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using System.Collections.Generic;
using System.IO;
using UnityEngine;
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 }
};
public static string GetHDRenderPipelinePath()
{
// User can create their own directory for SRP, so we need to find the current path that they use.
// We know that DefaultHDMaterial exist and we know where it is, let's use that to find the current directory.
var guid = AssetDatabase.FindAssets("DefaultHDMaterial t:material");
string path = AssetDatabase.GUIDToAssetPath(guid[0]);
path = Path.GetDirectoryName(path); // Asset is in HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat
path = path.Replace("RenderPipelineResources", ""); // Keep only path with HDRenderPipeline
return path;
}
// TODO: The two following functions depend on HDRP, they should be made generic
public static string GetPostProcessingPath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../../PostProcessing/PostProcessing");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
public static string GetCorePath()
{
var hdrpPath = GetHDRenderPipelinePath();
var fullPath = Path.GetFullPath(hdrpPath + "../Core");
var relativePath = fullPath.Substring(fullPath.IndexOf("Assets"));
return relativePath.Replace("\\", "/") + "/";
}
public static bool ResetMaterialKeywords(Material material)
{
MaterialResetter resetter;
if (k_MaterialResetters.TryGetValue(material.shader.name, out resetter))
{
RemoveMaterialKeywords(material);
resetter(material);
EditorUtility.SetDirty(material);
return true;
}
return false;
}
public static void RemoveMaterialKeywords(Material material)
{
foreach (var keyword in material.shaderKeywords)
material.DisableKeyword(keyword);
}
}
}