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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using NUnit.Framework;
namespace UnityEditor.Experimental.ScriptableRenderLoop
{
public class UpgradeStandardShaderMaterials
{
static List<MaterialUpgrader> GetHDUpgraders()
{
var upgraders = new List<MaterialUpgrader>();
upgraders.Add(new StandardToHDLitMaterialUpgrader());
upgraders.Add(new StandardSpecularToHDLitMaterialUpgrader());
return upgraders;
}
[MenuItem("HDRenderPipeline/Upgrade Materials - Project")]
static void UpgradeMaterialsProject()
{
MaterialUpgrader.UpgradeProjectFolder(GetHDUpgraders(), "Upgrade to HD Material");
}
[MenuItem("HDRenderPipeline/Upgrade Materials - Selection")]
static void UpgradeMaterialsSelection()
{
MaterialUpgrader.UpgradeSelection(GetHDUpgraders(), "Upgrade to HD Material");
}
[MenuItem("HDRenderPipeline/Modify Light Intensity for Upgrade - Scene Only")]
static void UpgradeLights()
{
Light[] lights = Light.GetLights(LightType.Directional, 0);
foreach (var l in lights)
{
l.intensity *= Mathf.PI;
}
}
}
}