forked from BilalY/Rasagar
210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using System;
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using UnityEditor;
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namespace UnityEngine.Rendering.Universal
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{
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internal enum DefaultMaterialType
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{
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Default,
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Particle,
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Terrain,
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Sprite,
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SpriteMask,
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Decal
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}
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public partial class UniversalRenderPipelineAsset
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{
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#region Materials
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Material GetMaterial(DefaultMaterialType materialType)
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{
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#if UNITY_EDITOR
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Material material = null;
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if (scriptableRendererData != null)
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material = scriptableRendererData.GetDefaultMaterial(materialType);
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if (material == null)
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{
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if (GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(out var defaultMaterials))
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{
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return materialType switch
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{
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DefaultMaterialType.Default => defaultMaterials.defaultMaterial,
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DefaultMaterialType.Particle => defaultMaterials.defaultParticleUnlitMaterial,
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DefaultMaterialType.Terrain => defaultMaterials.defaultTerrainLitMaterial,
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DefaultMaterialType.Decal => defaultMaterials.defaultDecalMaterial,
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_ => null
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};
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}
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}
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return material;
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#else
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return null;
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#endif
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}
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/// <summary>
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/// Returns the default Material.
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/// </summary>
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/// <returns>Returns the default Material.</returns>
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public override Material defaultMaterial => GetMaterial(DefaultMaterialType.Default);
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/// <summary>
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/// Returns the default particle Material.
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/// </summary>
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/// <returns>Returns the default particle Material.</returns>
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public override Material defaultParticleMaterial => GetMaterial(DefaultMaterialType.Particle);
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/// <summary>
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/// Returns the default line Material.
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/// </summary>
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/// <returns>Returns the default line Material.</returns>
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public override Material defaultLineMaterial => GetMaterial(DefaultMaterialType.Particle);
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/// <summary>
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/// Returns the default terrain Material.
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/// </summary>
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/// <returns>Returns the default terrain Material.</returns>
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public override Material defaultTerrainMaterial => GetMaterial(DefaultMaterialType.Terrain);
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/// <summary>
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/// Returns the default material for the 2D renderer.
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/// </summary>
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/// <returns>Returns the material containing the default lit and unlit shader passes for sprites in the 2D renderer.</returns>
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public override Material default2DMaterial => GetMaterial(DefaultMaterialType.Sprite);
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/// <summary>
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/// Returns the default sprite mask material for the 2D renderer.
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/// </summary>
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/// <returns>Returns the material containing the default shader pass for sprite mask in the 2D renderer.</returns>
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public override Material default2DMaskMaterial => GetMaterial(DefaultMaterialType.SpriteMask);
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/// <summary>
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/// Returns the Material that Unity uses to render decals.
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/// </summary>
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/// <returns>Returns the Material containing the Unity decal shader.</returns>
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public Material decalMaterial => GetMaterial(DefaultMaterialType.Decal);
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#endregion
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#region Shaders
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#if UNITY_EDITOR
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private UniversalRenderPipelineEditorShaders defaultShaders =>
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GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>();
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#endif
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Shader m_DefaultShader;
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/// <summary>
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/// Returns the default shader for the specified renderer. When creating new objects in the editor, the materials of those objects will use the selected default shader.
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/// </summary>
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/// <returns>Returns the default shader for the specified renderer.</returns>
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public override Shader defaultShader
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{
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get
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{
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#if UNITY_EDITOR
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// TODO: When importing project, AssetPreviewUpdater:CreatePreviewForAsset will be called multiple time
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// which in turns calls this property to get the default shader.
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// The property should never return null as, when null, it loads the data using AssetDatabase.LoadAssetAtPath.
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// However it seems there's an issue that LoadAssetAtPath will not load the asset in some cases. so adding the null check
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// here to fix template tests.
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if (scriptableRendererData != null)
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{
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Shader defaultShader = scriptableRendererData.GetDefaultShader();
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if (defaultShader != null)
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return defaultShader;
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}
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if (m_DefaultShader == null)
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{
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string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(ShaderPathID.Lit));
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m_DefaultShader = AssetDatabase.LoadAssetAtPath<Shader>(path);
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}
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#endif
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if (m_DefaultShader == null)
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m_DefaultShader = Shader.Find(ShaderUtils.GetShaderPath(ShaderPathID.Lit));
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return m_DefaultShader;
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}
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}
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#if UNITY_EDITOR
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#region Autodesk
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/// <summary>
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/// Returns the Autodesk Interactive shader that this asset uses.
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/// </summary>
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/// <returns>Returns the Autodesk Interactive shader that this asset uses.</returns>
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public override Shader autodeskInteractiveShader => defaultShaders?.autodeskInteractiveShader;
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/// <summary>
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/// Returns the Autodesk Interactive transparent shader that this asset uses.
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/// </summary>
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/// <returns>Returns the Autodesk Interactive transparent shader that this asset uses.</returns>
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public override Shader autodeskInteractiveTransparentShader => defaultShaders?.autodeskInteractiveTransparentShader;
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/// <summary>
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/// Returns the Autodesk Interactive mask shader that this asset uses.
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/// </summary>
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/// <returns>Returns the Autodesk Interactive mask shader that this asset uses</returns>
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public override Shader autodeskInteractiveMaskedShader => defaultShaders?.autodeskInteractiveMaskedShader;
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#endregion
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#region Terrain
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/// <summary>
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/// Returns the terrain detail lit shader that this asset uses.
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/// </summary>
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/// <returns>Returns the terrain detail lit shader that this asset uses.</returns>
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public override Shader terrainDetailLitShader => defaultShaders?.terrainDetailLitShader;
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/// <summary>
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/// Returns the terrain detail grass shader that this asset uses.
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/// </summary>
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/// <returns>Returns the terrain detail grass shader that this asset uses.</returns>
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public override Shader terrainDetailGrassShader => defaultShaders?.terrainDetailGrassShader;
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/// <summary>
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/// Returns the terrain detail grass billboard shader that this asset uses.
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/// </summary>
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/// <returns>Returns the terrain detail grass billboard shader that this asset uses.</returns>
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public override Shader terrainDetailGrassBillboardShader => defaultShaders?.terrainDetailGrassBillboardShader;
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#endregion
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#region SpeedTree
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/// <summary>
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/// Returns the default SpeedTree7 shader that this asset uses.
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/// </summary>
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/// <returns>Returns the default SpeedTree7 shader that this asset uses.</returns>
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public override Shader defaultSpeedTree7Shader => defaultShaders?.defaultSpeedTree7Shader;
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/// <summary>
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/// Returns the default SpeedTree8 shader that this asset uses.
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/// </summary>
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/// <returns>Returns the default SpeedTree8 shader that this asset uses.</returns>
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public override Shader defaultSpeedTree8Shader => defaultShaders?.defaultSpeedTree8Shader;
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/// <summary>
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/// Returns the default SpeedTree9 shader that this asset uses.
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/// </summary>
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/// <returns>Returns the default SpeedTree9 shader that this asset uses.</returns>
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public override Shader defaultSpeedTree9Shader => defaultShaders?.defaultSpeedTree9Shader;
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#endregion
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#endif
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#endregion
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}
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}
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