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89 行
5.8 KiB
89 行
5.8 KiB
using UnityEngine;
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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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[MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)]
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static void CreateHDRenderPipeline()
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{
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var instance = ScriptableObject.CreateInstance<HDRenderPipelineAsset>();
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AssetDatabase.CreateAsset(instance, HDEditorUtils.GetHDRenderPipelinePath() + "HDRenderPipelineAsset.asset");
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// If it exist, load renderPipelineResources
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instance.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
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}
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// TODO skybox/cubemap
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[MenuItem("RenderPipeline/HDRenderPipeline/Create Resources Asset", false, 15)]
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static void CreateRenderPipelineResources()
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{
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string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
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string PostProcessingPath = HDEditorUtils.GetPostProcessingPath();
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string CorePath = HDEditorUtils.GetCorePath();
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var instance = ScriptableObject.CreateInstance<RenderPipelineResources>();
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instance.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
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instance.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
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instance.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
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instance.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
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instance.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
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instance.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
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instance.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
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instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
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instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
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instance.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
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instance.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
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instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
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instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");
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instance.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/scrbound.compute");
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instance.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild.compute");
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instance.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-bigtile.compute");
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instance.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-clustered.compute");
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instance.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/materialflags.compute");
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instance.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/Deferred.compute");
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instance.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/DeferredDirectionalShadow.compute");
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// SceneSettings
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// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
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// instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawSssProfile.shader");
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// instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawTransmittanceGraph.shader");
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instance.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
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// Sky
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instance.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
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instance.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute");
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instance.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute");
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instance.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader");
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instance.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.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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instance.skyboxCubemap = Shader.Find("Skybox/Cubemap");
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AssetDatabase.CreateAsset(instance, s_RenderPipelineResourcesPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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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)
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where T : UnityObject
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{
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return AssetDatabase.LoadAssetAtPath<T>(path);
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}
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}
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}
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