Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.DefaultResources.cs
2024-08-26 23:07:20 +03:00

210 lines
8.2 KiB
C#

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