forked from BilalY/Rasagar
688 lines
32 KiB
C#
688 lines
32 KiB
C#
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using System;
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using System.IO;
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using System.Reflection;
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using System.Collections.Generic;
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using UnityEditor.Rendering;
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using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine.Rendering;
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using UnityEngine.Assertions;
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using RenderingLayerMask = UnityEngine.RenderingLayerMask;
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namespace UnityEditor.Rendering.HighDefinition
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{
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using UnityObject = UnityEngine.Object;
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class HDRenderPipelineMenuItems
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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/HDRP/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("HDRP/Lit");
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var layeredLitShader = Shader.Find("HDRP/LayeredLit");
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foreach (var mat in materials)
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{
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if (mat.shader.name == "HDRP/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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LitAPI.ValidateMaterial(mat);
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EditorUtility.SetDirty(mat);
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}
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else if (mat.shader.name == "HDRP/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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LayeredLitAPI.ValidateMaterial(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/Rendering/Export HDRP Sky to Image", priority = CoreUtils.Sections.section2 + CoreUtils.Priorities.editMenuPriority + 2)]
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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(Camera.main);
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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/Light/Directional Moon Light", priority = 2)]
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static void CreateMoonLight(MenuCommand menuCommand)
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{
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var parent = menuCommand.context as GameObject;
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var go = CoreEditorUtils.CreateGameObject("Directional Moon Light", parent);
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go.GetComponent<Transform>().eulerAngles = new Vector3(150, -30, 0);
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var light = go.AddComponent<Light>();
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light.type = LightType.Directional;
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var hdLight = go.AddComponent<HDAdditionalLightData>();
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HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLight);
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hdLight.celestialBodyShadingSource = HDAdditionalLightData.CelestialBodyShadingSource.ReflectSunLight;
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hdLight.distance = 384400000;
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hdLight.diameterMultiplerMode = false;
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hdLight.diameterOverride = 3.0f;
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hdLight.flareSize = 0.0f;
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light.colorTemperature = 4100;
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light.intensity = 0.5f; // 0.5 lux is actually a bit more than max moon light intensity on a full moon
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if (GraphicsSettings.TryGetRenderPipelineSettings<HDRenderPipelineEditorTextures>(out var defaultRenderPipelineTextures))
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{
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hdLight.surfaceTexture = defaultRenderPipelineTextures.moonAlbedo;
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}
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else
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{
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Debug.LogWarning($"{go.name} is missing the {nameof(HDAdditionalLightData.surfaceTexture)} due to not being able to find {nameof(HDRenderPipelineEditorTextures.moonAlbedo)} Texture.");
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}
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}
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[MenuItem("GameObject/Volume/Sky and Fog Global Volume", priority = CoreUtils.Priorities.gameObjectMenuPriority + 1)]
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static void CreateSceneSettingsGameObject(MenuCommand menuCommand)
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{
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var parent = menuCommand.context as GameObject;
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var settings = CoreEditorUtils.CreateGameObject("Sky and Fog Global Volume", parent);
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var profile = VolumeProfileFactory.CreateVolumeProfile(settings.scene, "Sky and Fog Settings");
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var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false);
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visualEnv.skyType.value = SkySettings.GetUniqueID<PhysicallyBasedSky>();
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visualEnv.skyAmbientMode.overrideState = false;
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VolumeProfileFactory.CreateVolumeComponent<PhysicallyBasedSky>(profile, false, false);
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var fog = VolumeProfileFactory.CreateVolumeComponent<Fog>(profile, false, true);
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fog.enabled.Override(true);
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fog.enableVolumetricFog.Override(true);
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var volume = settings.AddComponent<Volume>();
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volume.isGlobal = true;
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volume.sharedProfile = profile;
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}
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[MenuItem("Edit/Rendering/Materials/Upgrade HDRP Materials to Latest Version", priority = CoreUtils.Priorities.editMenuPriority)]
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internal static void UpgradeMaterials()
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{
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// Force reimport of all materials, this will upgrade the needed one and save the assets if needed
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MaterialReimporter.ReimportAllMaterials();
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}
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[MenuItem("Edit/Rendering/Materials/Generate Material Resources", priority = CoreUtils.Priorities.editMenuPriority)]
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internal static void GenerateLookUpTables()
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{
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var resources = new List<RenderTexture>();
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// Ask for each render pipeline material to build their look-ups
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HDUtils.GetRenderPipelineMaterialList().ForEach(material => material.BuildOffline(ref resources));
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// Write the resources to disk.
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resources.ForEach(resource => HDTextureUtilities.WriteTextureToAsset(resource, $"Assets/HDRPDefaultResources/Generated/{resource.name}.asset"));
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// Release
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resources.ForEach(RenderTexture.ReleaseTemporary);
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}
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[MenuItem("Edit/Rendering/Rendering Layers/Add HDRP Default Layer Mask to Loaded Mesh Renderers and Terrains", priority = CoreUtils.Priorities.editMenuPriority + 2)]
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internal static void UpgradeDefaultRenderingLayerMask()
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{
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var meshRenderers = Resources.FindObjectsOfTypeAll<MeshRenderer>();
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foreach (var mesh in meshRenderers)
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{
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Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
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mesh.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
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EditorUtility.SetDirty(mesh);
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}
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var terrains = Resources.FindObjectsOfTypeAll<Terrain>();
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foreach (var terrain in terrains)
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{
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Undo.RecordObject(terrain, "Terrain Layer Mask update");
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terrain.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
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EditorUtility.SetDirty(terrain);
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}
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}
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[MenuItem("Edit/Rendering/Rendering Layers/Add HDRP Default Layer Mask to Selected Mesh Renderers and Terrains", priority = CoreUtils.Priorities.editMenuPriority + 1)]
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internal static void UpgradeDefaultRenderingLayerMaskForSelection()
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{
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var selection = UnityEditor.Selection.objects;
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foreach (var obj in selection)
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{
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if (obj is GameObject)
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{
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GameObject gameObj = obj as GameObject;
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MeshRenderer mesh;
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if (gameObj.TryGetComponent<MeshRenderer>(out mesh))
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{
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Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
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mesh.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
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EditorUtility.SetDirty(mesh);
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}
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Terrain terrain;
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if (gameObj.TryGetComponent<Terrain>(out terrain))
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{
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Undo.RecordObject(terrain, "Terrain Layer Mask update");
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terrain.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
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EditorUtility.SetDirty(terrain);
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}
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}
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}
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}
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static bool ContributesGI(GameObject go) => (GameObjectUtility.GetStaticEditorFlags(go) & StaticEditorFlags.ContributeGI) != 0;
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[MenuItem("Edit/Rendering/Global Illumination/Convert Selected Mesh Renderers to receive GI from Light Probes", priority = CoreUtils.Priorities.editMenuPriority + 1)]
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internal static void ConvertSelectedObjectsToAPV()
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{
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foreach (var obj in Selection.objects)
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{
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if (obj is GameObject)
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{
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GameObject gameObj = obj as GameObject;
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if (gameObj.TryGetComponent<MeshRenderer>(out var mesh) && ContributesGI(gameObj) && mesh.receiveGI == ReceiveGI.Lightmaps)
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{
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Undo.RecordObject(mesh, "MeshRenderer Receive GI update");
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mesh.receiveGI = ReceiveGI.LightProbes;
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EditorUtility.SetDirty(mesh);
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}
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}
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}
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}
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[MenuItem("Edit/Rendering/Global Illumination/Convert Loaded Mesh Renderers to receive GI from Light Probes", priority = CoreUtils.Priorities.editMenuPriority + 1)]
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internal static void ConvertLoadedObjectsToAPV()
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{
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foreach (var mesh in Resources.FindObjectsOfTypeAll<MeshRenderer>())
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{
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if (ContributesGI(mesh.gameObject) && mesh.receiveGI == ReceiveGI.Lightmaps)
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{
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Undo.RecordObject(mesh, "MeshRenderer Receive GI update");
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mesh.receiveGI = ReceiveGI.LightProbes;
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EditorUtility.SetDirty(mesh);
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}
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}
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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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PostCreateAssetWork(newAsset);
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}
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protected virtual void PostCreateAssetWork(TAssetType asset) { }
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}
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class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings>
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{
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protected override void PostCreateAssetWork(DiffusionProfileSettings asset)
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{
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// Update the hash after that the asset was saved on the disk (hash requires the GUID of the asset)
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DiffusionProfileHashTable.UpdateDiffusionProfileHashNow(asset);
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}
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}
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[MenuItem("Assets/Create/Rendering/HDRP Diffusion Profile", priority = CoreUtils.Sections.section4 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
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static void MenuCreateDiffusionProfile()
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{
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var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile.asset", icon, null);
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}
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[MenuItem("Assets/Create/Shader/HDRP Custom FullScreen Pass")]
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static void MenuCreateCustomFullScreenPassShader()
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{
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string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template";
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New FullScreen CustomPass.shader");
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}
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[MenuItem("Assets/Create/Shader/HDRP Custom Renderers Pass")]
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static void MenuCreateCustomRenderersPassShader()
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{
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string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template";
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Renderers CustomPass.shader");
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}
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[MenuItem("Assets/Create/Rendering/HDRP C# Custom Pass", priority = CoreUtils.Sections.section6 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
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static void MenuCreateCustomPassCSharpScript()
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{
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string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassCSharpScript.template";
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Custom Pass.cs");
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}
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[MenuItem("Assets/Create/Rendering/HDRP C# Post Process Volume", priority = CoreUtils.Sections.section6 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
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static void MenuCreateCSharpPostProcessVolume()
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{
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string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template";
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "NewPostProcessVolume.cs");
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}
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[MenuItem("Assets/Create/Shader/HDRP Post Process", priority = CoreUtils.Sections.section1)]
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static void MenuCreatePostProcessShader()
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{
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string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingShader.template";
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Post Process Volume.shader");
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}
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//[MenuItem("Internal/HDRP/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.FindObjectsByType<Light>(FindObjectsSortMode.InstanceID);
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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.TryGetComponent<HDAdditionalLightData>(out _))
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{
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var hdLight = light.gameObject.AddComponent<HDAdditionalLightData>();
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HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLight);
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}
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}
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}
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//[MenuItem("Internal/HDRP/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.FindObjectsByType<Camera>(FindObjectsSortMode.InstanceID);
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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.TryGetComponent<HDAdditionalCameraData>(out _))
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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/HDRP/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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bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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foreach (var mat in materials)
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{
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if (mat.shader.name == "HDRP/LayeredLit" || mat.shader.name == "HDRP/LayeredLitTessellation")
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{
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CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
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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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// We now do this automatically when upgrading Material version, so not required anymore - keep it in case you want to manually do it
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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/HD Render Pipeline/Reset All Loaded High Definition Materials Keywords")]
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static void ResetAllMaterialKeywords()
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{
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try
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{
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ResetAllLoadedMaterialKeywords(string.Empty, 1, 0);
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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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// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
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//[MenuItem("Edit/Render Pipeline/HD Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)")]
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static void ResetAllMaterialAssetsKeywords()
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{
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try
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{
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ResetAllMaterialAssetsKeywords(1, 0);
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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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// We now do this automatically when upgrading Material version, so not required anymore - keep it in case you want to manually do it
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// [MenuItem("Edit/Render Pipeline/HD Render Pipeline/Reset All Project and Scene High Definition Materials Keywords")]
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static void ResetAllMaterialKeywordsInProjectAndScenes()
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{
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var openedScenes = new string[SceneManager.loadedSceneCount];
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for (var i = 0; i < openedScenes.Length; ++i)
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openedScenes[i] = SceneManager.GetSceneAt(i).path;
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bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
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try
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{
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var scenes = AssetDatabase.FindAssets("t:Scene", new string[] { "Assets" });
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var scale = 1f / Mathf.Max(1, scenes.Length);
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for (var i = 0; i < scenes.Length; ++i)
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{
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var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]);
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var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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|
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", new string[] { "Assets" }); // do not include packages
|
||
|
|
||
|
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);
|
||
|
HDShaderUtils.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 (HDShaderUtils.ResetMaterialKeywords(materials[i]))
|
||
|
{
|
||
|
anyMaterialDirty = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return anyMaterialDirty;
|
||
|
}
|
||
|
|
||
|
[MenuItem("GameObject/Volume/Custom Pass", priority = CoreUtils.Sections.section2 + CoreUtils.Priorities.gameObjectMenuPriority + 1)]
|
||
|
static void CreateGlobalVolume(MenuCommand menuCommand)
|
||
|
{
|
||
|
var go = CoreEditorUtils.CreateGameObject("Custom Pass", menuCommand.context);
|
||
|
var volume = go.AddComponent<CustomPassVolume>();
|
||
|
volume.isGlobal = true;
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MenuItem("Edit/Rendering/Check Scene Content for HDRP Ray Tracing", priority = CoreUtils.Sections.section2 + CoreUtils.Priorities.editMenuPriority + 3)]
|
||
|
static void CheckSceneContentForRayTracing(MenuCommand menuCommand)
|
||
|
{
|
||
|
// Flag that holds
|
||
|
bool generalErrorFlag = false;
|
||
|
var rendererArray = UnityEngine.GameObject.FindObjectsByType<Renderer>(FindObjectsSortMode.InstanceID);
|
||
|
var lodGroupArray = UnityEngine.GameObject.FindObjectsByType<LODGroup>(FindObjectsSortMode.InstanceID);
|
||
|
List<Material> materialArray = new List<Material>(32);
|
||
|
ReflectionProbe reflectionProbe = new ReflectionProbe();
|
||
|
|
||
|
foreach (Renderer currentRenderer in rendererArray)
|
||
|
{
|
||
|
// If this is a reflection probe, we can ignore it.
|
||
|
if (currentRenderer.gameObject.TryGetComponent<ReflectionProbe>(out reflectionProbe)) continue;
|
||
|
|
||
|
// Get all the materials of the mesh renderer
|
||
|
currentRenderer.GetSharedMaterials(materialArray);
|
||
|
if (materialArray == null)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has a null material array.");
|
||
|
generalErrorFlag = true;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// For every sub-mesh/sub-material let's build the right flags
|
||
|
int numSubMeshes = 1;
|
||
|
if (!(currentRenderer.GetType() == typeof(SkinnedMeshRenderer)))
|
||
|
{
|
||
|
currentRenderer.TryGetComponent(out MeshFilter meshFilter);
|
||
|
if (meshFilter == null || meshFilter.sharedMesh == null)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has null meshfilter or mesh.");
|
||
|
generalErrorFlag = true;
|
||
|
continue;
|
||
|
}
|
||
|
numSubMeshes = meshFilter.sharedMesh.subMeshCount;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SkinnedMeshRenderer skinnedMesh = (SkinnedMeshRenderer)currentRenderer;
|
||
|
if (skinnedMesh.sharedMesh == null)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has null mesh.");
|
||
|
generalErrorFlag = true;
|
||
|
continue;
|
||
|
}
|
||
|
numSubMeshes = skinnedMesh.sharedMesh.subMeshCount;
|
||
|
}
|
||
|
|
||
|
// Check the number of sub-meshes
|
||
|
if (numSubMeshes >= 32)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has more than 32 sub-meshes. Above this limit, the cutoff and double sided flags may not match the one defined in the materials.");
|
||
|
generalErrorFlag = true;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
bool materialIsOnlyTransparent = true;
|
||
|
bool hasTransparentSubMaterial = false;
|
||
|
bool singleSided = true;
|
||
|
bool hasSingleSided = false;
|
||
|
|
||
|
for (int meshIdx = 0; meshIdx < numSubMeshes; ++meshIdx)
|
||
|
{
|
||
|
// Initially we consider the potential mesh as invalid
|
||
|
if (materialArray.Count > meshIdx)
|
||
|
{
|
||
|
// Grab the material for the current sub-mesh
|
||
|
Material currentMaterial = materialArray[meshIdx];
|
||
|
|
||
|
// The material is transparent if either it has the requested keyword or is in the transparent queue range
|
||
|
if (currentMaterial != null)
|
||
|
{
|
||
|
bool materialIsTransparent = currentMaterial.IsKeywordEnabled("_SURFACE_TYPE_TRANSPARENT")
|
||
|
|| (HDRenderQueue.k_RenderQueue_Transparent.lowerBound <= currentMaterial.renderQueue
|
||
|
&& HDRenderQueue.k_RenderQueue_Transparent.upperBound >= currentMaterial.renderQueue);
|
||
|
|
||
|
// aggregate the transparency info
|
||
|
materialIsOnlyTransparent &= materialIsTransparent;
|
||
|
hasTransparentSubMaterial |= materialIsTransparent;
|
||
|
|
||
|
// Evaluate if it is single sided
|
||
|
bool doubleSided = currentMaterial.doubleSidedGI || currentMaterial.IsKeywordEnabled("_DOUBLESIDED_ON");
|
||
|
|
||
|
// Aggregate the double sided information
|
||
|
hasSingleSided |= !doubleSided;
|
||
|
singleSided &= !doubleSided;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has null material.");
|
||
|
generalErrorFlag = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!materialIsOnlyTransparent && hasTransparentSubMaterial)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has both transparent and opaque sub-meshes. This may cause performance issues");
|
||
|
generalErrorFlag = true;
|
||
|
}
|
||
|
|
||
|
if (!singleSided && hasSingleSided)
|
||
|
{
|
||
|
Debug.LogWarning("The object " + currentRenderer.name + " has both double sided and single sided sub-meshes. All materials will be considered double-sided for ray-traced effects.");
|
||
|
generalErrorFlag = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Check if one LOD is missing a renderer
|
||
|
for (var i = 0; i < lodGroupArray.Length; i++)
|
||
|
{
|
||
|
// Grab the current LOD group
|
||
|
LODGroup lodGroup = lodGroupArray[i];
|
||
|
LOD[] lodArray = lodGroup.GetLODs();
|
||
|
for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx)
|
||
|
{
|
||
|
LOD currentLOD = lodArray[lodIdx];
|
||
|
for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx)
|
||
|
{
|
||
|
if (currentLOD.renderers[rendererIdx] == null)
|
||
|
{
|
||
|
Debug.LogWarning("The LOD Group " + lodGroup.gameObject.name + " has at least one missing renderer in its children.");
|
||
|
generalErrorFlag = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!generalErrorFlag)
|
||
|
{
|
||
|
Debug.Log("No errors were detected in the process.");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MenuItem("Edit/Rendering/Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes", priority = CoreUtils.Sections.section2 + CoreUtils.Priorities.editMenuPriority + 4)]
|
||
|
static public void FixWarningGameObjectSceneIDMapIsMissingInLoadedScenes()
|
||
|
{
|
||
|
var rootCache = new List<GameObject>();
|
||
|
for (var i = 0; i < SceneManager.sceneCount; ++i)
|
||
|
FixWarningGameObjectSceneIDMapIsMissingFor(SceneManager.GetSceneAt(i), rootCache);
|
||
|
}
|
||
|
|
||
|
static void FixWarningGameObjectSceneIDMapIsMissingFor(Scene scene, List<GameObject> rootCache)
|
||
|
{
|
||
|
Assert.IsTrue(scene.isLoaded);
|
||
|
|
||
|
var roots = rootCache ?? new List<GameObject>();
|
||
|
roots.Clear();
|
||
|
scene.GetRootGameObjects(roots);
|
||
|
bool markSceneAsDirty = false;
|
||
|
for (var i = roots.Count - 1; i >= 0; --i)
|
||
|
{
|
||
|
if (roots[i].name == "SceneIDMap")
|
||
|
{
|
||
|
if (roots[i].GetComponent<SceneObjectIDMapSceneAsset>() == null)
|
||
|
{
|
||
|
// This gameObject must have SceneObjectIDMapSceneAsset
|
||
|
// If not, then Unity can't find the component.
|
||
|
// We can remove it, it will be regenerated properly by rebaking
|
||
|
// the probes.
|
||
|
//
|
||
|
// This happens for scene with baked probes authored before renaming
|
||
|
// the HDRP's namespaces without the 'Experiemental' prefix.
|
||
|
// The serialization used this path explicitly, thus the Unity serialization
|
||
|
// system lost the reference to the MonoBehaviour
|
||
|
UnityEngine.Object.DestroyImmediate(roots[i]);
|
||
|
|
||
|
// If we do any any modification on the scene
|
||
|
// we need to dirty it, otherwise, the editor won't commit the change to the disk
|
||
|
// and the issue will still persist.
|
||
|
if (!markSceneAsDirty)
|
||
|
markSceneAsDirty = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (markSceneAsDirty)
|
||
|
SceneManagement.EditorSceneManager.MarkSceneDirty(scene);
|
||
|
}
|
||
|
}
|
||
|
}
|