/Unlit", UnlitGUI.SetupMaterialKeywordsAndPass }, { "HDRenderPipeline/Decal", DecalUI.SetupMaterialKeywordsAndPass } }; public static string GetHDRenderPipelinePath() { return "Packages/com.unity.render-pipelines.high-definition/HDRP/"; } public static string GetPostProcessingPath() { return "Packages/com.unity.postprocessing/"; } public static string GetCorePath() { return "Packages/com.unity.render-pipelines.core/CoreRP/"; } public static bool ResetMaterialKeywords(Material material) { MaterialResetter resetter; if (k_MaterialResetters.TryGetValue(material.shader.name, out resetter)) { CoreEditorUtils.RemoveMaterialKeywords(material); // We need to reapply ToggleOff/Toggle keyword after reset via ApplyMaterialPropertyDrawers MaterialEditor.ApplyMaterialPropertyDrawers(material); resetter(material); EditorUtility.SetDirty(material); return true; } return false; } } }