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316 行
14 KiB
316 行
14 KiB
using System;
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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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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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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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public class HDRenderPipelineMenuItems
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{
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// Function used only to check performance of data with and without tessellation
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[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
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static void RemoveTessellationMaterials()
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{
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var materials = Resources.FindObjectsOfTypeAll<Material>();
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var litShader = Shader.Find("HDRenderPipeline/Lit");
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var layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit");
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foreach (var mat in materials)
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{
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if (mat.shader.name == "HDRenderPipeline/LitTessellation")
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{
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mat.shader = litShader;
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// We remove all keyword already present
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CoreEditorUtils.RemoveMaterialKeywords(mat);
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LitGUI.SetupMaterialKeywordsAndPass(mat);
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EditorUtility.SetDirty(mat);
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}
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else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
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{
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mat.shader = layeredLitShader;
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// We remove all keyword already present
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CoreEditorUtils.RemoveMaterialKeywords(mat);
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LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
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EditorUtility.SetDirty(mat);
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}
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}
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}
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[MenuItem("Edit/Render Pipeline/Export Sky to Image", priority = CoreUtils.editMenuPriority3)]
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static void ExportSkyToImage()
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{
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var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
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if (renderpipeline == null)
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{
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Debug.LogError("HDRenderPipeline is not instantiated.");
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return;
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}
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var result = renderpipeline.ExportSkyToTexture();
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if (result == null)
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return;
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// Encode texture into PNG
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byte[] bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP);
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UnityObject.DestroyImmediate(result);
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string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr");
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if (!string.IsNullOrEmpty(assetPath))
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{
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File.WriteAllBytes(assetPath, bytes);
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AssetDatabase.Refresh();
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}
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}
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[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
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static void CreateSceneSettingsGameObject(MenuCommand menuCommand)
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{
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var parent = menuCommand.context as GameObject;
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var sceneSettings = CoreEditorUtils.CreateGameObject(parent, "Scene Settings");
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GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject);
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Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name);
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Selection.activeObject = sceneSettings;
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var profile = VolumeProfileFactory.CreateVolumeProfile(sceneSettings.scene, "Scene Settings");
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VolumeProfileFactory.CreateVolumeComponent<HDShadowSettings>(profile, true, false);
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var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false);
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visualEnv.skyType.value = SkySettings.GetUniqueID<ProceduralSky>();
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visualEnv.fogType.value = FogType.Exponential;
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VolumeProfileFactory.CreateVolumeComponent<ProceduralSky>(profile, true, false);
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VolumeProfileFactory.CreateVolumeComponent<ExponentialFog>(profile, true, true);
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var volume = sceneSettings.AddComponent<Volume>();
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volume.isGlobal = true;
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volume.sharedProfile = profile;
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var bakingSky = sceneSettings.AddComponent<BakingSky>();
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bakingSky.profile = volume.sharedProfile;
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bakingSky.bakingSkyUniqueID = SkySettings.GetUniqueID<ProceduralSky>();
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}
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class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject
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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<TAssetType>();
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newAsset.name = Path.GetFileName(pathName);
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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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class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> { }
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[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateDiffusionProfile()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile Settings.asset", icon, null);
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}
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[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
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static void AddAdditionalLightData()
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{
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var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[];
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foreach (var light in lights)
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{
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// Do not add a component if there already is one.
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if (light.GetComponent<HDAdditionalLightData>() == null)
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light.gameObject.AddComponent<HDAdditionalLightData>();
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if (light.GetComponent<AdditionalShadowData>() == null)
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{
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AdditionalShadowData shadowData = light.gameObject.AddComponent<AdditionalShadowData>();
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HDAdditionalShadowData.InitDefaultHDAdditionalShadowData(shadowData);
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}
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}
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}
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[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
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static void AddAdditionalCameraData()
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{
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var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[];
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foreach (var camera in cameras)
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{
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// Do not add a component if there already is one.
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if (camera.GetComponent<HDAdditionalCameraData>() == null)
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camera.gameObject.AddComponent<HDAdditionalCameraData>();
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}
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}
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// This script is a helper for the artists to re-synchronize all layered materials
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[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
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static void SynchronizeAllLayeredMaterial()
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{
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var materials = Resources.FindObjectsOfTypeAll<Material>();
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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foreach (var mat in materials)
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{
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if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
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{
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CoreUtils.CheckOutFile(VSCEnabled, mat);
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LayeredLitGUI.SynchronizeAllLayers(mat);
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EditorUtility.SetDirty(mat);
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}
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}
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}
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// 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.
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// 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.
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// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
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// It require that the inspector of the material have a static function call that update all keyword based on material properties.
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[MenuItem("Edit/Render Pipeline/Reset All Loaded High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
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static void ResetAllMaterialKeywords()
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{
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try
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{
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ResetAllLoadedMaterialKeywords(string.Empty, 1, 0);
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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}
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}
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// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
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//[MenuItem("Edit/Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority3)]
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static void ResetAllMaterialAssetsKeywords()
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{
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try
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{
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ResetAllMaterialAssetsKeywords(1, 0);
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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}
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}
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[MenuItem("Edit/Render Pipeline/Reset All Project and Scene High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
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static void ResetAllMaterialKeywordsInProjectAndScenes()
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{
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var openedScenes = new string[EditorSceneManager.loadedSceneCount];
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for (var i = 0; i < openedScenes.Length; ++i)
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openedScenes[i] = SceneManager.GetSceneAt(i).path;
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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try
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{
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var scenes = AssetDatabase.FindAssets("t:Scene");
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var scale = 1f / Mathf.Max(1, scenes.Length);
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for (var i = 0; i < scenes.Length; ++i)
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{
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var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]);
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var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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CoreUtils.CheckOutFile(VSCEnabled, sceneAsset);
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EditorSceneManager.OpenScene(scenePath);
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var sceneName = Path.GetFileNameWithoutExtension(scenePath);
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var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length);
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if (ResetAllLoadedMaterialKeywords(description, scale, scale * i))
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{
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EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
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}
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}
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ResetAllMaterialAssetsKeywords(scale, scale * (scenes.Length - 1));
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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if (openedScenes.Length > 0)
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{
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EditorSceneManager.OpenScene(openedScenes[0]);
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for (var i = 1; i < openedScenes.Length; i++)
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EditorSceneManager.OpenScene(openedScenes[i], OpenSceneMode.Additive);
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}
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}
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}
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static void ResetAllMaterialAssetsKeywords(float progressScale, float progressOffset)
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{
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var matIds = AssetDatabase.FindAssets("t:Material");
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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for (int i = 0, length = matIds.Length; i < length; i++)
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{
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var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
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var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
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EditorUtility.DisplayProgressBar(
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"Setup material asset's Keywords...",
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string.Format("{0} / {1} materials cleaned.", i, length),
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(i / (float)(length - 1)) * progressScale + progressOffset);
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CoreUtils.CheckOutFile(VSCEnabled, mat);
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var h = Debug.unityLogger.logHandler;
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Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat);
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HDEditorUtils.ResetMaterialKeywords(mat);
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Debug.unityLogger.logHandler = h;
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}
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}
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static bool ResetAllLoadedMaterialKeywords(string descriptionPrefix, float progressScale, float progressOffset)
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{
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var materials = Resources.FindObjectsOfTypeAll<Material>();
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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bool anyMaterialDirty = false; // Will be true if any material is dirty.
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for (int i = 0, length = materials.Length; i < length; i++)
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{
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EditorUtility.DisplayProgressBar(
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"Setup materials Keywords...",
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string.Format("{0}{1} / {2} materials cleaned.", descriptionPrefix, i, length),
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(i / (float)(length - 1)) * progressScale + progressOffset);
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CoreUtils.CheckOutFile(VSCEnabled, materials[i]);
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if (HDEditorUtils.ResetMaterialKeywords(materials[i]))
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{
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anyMaterialDirty = true;
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}
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}
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return anyMaterialDirty;
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}
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class UnityContextualLogHandler : ILogHandler
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{
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UnityObject m_Context;
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static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler;
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public UnityContextualLogHandler(UnityObject context)
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{
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m_Context = context;
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}
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public void LogFormat(LogType logType, UnityObject context, string format, params object[] args)
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{
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k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
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k_DefaultLogHandler.LogFormat(logType, context, format, args);
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}
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public void LogException(Exception exception, UnityObject context)
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{
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k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
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k_DefaultLogHandler.LogException(exception, context);
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}
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}
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}
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}
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