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
82 行
5.2 KiB
82 行
5.2 KiB
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
|
|
|
namespace UnityEditor.Experimental.Rendering.HDPipeline
|
|
{
|
|
using UnityObject = UnityEngine.Object;
|
|
|
|
static class HDAssetFactory
|
|
{
|
|
static string s_RenderPipelineResourcesPath
|
|
{
|
|
get { return HDUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
|
|
}
|
|
|
|
[MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)]
|
|
static void CreateHDRenderPipeline()
|
|
{
|
|
var instance = ScriptableObject.CreateInstance<HDRenderPipelineAsset>();
|
|
AssetDatabase.CreateAsset(instance, HDUtils.GetHDRenderPipelinePath() + "HDRenderPipelineAsset.asset");
|
|
|
|
// If it exist, load renderPipelineResources
|
|
instance.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
|
|
}
|
|
|
|
// TODO skybox/cubemap
|
|
|
|
[MenuItem("RenderPipeline/HDRenderPipeline/Create Resources Asset", false, 15)]
|
|
static void CreateRenderPipelineResources()
|
|
{
|
|
string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath();
|
|
var instance = ScriptableObject.CreateInstance<RenderPipelineResources>();
|
|
|
|
instance.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
|
|
instance.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
|
|
instance.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
|
|
instance.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
|
|
|
|
instance.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
|
|
instance.screenSpaceAmbientOcclusionShader = Load<Shader>(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader");
|
|
instance.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
|
|
instance.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
|
|
|
|
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
|
|
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");
|
|
instance.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/scrbound.compute");
|
|
instance.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild.compute");
|
|
instance.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-bigtile.compute");
|
|
instance.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-clustered.compute");
|
|
instance.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/materialflags.compute");
|
|
instance.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/Deferred.compute");
|
|
|
|
instance.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/DeferredDirectionalShadow.compute");
|
|
|
|
// SceneSettings
|
|
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
|
|
// instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawSssProfile.shader");
|
|
// instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawTransmittanceGraph.shader");
|
|
|
|
instance.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
|
|
|
|
// Sky
|
|
instance.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
|
|
instance.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute");
|
|
instance.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute");
|
|
instance.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader");
|
|
|
|
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
|
|
instance.skyboxCubemap = Shader.Find("Skybox/Cubemap");
|
|
|
|
AssetDatabase.CreateAsset(instance, s_RenderPipelineResourcesPath);
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
// Note: move this to a static using once we can target C#6+
|
|
static T Load<T>(string path)
|
|
where T : UnityObject
|
|
{
|
|
return AssetDatabase.LoadAssetAtPath<T>(path);
|
|
}
|
|
}
|
|
}
|