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using UnityEngine;
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"; }
}
[MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)]
static void CreateHDRenderPipeline()
{
var instance = ScriptableObject.CreateInstance<HDRenderPipelineAsset>();
AssetDatabase.CreateAsset(instance, HDEditorUtils.GetHDRenderPipelinePath() + "HDRenderPipelineAsset.asset");
// If it exist, load renderPipelineResources
instance.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
}
// TODO skybox/cubemap
[MenuItem("RenderPipeline/HDRenderPipeline/Create Resources Asset", false, 15)]
static void CreateRenderPipelineResources()
{
string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
string PostProcessingPath = HDEditorUtils.GetPostProcessingPath();
string CorePath = HDEditorUtils.GetCorePath();
var instance = ScriptableObject.CreateInstance<RenderPipelineResources>();
instance.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
instance.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
instance.debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
instance.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
instance.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
instance.screenSpaceAmbientOcclusionShader = Load<Shader>(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader");
instance.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
instance.volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute");
instance.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute");
instance.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute");
instance.copyChannelCS = Load<ComputeShader>(CorePath + "Resources/GPUCopy.compute");
instance.applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
instance.clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute");
instance.buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute");
instance.buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/scrbound.compute");
instance.buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild.compute");
instance.buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-bigtile.compute");
instance.buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-clustered.compute");
instance.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/materialflags.compute");
instance.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/Deferred.compute");
instance.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/TilePass/DeferredDirectionalShadow.compute");
// SceneSettings
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
// instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawSssProfile.shader");
// instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawTransmittanceGraph.shader");
instance.cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
// Sky
instance.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
instance.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute");
instance.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute");
instance.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader");
// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
instance.skyboxCubemap = Shader.Find("Skybox/Cubemap");
AssetDatabase.CreateAsset(instance, s_RenderPipelineResourcesPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
// 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);
}
}
}