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180 行
7.5 KiB
180 行
7.5 KiB
using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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using System.IO;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEditor.Experimental.Rendering.HDPipeline
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{
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public class HDRenderPipelineMenuItems
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{
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[UnityEditor.MenuItem("HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
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static void AddAdditionalLightData()
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{
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Light[] lights = GameObject.FindObjectsOfType(typeof(Light)) as Light[];
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foreach (Light 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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{
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light.gameObject.AddComponent<HDAdditionalLightData>();
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}
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if (light.GetComponent<AdditionalShadowData>() == null)
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{
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light.gameObject.AddComponent<AdditionalShadowData>();
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}
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}
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}
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[UnityEditor.MenuItem("HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
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static void AddAdditionalCameraData()
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{
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Camera[] cameras = GameObject.FindObjectsOfType(typeof(Camera)) as Camera[];
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foreach (Camera 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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{
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camera.gameObject.AddComponent<HDAdditionalCameraData>();
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}
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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("HDRenderPipeline/Synchronize all Layered materials")]
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static void SynchronizeAllLayeredMaterial()
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{
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Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
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foreach (Object obj in materials)
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{
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Material mat = obj as Material;
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if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
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{
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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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static void RemoveMaterialKeywords(Material material)
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{
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string[] keywordsToRemove = material.shaderKeywords;
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foreach (var keyword in keywordsToRemove)
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{
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material.DisableKeyword(keyword);
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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("HDRenderPipeline/Test/Reset all materials keywords")]
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static void ResetAllMaterialKeywords()
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{
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try
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{
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Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
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for (int i = 0, length = materials.Length; i < length; i++)
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{
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Material mat = materials[i] as Material;
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EditorUtility.DisplayProgressBar(
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"Setup materials Keywords...",
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string.Format("{0} / {1} materials cleaned.", i, length),
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i / (float)(length - 1));
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if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
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{
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// We remove all keyword already present
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RemoveMaterialKeywords(mat);
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LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
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EditorUtility.SetDirty(mat);
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}
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else if (mat.shader.name == "HDRenderPipeline/Lit" || mat.shader.name == "HDRenderPipeline/LitTessellation")
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{
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// We remove all keyword already present
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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/Unlit")
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{
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// We remove all keyword already present
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RemoveMaterialKeywords(mat);
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UnlitGUI.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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finally
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{
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EditorUtility.ClearProgressBar();
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}
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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("HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
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static void RemoveTessellationMaterials()
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{
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Object[] materials = Resources.FindObjectsOfTypeAll<Material>();
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Shader litShader = Shader.Find("HDRenderPipeline/Lit");
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Shader layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit");
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foreach (Object obj in materials)
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{
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Material mat = obj as Material;
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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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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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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("HDRenderPipeline/Export Sky to Image")]
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static void ExportSkyToImage()
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{
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HDRenderPipeline renderpipeline = UnityEngine.Experimental.Rendering.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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Texture2D result = renderpipeline.ExportSkyToTexture();
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if(result == null)
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{
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return;
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}
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// Encode texture into PNG
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byte[] bytes = null;
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bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP);
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Object.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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}
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}
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