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127 行
8.9 KiB
127 行
8.9 KiB
using System.IO;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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using UnityObject = UnityEngine.Object;
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static class HDAssetFactory
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{
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static string s_RenderPipelineResourcesPath
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{
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get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
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}
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class DoCreateNewAssetHDRenderPipeline : ProjectWindowCallback.EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var newAsset = CreateInstance<HDRenderPipelineAsset>();
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newAsset.name = Path.GetFileName(pathName);
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// Load default renderPipelineResources / Material / Shader
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newAsset.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
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AssetDatabase.CreateAsset(newAsset, pathName);
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ProjectWindowUtil.ShowCreatedAsset(newAsset);
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}
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}
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[MenuItem("Assets/Create/Rendering/High Definition Render Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateHDRenderPipeline()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRenderPipeline>(), "New HDRenderPipelineAsset.asset", icon, null);
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}
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// Note: move this to a static using once we can target C#6+
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static T Load<T>(string path) where T : UnityObject
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{
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return AssetDatabase.LoadAssetAtPath<T>(path);
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}
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class DoCreateNewAssetHDRenderPipelineResources : ProjectWindowCallback.EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var newAsset = CreateInstance<RenderPipelineResources>();
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newAsset.name = Path.GetFileName(pathName);
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// Load default renderPipelineResources / Material / Shader
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string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
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string CorePath = HDEditorUtils.GetCorePath();
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newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
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newAsset.defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
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newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
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newAsset.debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");
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newAsset.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
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newAsset.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
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newAsset.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
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newAsset.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
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newAsset.debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader");
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newAsset.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
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newAsset.colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
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newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
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newAsset.copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute");
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newAsset.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
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newAsset.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");
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newAsset.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute");
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newAsset.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute");
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newAsset.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute");
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newAsset.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute");
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newAsset.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute");
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newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
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newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
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newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute");
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newAsset.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
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newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
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newAsset.subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
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newAsset.combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
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// General
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newAsset.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
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newAsset.copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader");
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newAsset.copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader");
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newAsset.blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader");
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// Sky
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newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
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newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
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newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
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newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
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newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
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newAsset.hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
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newAsset.proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
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// Utilities / Core
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newAsset.encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute");
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newAsset.cubeToPanoShader = Load<Shader>(CorePath + "CoreResources/CubeToPano.shader");
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newAsset.blitCubeTextureFace = Load<Shader>(CorePath + "CoreResources/BlitCubeTextureFace.shader");
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// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
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newAsset.skyboxCubemap = Shader.Find("Skybox/Cubemap");
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// Shadow
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newAsset.shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader");
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newAsset.shadowBlurMoments = Load<ComputeShader>(CorePath + "Shadow/ShadowBlurMoments.compute");
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newAsset.debugShadowMapShader = Load<Shader>(CorePath + "Shadow/DebugDisplayShadowMap.shader");
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AssetDatabase.CreateAsset(newAsset, pathName);
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ProjectWindowUtil.ShowCreatedAsset(newAsset);
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}
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}
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[MenuItem("Assets/Create/Rendering/High Definition Render Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateRenderPipelineResources()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRenderPipelineResources>(), "New HDRenderPipelineResources.asset", icon, null);
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}
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}
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}
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