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
117 行
8.1 KiB
117 行
8.1 KiB
using System.IO;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
|
|
|
namespace UnityEditor.Experimental.Rendering.HDPipeline
|
|
{
|
|
using UnityObject = UnityEngine.Object;
|
|
|
|
static class HDAssetFactory
|
|
{
|
|
static string s_RenderPipelineResourcesPath
|
|
{
|
|
get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
|
|
}
|
|
|
|
class DoCreateNewAssetHDRenderPipeline : ProjectWindowCallback.EndNameEditAction
|
|
{
|
|
public override void Action(int instanceId, string pathName, string resourceFile)
|
|
{
|
|
var newAsset = CreateInstance<HDRenderPipelineAsset>();
|
|
newAsset.name = Path.GetFileName(pathName);
|
|
// Load default renderPipelineResources / Material / Shader
|
|
newAsset.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
|
|
AssetDatabase.CreateAsset(newAsset, pathName);
|
|
ProjectWindowUtil.ShowCreatedAsset(newAsset);
|
|
}
|
|
}
|
|
|
|
[MenuItem("Assets/Create/Graphics/High Definition Render Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
|
|
static void CreateHDRenderPipeline()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRenderPipeline>(), "New HDRenderPipelineAsset.asset", icon, null);
|
|
}
|
|
|
|
// Note: move this to a static using once we can target C#6+
|
|
static T Load<T>(string path) where T : UnityObject
|
|
{
|
|
return AssetDatabase.LoadAssetAtPath<T>(path);
|
|
}
|
|
|
|
class DoCreateNewAssetHDRenderPipelineResources : ProjectWindowCallback.EndNameEditAction
|
|
{
|
|
public override void Action(int instanceId, string pathName, string resourceFile)
|
|
{
|
|
var newAsset = CreateInstance<RenderPipelineResources>();
|
|
newAsset.name = Path.GetFileName(pathName);
|
|
|
|
// Load default renderPipelineResources / Material / Shader
|
|
string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
|
|
string CorePath = HDEditorUtils.GetCorePath();
|
|
|
|
newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
|
|
newAsset.defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
|
|
newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
|
|
|
|
newAsset.debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");
|
|
newAsset.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
|
|
newAsset.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
|
|
newAsset.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
|
|
newAsset.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
|
|
newAsset.debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader");
|
|
|
|
newAsset.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
|
|
newAsset.gaussianPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
|
|
newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
|
|
newAsset.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
|
|
newAsset.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
|
|
|
|
newAsset.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");
|
|
newAsset.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute");
|
|
newAsset.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute");
|
|
newAsset.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute");
|
|
newAsset.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute");
|
|
newAsset.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute");
|
|
newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
|
|
newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
|
|
|
|
newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute");
|
|
newAsset.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
|
|
|
|
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
|
|
newAsset.subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
|
|
newAsset.combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
|
|
|
|
// General
|
|
newAsset.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
|
|
newAsset.copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader");
|
|
newAsset.copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader");
|
|
newAsset.blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader");
|
|
|
|
// Sky
|
|
newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
|
|
newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
|
|
newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
|
|
newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
|
|
newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
|
|
|
|
newAsset.encodeBC6HCS = Load<ComputeShader>(CorePath + "Resources/EncodeBC6H.compute");
|
|
|
|
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
|
|
newAsset.skyboxCubemap = Shader.Find("Skybox/Cubemap");
|
|
|
|
AssetDatabase.CreateAsset(newAsset, pathName);
|
|
ProjectWindowUtil.ShowCreatedAsset(newAsset);
|
|
}
|
|
}
|
|
|
|
[MenuItem("Assets/Create/Graphics/High Definition Render Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
|
|
static void CreateRenderPipelineResources()
|
|
{
|
|
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
|
|
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetHDRenderPipelineResources>(), "New HDRenderPipelineResources.asset", icon, null);
|
|
}
|
|
}
|
|
}
|