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("Internal/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("Internal/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("Internal/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); } } } // 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("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Loaded Materials)", priority = CoreUtils.editMenuPriority2)] static void ResetAllMaterialKeywords() { try { var materials = Resources.FindObjectsOfTypeAll(); 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)); HDEditorUtils.ResetMaterialKeywords(materials[i]); } } finally { EditorUtility.ClearProgressBar(); } } [MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority2)] static void ResetAllMaterialKeywordsInProject() { try { var matIds = AssetDatabase.FindAssets("t:Material"); for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath(path); EditorUtility.DisplayProgressBar( "Setup materials Keywords...", string.Format("{0} / {1} materials cleaned.", i, length), i / (float)(length - 1)); HDEditorUtils.ResetMaterialKeywords(mat); } } finally { EditorUtility.ClearProgressBar(); } } static void CheckOutFile(bool VSCEnabled, Material mat) { if (VSCEnabled) { UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both); if (!task.success) { Debug.Log(task.text + " " + task.resultCode); } } } [MenuItem("Internal/HDRenderPipeline/Update/Update SSS profile indices")] static void UpdateSSSProfileIndices() { try { var matIds = AssetDatabase.FindAssets("t:Material"); for (int i = 0, length = matIds.Length; i < length; i++) { var path = AssetDatabase.GUIDToAssetPath(matIds[i]); var mat = AssetDatabase.LoadAssetAtPath(path); EditorUtility.DisplayProgressBar( "Setup materials Keywords...", string.Format("{0} / {1} materials SSS updated.", i, length), i / (float)(length - 1)); bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive); if (mat.shader.name == "HDRenderPipeline/LitTessellation" || mat.shader.name == "HDRenderPipeline/Lit") { float fvalue = mat.GetFloat("_MaterialID"); if (fvalue == 0.0) // SSS { CheckOutFile(VSCEnabled, mat); int ivalue = mat.GetInt("_SubsurfaceProfile"); if (ivalue == 15) { mat.SetInt("_SubsurfaceProfile", 0); } else { mat.SetInt("_SubsurfaceProfile", ivalue + 1); } EditorUtility.SetDirty(mat); } } else if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { float fvalue = mat.GetFloat("_MaterialID"); if (fvalue == 0.0) // SSS { CheckOutFile(VSCEnabled, mat); int numLayer = (int)mat.GetFloat("_LayerCount"); for (int x = 0; x < numLayer; ++x) { int ivalue = mat.GetInt("_SubsurfaceProfile" + x); if (ivalue == 15) { mat.SetInt("_SubsurfaceProfile" + x, 0); } else { mat.SetInt("_SubsurfaceProfile" + x, ivalue + 1); } } EditorUtility.SetDirty(mat); } } } } finally { EditorUtility.ClearProgressBar(); } } // Function used only to check performance of data with and without tessellation [MenuItem("Internal/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 CoreEditorUtils.RemoveMaterialKeywords(mat); LitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation") { mat.shader = layeredLitShader; // We remove all keyword already present CoreEditorUtils.RemoveMaterialKeywords(mat); LayeredLitGUI.SetupMaterialKeywordsAndPass(mat); EditorUtility.SetDirty(mat); } } } [MenuItem("Edit/Render Pipeline/Tools/High Definition/Export Sky to Image", priority = CoreUtils.editMenuPriority2)] 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/Render Pipeline/High Definition/Scene Settings", priority = 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 {} class DoCreateNewAssetGlobalFrameSettings : DoCreateNewAsset { } [MenuItem("Assets/Create/Render Pipeline/High Definition/Global Frame Settings", priority = CoreUtils.assetCreateMenuPriority2)] static void MenuCreateGlobalFrameSettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New Global Frame Settings.asset", icon, null); } [MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings", priority = CoreUtils.assetCreateMenuPriority2)] static void MenuCreateCommonSettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New CommonSettings.asset", icon, null); } [MenuItem("Assets/Create/Render Pipeline/High Definition/Subsurface Scattering Settings", priority = CoreUtils.assetCreateMenuPriority2)] static void MenuCreateSubsurfaceScatteringProfile() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New SSS Settings.asset", icon, null); } [MenuItem("Assets/Create/Render Pipeline/High Definition/HDRISky Settings", priority = CoreUtils.assetCreateMenuPriority2)] static void MenuCreateHDRISkySettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New HDRISkySettings.asset", icon, null); } [MenuItem("Assets/Create/Render Pipeline/High Definition/ProceduralSky Settings", priority = CoreUtils.assetCreateMenuPriority2)] static void MenuCreateProceduralSkySettings() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New ProceduralSkySettings.asset", icon, null); } } }