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79 行
3.0 KiB
79 行
3.0 KiB
using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Experimental.Rendering
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{
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partial class HDReflectionProbeEditor
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{
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static Material s_PreviewMaterial;
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static Mesh s_SphereMesh;
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static int _Cubemap = Shader.PropertyToID("_Cubemap");
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void ChangeVisibilityOfAllTargets(bool visibility)
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{
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for (var i = 0; i < targets.Length; ++i)
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{
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var p = (ReflectionProbe)targets[i];
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ChangeVisibility(p, visibility);
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}
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}
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void InitializeAllTargetProbes()
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{
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for (var i = 0; i < targets.Length; ++i)
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{
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var p = (ReflectionProbe)targets[i];
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var a = (HDAdditionalReflectionData)m_AdditionalDataSerializedObject.targetObjects[i];
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InitializeProbe(p, a);
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}
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// For an unknown reason, newly created probes sometype have the type "Quad" (value = 1)
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// This type of probe is not supported by Unity since 5.4
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// But we need to force it here so it does not bake into a 2D texture but a Cubemap
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serializedObject.Update();
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serializedObject.FindProperty("m_Type").intValue = 0;
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serializedObject.ApplyModifiedProperties();
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}
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[InitializeOnLoadMethod]
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static void Initialize()
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{
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s_PreviewMaterial = new Material(Shader.Find("Debug/ReflectionProbePreview"))
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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s_SphereMesh = Resources.GetBuiltinResource(typeof(Mesh), "New-Sphere.fbx") as Mesh;
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}
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static void InitializeProbe(ReflectionProbe p, HDAdditionalReflectionData data)
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{
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var meshFilter = p.GetComponent<MeshFilter>() ?? p.gameObject.AddComponent<MeshFilter>();
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var meshRenderer = p.GetComponent<MeshRenderer>() ?? p.gameObject.AddComponent<MeshRenderer>();
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meshFilter.sharedMesh = s_SphereMesh;
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var material = meshRenderer.sharedMaterial;
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if (material == null
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|| material == s_PreviewMaterial
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|| material.shader != s_PreviewMaterial.shader)
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{
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material = Object.Instantiate(s_PreviewMaterial);
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material.SetTexture(_Cubemap, p.texture);
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material.hideFlags = HideFlags.HideAndDontSave;
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meshRenderer.material = material;
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}
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meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
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meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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meshRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
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}
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static void ChangeVisibility(ReflectionProbe p, bool visible)
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{
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var meshRenderer = p.GetComponent<MeshRenderer>() ?? p.gameObject.AddComponent<MeshRenderer>();
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meshRenderer.enabled = visible;
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}
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}
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}
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