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313 行
14 KiB
313 行
14 KiB
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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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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[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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light.gameObject.AddComponent<AdditionalShadowData>();
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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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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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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/Upgrade/High Definition/Reset All Materials Keywords (Loaded Materials)", priority = CoreUtils.editMenuPriority2)]
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static void ResetAllMaterialKeywords()
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{
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try
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{
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var 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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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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HDEditorUtils.ResetMaterialKeywords(materials[i]);
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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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[MenuItem("Edit/Render Pipeline/Upgrade/High Definition/Reset All Materials Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority2)]
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static void ResetAllMaterialKeywordsInProject()
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{
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try
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{
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var matIds = AssetDatabase.FindAssets("t:Material");
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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 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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HDEditorUtils.ResetMaterialKeywords(mat);
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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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static void CheckOutFile(bool VSCEnabled, Material mat)
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{
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if (VSCEnabled)
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{
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UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both);
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if (!task.success)
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{
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Debug.Log(task.text + " " + task.resultCode);
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}
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}
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}
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[MenuItem("Internal/HDRenderPipeline/Update/Update SSS profile indices")]
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static void UpdateSSSProfileIndices()
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{
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try
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{
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var matIds = AssetDatabase.FindAssets("t:Material");
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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 materials Keywords...",
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string.Format("{0} / {1} materials SSS updated.", i, length),
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i / (float)(length - 1));
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bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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if (mat.shader.name == "HDRenderPipeline/LitTessellation" ||
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mat.shader.name == "HDRenderPipeline/Lit")
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{
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float fvalue = mat.GetFloat("_MaterialID");
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if (fvalue == 0.0) // SSS
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{
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CheckOutFile(VSCEnabled, mat);
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int ivalue = mat.GetInt("_SubsurfaceProfile");
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if (ivalue == 15)
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{
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mat.SetInt("_SubsurfaceProfile", 0);
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}
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else
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{
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mat.SetInt("_SubsurfaceProfile", ivalue + 1);
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}
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EditorUtility.SetDirty(mat);
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}
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}
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else if (mat.shader.name == "HDRenderPipeline/LayeredLit" ||
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mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
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{
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float fvalue = mat.GetFloat("_MaterialID");
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if (fvalue == 0.0) // SSS
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{
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CheckOutFile(VSCEnabled, mat);
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int numLayer = (int)mat.GetFloat("_LayerCount");
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for (int x = 0; x < numLayer; ++x)
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{
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int ivalue = mat.GetInt("_SubsurfaceProfile" + x);
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if (ivalue == 15)
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{
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mat.SetInt("_SubsurfaceProfile" + x, 0);
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}
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else
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{
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mat.SetInt("_SubsurfaceProfile" + x, ivalue + 1);
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}
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}
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EditorUtility.SetDirty(mat);
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}
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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("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/Tools/High Definition/Export Sky to Image", priority = CoreUtils.editMenuPriority2)]
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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/Render Pipeline/High Definition/Scene Settings", priority = 10)]
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static void CreateCustomGameObject(MenuCommand menuCommand)
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{
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var sceneSettings = new GameObject("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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sceneSettings.AddComponent<SceneSettings>();
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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 DoCreateNewAssetCommonSettings : DoCreateNewAsset<CommonSettings> {}
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class DoCreateNewAssetHDRISkySettings : DoCreateNewAsset<HDRISkySettings> {}
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class DoCreateNewAssetBlacksmithSkySettings : DoCreateNewAsset<BlacksmithSkySettings> {}
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class DoCreateNewAssetProceduralSkySettings : DoCreateNewAsset<ProceduralSkySettings> {}
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class DoCreateNewAssetSubsurfaceScatteringSettings : DoCreateNewAsset<SubsurfaceScatteringSettings> {}
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[MenuItem("Assets/Create/Render Pipeline/High Definition/Common Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateCommonSettings()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetCommonSettings>(), "New CommonSettings.asset", icon, null);
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}
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[MenuItem("Assets/Create/Render Pipeline/High Definition/Subsurface Scattering Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateSubsurfaceScatteringProfile()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetSubsurfaceScatteringSettings>(), "New SSS Settings.asset", icon, null);
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}
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[MenuItem("Assets/Create/Render Pipeline/High Definition/HDRISky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateHDRISkySettings()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRISkySettings>(), "New HDRISkySettings.asset", icon, null);
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}
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[MenuItem("Assets/Create/Render Pipeline/High Definition/BlacksmithSky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateBlacksmithSkySettings()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetBlacksmithSkySettings>(), "New BlacksmithSkySettings.asset", icon, null);
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}
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[MenuItem("Assets/Create/Render Pipeline/High Definition/ProceduralSky Settings", priority = CoreUtils.assetCreateMenuPriority2)]
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static void MenuCreateProceduralSkySettings()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetProceduralSkySettings>(), "New ProceduralSkySettings.asset", icon, null);
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}
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}
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}
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