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59 行
2.4 KiB
59 行
2.4 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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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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public class HDEditorUtils
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{
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delegate void MaterialResetter(Material material);
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static Dictionary<string, MaterialResetter> k_MaterialResetters = new Dictionary<string, MaterialResetter>()
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{
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{ "HDRenderPipeline/LayeredLit", LayeredLitGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/LayeredLitTessellation", LayeredLitGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/LitTessellation", LitGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/Unlit", UnlitGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/Fabric", FabricGUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/Decal", DecalUI.SetupMaterialKeywordsAndPass },
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{ "HDRenderPipeline/TerrainLit", TerrainLitGUI.SetupMaterialKeywordsAndPass }
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};
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public static T LoadAsset<T>(string relativePath) where T : UnityEngine.Object
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{
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return AssetDatabase.LoadAssetAtPath<T>(HDUtils.GetHDRenderPipelinePath() + relativePath);
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}
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public static bool ResetMaterialKeywords(Material material)
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{
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MaterialResetter resetter;
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if (k_MaterialResetters.TryGetValue(material.shader.name, out resetter))
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{
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CoreEditorUtils.RemoveMaterialKeywords(material);
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// We need to reapply ToggleOff/Toggle keyword after reset via ApplyMaterialPropertyDrawers
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MaterialEditor.ApplyMaterialPropertyDrawers(material);
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resetter(material);
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EditorUtility.SetDirty(material);
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return true;
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}
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return false;
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}
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public static List<BaseShaderPreprocessor> GetBaseShaderPreprocessorList()
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{
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var baseType = typeof(BaseShaderPreprocessor);
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var assembly = baseType.Assembly;
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var types = assembly.GetTypes()
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.Where(t => t.IsSubclassOf(baseType))
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.Select(Activator.CreateInstance)
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.Cast<BaseShaderPreprocessor>()
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.ToList();
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return types;
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}
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}
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}
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