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316 行
14 KiB

using System;
using System.IO;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
using UnityObject = UnityEngine.Object;
public class HDRenderPipelineMenuItems
{
// Function used only to check performance of data with and without tessellation
[MenuItem("Internal/HDRenderPipeline/Test/Remove tessellation materials (not reversible)")]
static void RemoveTessellationMaterials()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
var litShader = Shader.Find("HDRenderPipeline/Lit");
var layeredLitShader = Shader.Find("HDRenderPipeline/LayeredLit");
foreach (var mat in materials)
{
if (mat.shader.name == "HDRenderPipeline/LitTessellation")
{
mat.shader = litShader;
// We remove all keyword already present
CoreEditorUtils.RemoveMaterialKeywords(mat);
LitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
else if (mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
mat.shader = layeredLitShader;
// We remove all keyword already present
CoreEditorUtils.RemoveMaterialKeywords(mat);
LayeredLitGUI.SetupMaterialKeywordsAndPass(mat);
EditorUtility.SetDirty(mat);
}
}
}
[MenuItem("Edit/Render Pipeline/Export Sky to Image", priority = CoreUtils.editMenuPriority3)]
static void ExportSkyToImage()
{
var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (renderpipeline == null)
{
Debug.LogError("HDRenderPipeline is not instantiated.");
return;
}
var result = renderpipeline.ExportSkyToTexture();
if (result == null)
return;
// Encode texture into PNG
byte[] bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP);
UnityObject.DestroyImmediate(result);
string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr");
if (!string.IsNullOrEmpty(assetPath))
{
File.WriteAllBytes(assetPath, bytes);
AssetDatabase.Refresh();
}
}
[MenuItem("GameObject/Rendering/Scene Settings", priority = CoreUtils.gameObjectMenuPriority)]
static void CreateSceneSettingsGameObject(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var sceneSettings = CoreEditorUtils.CreateGameObject(parent, "Scene Settings");
GameObjectUtility.SetParentAndAlign(sceneSettings, menuCommand.context as GameObject);
Undo.RegisterCreatedObjectUndo(sceneSettings, "Create " + sceneSettings.name);
Selection.activeObject = sceneSettings;
var profile = VolumeProfileFactory.CreateVolumeProfile(sceneSettings.scene, "Scene Settings");
VolumeProfileFactory.CreateVolumeComponent<HDShadowSettings>(profile, true, false);
var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false);
visualEnv.skyType.value = SkySettings.GetUniqueID<ProceduralSky>();
visualEnv.fogType.value = FogType.Exponential;
VolumeProfileFactory.CreateVolumeComponent<ProceduralSky>(profile, true, false);
VolumeProfileFactory.CreateVolumeComponent<ExponentialFog>(profile, true, true);
var volume = sceneSettings.AddComponent<Volume>();
volume.isGlobal = true;
volume.sharedProfile = profile;
var bakingSky = sceneSettings.AddComponent<BakingSky>();
bakingSky.profile = volume.sharedProfile;
bakingSky.bakingSkyUniqueID = SkySettings.GetUniqueID<ProceduralSky>();
}
class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var newAsset = CreateInstance<TAssetType>();
newAsset.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(newAsset, pathName);
ProjectWindowUtil.ShowCreatedAsset(newAsset);
}
}
class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings> { }
[MenuItem("Assets/Create/Rendering/Diffusion profile Settings", priority = CoreUtils.assetCreateMenuPriority2)]
static void MenuCreateDiffusionProfile()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile Settings.asset", icon, null);
}
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Light-shadow Data\" (if not present)")]
static void AddAdditionalLightData()
{
var lights = UnityObject.FindObjectsOfType(typeof(Light)) as Light[];
foreach (var light in lights)
{
// Do not add a component if there already is one.
if (light.GetComponent<HDAdditionalLightData>() == null)
light.gameObject.AddComponent<HDAdditionalLightData>();
if (light.GetComponent<AdditionalShadowData>() == null)
{
AdditionalShadowData shadowData = light.gameObject.AddComponent<AdditionalShadowData>();
HDAdditionalShadowData.InitDefaultHDAdditionalShadowData(shadowData);
}
}
}
[MenuItem("Internal/HDRenderPipeline/Add \"Additional Camera Data\" (if not present)")]
static void AddAdditionalCameraData()
{
var cameras = UnityObject.FindObjectsOfType(typeof(Camera)) as Camera[];
foreach (var camera in cameras)
{
// Do not add a component if there already is one.
if (camera.GetComponent<HDAdditionalCameraData>() == null)
camera.gameObject.AddComponent<HDAdditionalCameraData>();
}
}
// This script is a helper for the artists to re-synchronize all layered materials
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
foreach (var mat in materials)
{
if (mat.shader.name == "HDRenderPipeline/LayeredLit" || mat.shader.name == "HDRenderPipeline/LayeredLitTessellation")
{
CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
LayeredLitGUI.SynchronizeAllLayers(mat);
EditorUtility.SetDirty(mat);
}
}
}
// 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.
// 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.
// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
// It require that the inspector of the material have a static function call that update all keyword based on material properties.
[MenuItem("Edit/Render Pipeline/Reset All Loaded High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
static void ResetAllMaterialKeywords()
{
try
{
ResetAllLoadedMaterialKeywords(string.Empty, 1, 0);
}
finally
{
EditorUtility.ClearProgressBar();
}
}
// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
//[MenuItem("Edit/Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)", priority = CoreUtils.editMenuPriority3)]
static void ResetAllMaterialAssetsKeywords()
{
try
{
ResetAllMaterialAssetsKeywords(1, 0);
}
finally
{
EditorUtility.ClearProgressBar();
}
}
[MenuItem("Edit/Render Pipeline/Reset All Project and Scene High Definition Materials Keywords", priority = CoreUtils.editMenuPriority3)]
static void ResetAllMaterialKeywordsInProjectAndScenes()
{
var openedScenes = new string[EditorSceneManager.loadedSceneCount];
for (var i = 0; i < openedScenes.Length; ++i)
openedScenes[i] = SceneManager.GetSceneAt(i).path;
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
try
{
var scenes = AssetDatabase.FindAssets("t:Scene");
var scale = 1f / Mathf.Max(1, scenes.Length);
for (var i = 0; i < scenes.Length; ++i)
{
var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]);
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
CoreEditorUtils.CheckOutFile(VCSEnabled, sceneAsset);
EditorSceneManager.OpenScene(scenePath);
var sceneName = Path.GetFileNameWithoutExtension(scenePath);
var description = string.Format("{0} {1}/{2} - ", sceneName, i + 1, scenes.Length);
if (ResetAllLoadedMaterialKeywords(description, scale, scale * i))
{
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
}
}
ResetAllMaterialAssetsKeywords(scale, scale * (scenes.Length - 1));
}
finally
{
EditorUtility.ClearProgressBar();
if (openedScenes.Length > 0)
{
EditorSceneManager.OpenScene(openedScenes[0]);
for (var i = 1; i < openedScenes.Length; i++)
EditorSceneManager.OpenScene(openedScenes[i], OpenSceneMode.Additive);
}
}
}
static void ResetAllMaterialAssetsKeywords(float progressScale, float progressOffset)
{
var matIds = AssetDatabase.FindAssets("t:Material");
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
for (int i = 0, length = matIds.Length; i < length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(matIds[i]);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
EditorUtility.DisplayProgressBar(
"Setup material asset's Keywords...",
string.Format("{0} / {1} materials cleaned.", i, length),
(i / (float)(length - 1)) * progressScale + progressOffset);
CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
var h = Debug.unityLogger.logHandler;
Debug.unityLogger.logHandler = new UnityContextualLogHandler(mat);
HDEditorUtils.ResetMaterialKeywords(mat);
Debug.unityLogger.logHandler = h;
}
}
static bool ResetAllLoadedMaterialKeywords(string descriptionPrefix, float progressScale, float progressOffset)
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
bool anyMaterialDirty = false; // Will be true if any material is dirty.
for (int i = 0, length = materials.Length; i < length; i++)
{
EditorUtility.DisplayProgressBar(
"Setup materials Keywords...",
string.Format("{0}{1} / {2} materials cleaned.", descriptionPrefix, i, length),
(i / (float)(length - 1)) * progressScale + progressOffset);
CoreEditorUtils.CheckOutFile(VCSEnabled, materials[i]);
if (HDEditorUtils.ResetMaterialKeywords(materials[i]))
{
anyMaterialDirty = true;
}
}
return anyMaterialDirty;
}
class UnityContextualLogHandler : ILogHandler
{
UnityObject m_Context;
static readonly ILogHandler k_DefaultLogHandler = Debug.unityLogger.logHandler;
public UnityContextualLogHandler(UnityObject context)
{
m_Context = context;
}
public void LogFormat(LogType logType, UnityObject context, string format, params object[] args)
{
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
k_DefaultLogHandler.LogFormat(logType, context, format, args);
}
public void LogException(Exception exception, UnityObject context)
{
k_DefaultLogHandler.LogFormat(LogType.Log, m_Context, "Context: {0} ({1})", m_Context, AssetDatabase.GetAssetPath(m_Context));
k_DefaultLogHandler.LogException(exception, context);
}
}
}
}