您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
577 行
25 KiB
577 行
25 KiB
using System;
|
|
using System.IO;
|
|
using UnityEditor.SceneManagement;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
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<HDAdditionalLightData>() == null)
|
|
light.gameObject.AddComponent<HDAdditionalLightData>();
|
|
|
|
if (light.GetComponent<AdditionalShadowData>() == null)
|
|
{
|
|
AdditionalShadowData shadowData = light.gameObject.AddComponent<AdditionalShadowData>();
|
|
HDAdditionalShadowData.InitDefaultHDAdditionalShadowData(shadowData);
|
|
}
|
|
}
|
|
}
|
|
|
|
[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<HDAdditionalCameraData>() == null)
|
|
camera.gameObject.AddComponent<HDAdditionalCameraData>();
|
|
}
|
|
}
|
|
static void CheckOutFile(bool VSCEnabled, UnityObject 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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<Material>();
|
|
|
|
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
|
|
|
|
foreach (var mat in materials)
|
|
{
|
|
if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
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/Reset All Loaded High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
|
|
static void ResetAllMaterialKeywords()
|
|
{
|
|
try
|
|
{
|
|
ResetAllLoadedMaterialKeywords(string.Empty, 1, 0);
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
|
|
//[MenuItem("Edit/Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority3)]
|
|
static void ResetAllMaterialAssetsKeywords()
|
|
{
|
|
try
|
|
{
|
|
ResetAllMaterialAssetsKeywords(1, 0);
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
[MenuItem("Edit/Render Pipeline/Reset All Project and Scene High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
|
|
static void ResetAllMaterialKeywordsInProjectAndScenes()
|
|
{
|
|
var openedScenes = new string[EditorSceneManager.loadedSceneCount];
|
|
for (var i = 0; i < openedScenes.Length; ++i)
|
|
openedScenes[i] = SceneManager.GetSceneAt(i).path;
|
|
|
|
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
|
|
|
|
try
|
|
{
|
|
var scenes = AssetDatabase.FindAssets("t:Scene");
|
|
var scale = 1f / Mathf.Max(1, scenes.Length);
|
|
for (var i = 0; i < scenes.Length; ++i)
|
|
{
|
|
var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]);
|
|
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
|
|
CheckOutFile(VSCEnabled, sceneAsset);
|
|
EditorSceneManager.OpenScene(scenePath);
|
|
|
|
var sceneName = Path.GetFileNameWithoutExtension(scenePath);
|
|
var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length);
|
|
|
|
if (ResetAllLoadedMaterialKeywords(description, scale, scale * i))
|
|
{
|
|
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
|
|
}
|
|
}
|
|
|
|
ResetAllMaterialAssetsKeywords(scale, scale * (scenes.Length - 1));
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
|
|
if (openedScenes.Length > 0)
|
|
{
|
|
EditorSceneManager.OpenScene(openedScenes[0]);
|
|
for (var i = 1; i < openedScenes.Length; i++)
|
|
EditorSceneManager.OpenScene(openedScenes[i], OpenSceneMode.Additive);
|
|
}
|
|
}
|
|
}
|
|
|
|
[MenuItem("Internal/HDRenderPipeline/Update/Update diffusion profile")]
|
|
static void UpdateDiffusionProfile()
|
|
{
|
|
var matIds = AssetDatabase.FindAssets("t:DiffusionProfileSettings");
|
|
|
|
for (int i = 0, length = matIds.Length; i < length; i++)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
|
|
var diffusionProfileSettings = AssetDatabase.LoadAssetAtPath<DiffusionProfileSettings>(path);
|
|
|
|
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
|
|
CheckOutFile(VSCEnabled, diffusionProfileSettings);
|
|
|
|
var profiles = diffusionProfileSettings.profiles;
|
|
|
|
for (int j = 0; j < profiles.Length; j++)
|
|
{
|
|
if ((uint)profiles[j].transmissionMode == 2)
|
|
{
|
|
profiles[j].transmissionMode = (DiffusionProfile.TransmissionMode)0;
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(diffusionProfileSettings);
|
|
}
|
|
}
|
|
|
|
[MenuItem("Internal/HDRenderPipeline/Update/Update material for clear coat")]
|
|
static void UpdateMaterialForClearCoat()
|
|
{
|
|
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<Material>(path);
|
|
|
|
EditorUtility.DisplayProgressBar(
|
|
"Setup materials Keywords...",
|
|
string.Format("{0} / {1} materials clearcoat 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")
|
|
{
|
|
if (mat.HasProperty("_CoatMask"))
|
|
{
|
|
// 3 is Old value for clear coat
|
|
float materialID = mat.GetInt("_MaterialID");
|
|
if (materialID == 3.0)
|
|
continue;
|
|
|
|
CheckOutFile(VSCEnabled, mat);
|
|
mat.SetInt("_CoatMask", 0);
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
}
|
|
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" ||
|
|
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
|
|
{
|
|
/*
|
|
bool hasSubsurfaceProfile = false;
|
|
|
|
int numLayer = (int)mat.GetFloat("_LayerCount");
|
|
|
|
for (int x = 0; x < numLayer; ++x)
|
|
{
|
|
if (mat.HasProperty("_SubsurfaceProfile" + x))
|
|
{
|
|
hasSubsurfaceProfile = true;
|
|
}
|
|
}
|
|
|
|
if (hasSubsurfaceProfile)
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
|
|
for (int x = 0; x < numLayer; ++x)
|
|
{
|
|
if (mat.HasProperty("_SubsurfaceProfile" + x))
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
//float value = mat.GetInt("_DiffusionProfile" + x);
|
|
//mat.SetInt("_DiffusionProfile" + x, 0);
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
}
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
[MenuItem("Internal/HDRenderPipeline/Update/Update material for subsurface")]
|
|
static void UpdateMaterialForSubsurface()
|
|
{
|
|
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<Material>(path);
|
|
|
|
EditorUtility.DisplayProgressBar(
|
|
"Setup materials Keywords...",
|
|
string.Format("{0} / {1} materials subsurface 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" ||
|
|
mat.shader.name == "HDRenderPipeline/LayeredLit" ||
|
|
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
|
|
{
|
|
float materialID = mat.GetInt("_MaterialID");
|
|
if (materialID != 0.0)
|
|
continue;
|
|
|
|
if (mat.HasProperty("_SSSAndTransmissionType"))
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
|
|
int materialSSSAndTransmissionID = mat.GetInt("_SSSAndTransmissionType");
|
|
|
|
// Both;, SSS only, Transmission only
|
|
if (materialSSSAndTransmissionID == 2.0)
|
|
{
|
|
mat.SetInt("_MaterialID", 5);
|
|
}
|
|
else
|
|
{
|
|
if (materialSSSAndTransmissionID == 0.0)
|
|
mat.SetFloat("_TransmissionEnable", 1.0f);
|
|
else
|
|
mat.SetFloat("_TransmissionEnable", 0.0f);
|
|
}
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
//
|
|
[MenuItem("Internal/HDRenderPipeline/Update/Update Height Maps parametrization")]
|
|
static void UpdateHeightMapParametrization()
|
|
{
|
|
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<Material>(path);
|
|
|
|
EditorUtility.DisplayProgressBar(
|
|
"Updating Materials...",
|
|
string.Format("{0} / {1} materials 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")
|
|
{
|
|
// Need only test one of the new properties
|
|
if (mat.HasProperty("_HeightPoMAmplitude"))
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
|
|
float valueMax = mat.GetFloat("_HeightMax");
|
|
float valueMin = mat.GetFloat("_HeightMin");
|
|
float center = mat.GetFloat("_HeightCenter");
|
|
float amplitude = valueMax - valueMin;
|
|
mat.SetInt("_HeightMapParametrization", 1);
|
|
mat.SetFloat("_HeightPoMAmplitude", amplitude);
|
|
mat.SetFloat("_HeightTessAmplitude", amplitude);
|
|
mat.SetFloat("_HeightOffset", 0.0f);
|
|
mat.SetFloat("_HeightTessCenter", center);
|
|
|
|
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode");
|
|
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel)
|
|
{
|
|
mat.SetFloat("_HeightCenter", 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|
}
|
|
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
}
|
|
else if (mat.shader.name == "HDRenderPipeline/LayeredLit" ||
|
|
mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
|
|
{
|
|
int numLayer = (int)mat.GetFloat("_LayerCount");
|
|
|
|
if (mat.HasProperty("_HeightPoMAmplitude0"))
|
|
{
|
|
CheckOutFile(VSCEnabled, mat);
|
|
|
|
for (int x = 0; x < numLayer; ++x)
|
|
{
|
|
float valueMax = mat.GetFloat("_HeightMax" + x);
|
|
float valueMin = mat.GetFloat("_HeightMin" + x);
|
|
float center = mat.GetFloat("_HeightCenter" + x);
|
|
float amplitude = valueMax - valueMin;
|
|
mat.SetInt("_HeightMapParametrization" + x, 1);
|
|
mat.SetFloat("_HeightPoMAmplitude" + x, amplitude);
|
|
mat.SetFloat("_HeightTessAmplitude" + x, amplitude);
|
|
mat.SetFloat("_HeightOffset" + x, 0.0f);
|
|
mat.SetFloat("_HeightTessCenter" + x, center);
|
|
|
|
BaseLitGUI.DisplacementMode displaceMode = (BaseLitGUI.DisplacementMode)mat.GetInt("_DisplacementMode");
|
|
if (displaceMode == BaseLitGUI.DisplacementMode.Pixel)
|
|
{
|
|
mat.SetFloat("_HeightCenter" + x, 1.0f); // With PoM this is always 1.0f. We set it here to avoid having to open the UI to update it.
|
|
}
|
|
}
|
|
|
|
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<Material>();
|
|
|
|
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/Export Sky to Image", priority = CoreUtils.editMenuPriority3)]
|
|
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/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
|
|
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;
|
|
|
|
var profile = VolumeProfileFactory.CreateVolumeProfile(sceneSettings.scene, "Scene Settings");
|
|
VolumeProfileFactory.CreateVolumeComponent<HDShadowSettings>(profile, true, false);
|
|
var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false);
|
|
visualEnv.skyType.value = SkySettings.GetUniqueID<ProceduralSky>();
|
|
visualEnv.fogType.value = FogType.Exponential;
|
|
VolumeProfileFactory.CreateVolumeComponent<ProceduralSky>(profile, true, false);
|
|
VolumeProfileFactory.CreateVolumeComponent<ExponentialFog>(profile, true, true);
|
|
|
|
var volume = sceneSettings.AddComponent<Volume>();
|
|
volume.isGlobal = true;
|
|
volume.sharedProfile = profile;
|
|
|
|
var bakingSky = sceneSettings.AddComponent<BakingSky>();
|
|
bakingSky.profile = volume.sharedProfile;
|
|
bakingSky.bakingSkyUniqueID = SkySettings.GetUniqueID<ProceduralSky>();
|
|
}
|
|
|
|
class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject
|
|
{
|
|
public override void Action(int instanceId, string pathName, string resourceFile)
|
|
{
|
|
var newAsset = CreateInstance<TAssetType>();
|
|
newAsset.name = Path.GetFileName(pathName);
|
|
AssetDatabase.CreateAsset(newAsset, pathName);
|
|
ProjectWindowUtil.ShowCreatedAsset(newAsset);
|
|
}
|
|
}
|
|
|
|
class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> {}
|
|
|
|
[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)]
|
|
static void MenuCreateDiffusionProfile()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile Settings.asset", icon, null);
|
|
}
|
|
|
|
static void ResetAllMaterialAssetsKeywords(float progressScale, float progressOffset)
|
|
{
|
|
var matIds = AssetDatabase.FindAssets("t:Material");
|
|
|
|
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
|
|
|
|
for (int i = 0, length = matIds.Length; i < length; i++)
|
|
{
|
|
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
|
|
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
|
|
|
|
EditorUtility.DisplayProgressBar(
|
|
"Setup material asset's Keywords...",
|
|
string.Format("{0} / {1} materials cleaned.", i, length),
|
|
(i / (float)(length - 1)) * progressScale + progressOffset);
|
|
|
|
CheckOutFile(VSCEnabled, mat);
|
|
var h = Debug.unityLogger.logHandler;
|
|
Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat);
|
|
HDEditorUtils.ResetMaterialKeywords(mat);
|
|
Debug.unityLogger.logHandler = h;
|
|
}
|
|
}
|
|
|
|
static bool ResetAllLoadedMaterialKeywords(string descriptionPrefix, float progressScale, float progressOffset)
|
|
{
|
|
var materials = Resources.FindObjectsOfTypeAll<Material>();
|
|
|
|
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
|
|
|
|
bool anyMaterialDirty = false; // Will be true if any material is dirty.
|
|
|
|
for (int i = 0, length = materials.Length; i < length; i++)
|
|
{
|
|
EditorUtility.DisplayProgressBar(
|
|
"Setup materials Keywords...",
|
|
string.Format("{0}{1} / {2} materials cleaned.", descriptionPrefix, i, length),
|
|
(i / (float)(length - 1)) * progressScale + progressOffset);
|
|
|
|
CheckOutFile(VSCEnabled, materials[i]);
|
|
|
|
if (HDEditorUtils.ResetMaterialKeywords(materials[i]))
|
|
{
|
|
anyMaterialDirty = true;
|
|
}
|
|
}
|
|
|
|
return anyMaterialDirty;
|
|
}
|
|
|
|
class UnityContextualLogHandler : ILogHandler
|
|
{
|
|
UnityObject m_Context;
|
|
static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler;
|
|
|
|
public UnityContextualLogHandler(UnityObject context)
|
|
{
|
|
m_Context = context;
|
|
}
|
|
|
|
public void LogFormat(LogType logType, UnityObject context, string format, params object[] args)
|
|
{
|
|
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
|
|
k_DefaultLogHandler.LogFormat(logType, context, format, args);
|
|
}
|
|
|
|
public void LogException(Exception exception, UnityObject context)
|
|
{
|
|
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
|
|
k_DefaultLogHandler.LogException(exception, context);
|
|
}
|
|
}
|
|
}
|
|
}
|