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