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
313 行
14 KiB
313 行
14 KiB
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("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)
|
|
light.gameObject.AddComponent<AdditionalShadowData>();
|
|
}
|
|
}
|
|
|
|
[MenuItem("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>();
|
|
}
|
|
}
|
|
|
|
// This script is a helper for the artists to re-synchronize all layered materials
|
|
[MenuItem("HDRenderPipeline/Synchronize all Layered materials")]
|
|
static void SynchronizeAllLayeredMaterial()
|
|
{
|
|
var materials = Resources.FindObjectsOfTypeAll<Material>();
|
|
|
|
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("HDRenderPipeline/Test/Reset all materials keywords")]
|
|
static void ResetAllMaterialKeywords()
|
|
{
|
|
try
|
|
{
|
|
var materials = Resources.FindObjectsOfTypeAll<Material>();
|
|
|
|
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("HDRenderPipeline/Test/Reset all materials keywords in project")]
|
|
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<Material>(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("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<Material>(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("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
|
|
HDEditorUtils.RemoveMaterialKeywords(mat);
|
|
LitGUI.SetupMaterialKeywordsAndPass(mat);
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
|
|
{
|
|
mat.shader = layeredLitShader;
|
|
// We remove all keyword already present
|
|
HDEditorUtils.RemoveMaterialKeywords(mat);
|
|
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
|
|
EditorUtility.SetDirty(mat);
|
|
}
|
|
}
|
|
}
|
|
|
|
[MenuItem("HDRenderPipeline/Export Sky to Image")]
|
|
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/HD Render Pipeline/Scene Settings", false, 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<SceneSettings>();
|
|
}
|
|
|
|
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 DoCreateNewAssetCommonSettings : DoCreateNewAsset<CommonSettings> {}
|
|
class DoCreateNewAssetHDRISkySettings : DoCreateNewAsset<HDRISkySettings> {}
|
|
class DoCreateNewAssetBlacksmithSkySettings : DoCreateNewAsset<BlacksmithSkySettings> {}
|
|
class DoCreateNewAssetProceduralSkySettings : DoCreateNewAsset<ProceduralSkySettings> {}
|
|
class DoCreateNewAssetSubsurfaceScatteringSettings : DoCreateNewAsset<SubsurfaceScatteringSettings> {}
|
|
|
|
[MenuItem("Assets/Create/HDRenderPipeline/Common Settings", priority = 700)]
|
|
static void MenuCreateCommonSettings()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetCommonSettings>(), "New CommonSettings.asset", icon, null);
|
|
}
|
|
|
|
[MenuItem("Assets/Create/HDRenderPipeline/Subsurface Scattering Settings", priority = 702)]
|
|
static void MenuCreateSubsurfaceScatteringProfile()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetSubsurfaceScatteringSettings>(), "New SSS Settings.asset", icon, null);
|
|
}
|
|
|
|
[MenuItem("Assets/Create/HDRenderPipeline/HDRISky Settings", priority = 750)]
|
|
static void MenuCreateHDRISkySettings()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRISkySettings>(), "New HDRISkySettings.asset", icon, null);
|
|
}
|
|
|
|
[MenuItem("Assets/Create/HDRenderPipeline/BlacksmithSky Settings", priority = 751)]
|
|
static void MenuCreateBlacksmithSkySettings()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetBlacksmithSkySettings>(), "New BlacksmithSkySettings.asset", icon, null);
|
|
}
|
|
|
|
[MenuItem("Assets/Create/HDRenderPipeline/ProceduralSky Settings", priority = 752)]
|
|
static void MenuCreateProceduralSkySettings()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetProceduralSkySettings>(), "New ProceduralSkySettings.asset", icon, null);
|
|
}
|
|
|
|
}
|
|
}
|