Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
2024-08-26 23:07:20 +03:00

688 lines
32 KiB
C#

using System;
using System.IO;
using System.Reflection;
using System.Collections.Generic;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine.Rendering;
using UnityEngine.Assertions;
using RenderingLayerMask = UnityEngine.RenderingLayerMask;
namespace UnityEditor.Rendering.HighDefinition
{
using UnityObject = UnityEngine.Object;
class HDRenderPipelineMenuItems
{
// Function used only to check performance of data with and without tessellation
//[MenuItem("Internal/HDRP/Test/Remove tessellation materials (not reversible)")]
static void RemoveTessellationMaterials()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
var litShader = Shader.Find("HDRP/Lit");
var layeredLitShader = Shader.Find("HDRP/LayeredLit");
foreach (var mat in materials)
{
if (mat.shader.name == "HDRP/LitTessellation")
{
mat.shader = litShader;
// We remove all keyword already present
CoreEditorUtils.RemoveMaterialKeywords(mat);
LitAPI.ValidateMaterial(mat);
EditorUtility.SetDirty(mat);
}
else if (mat.shader.name == "HDRP/LayeredLitTessellation")
{
mat.shader = layeredLitShader;
// We remove all keyword already present
CoreEditorUtils.RemoveMaterialKeywords(mat);
LayeredLitAPI.ValidateMaterial(mat);
EditorUtility.SetDirty(mat);
}
}
}
[MenuItem("Edit/Rendering/Export HDRP Sky to Image", priority = CoreUtils.Sections.section2 + CoreUtils.Priorities.editMenuPriority + 2)]
static void ExportSkyToImage()
{
var renderpipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (renderpipeline == null)
{
Debug.LogError("HDRenderPipeline is not instantiated.");
return;
}
var result = renderpipeline.ExportSkyToTexture(Camera.main);
if (result == null)
return;
// Encode texture into PNG
byte[] bytes = result.EncodeToEXR(Texture2D.EXRFlags.CompressZIP);
UnityObject.DestroyImmediate(result);
string assetPath = EditorUtility.SaveFilePanel("Export Sky", "Assets", "SkyExport", "exr");
if (!string.IsNullOrEmpty(assetPath))
{
File.WriteAllBytes(assetPath, bytes);
AssetDatabase.Refresh();
}
}
[MenuItem("GameObject/Light/Directional Moon Light", priority = 2)]
static void CreateMoonLight(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var go = CoreEditorUtils.CreateGameObject("Directional Moon Light", parent);
go.GetComponent<Transform>().eulerAngles = new Vector3(150, -30, 0);
var light = go.AddComponent<Light>();
light.type = LightType.Directional;
var hdLight = go.AddComponent<HDAdditionalLightData>();
HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLight);
hdLight.celestialBodyShadingSource = HDAdditionalLightData.CelestialBodyShadingSource.ReflectSunLight;
hdLight.distance = 384400000;
hdLight.diameterMultiplerMode = false;
hdLight.diameterOverride = 3.0f;
hdLight.flareSize = 0.0f;
light.colorTemperature = 4100;
light.intensity = 0.5f; // 0.5 lux is actually a bit more than max moon light intensity on a full moon
if (GraphicsSettings.TryGetRenderPipelineSettings<HDRenderPipelineEditorTextures>(out var defaultRenderPipelineTextures))
{
hdLight.surfaceTexture = defaultRenderPipelineTextures.moonAlbedo;
}
else
{
Debug.LogWarning($"{go.name} is missing the {nameof(HDAdditionalLightData.surfaceTexture)} due to not being able to find {nameof(HDRenderPipelineEditorTextures.moonAlbedo)} Texture.");
}
}
[MenuItem("GameObject/Volume/Sky and Fog Global Volume", priority = CoreUtils.Priorities.gameObjectMenuPriority + 1)]
static void CreateSceneSettingsGameObject(MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var settings = CoreEditorUtils.CreateGameObject("Sky and Fog Global Volume", parent);
var profile = VolumeProfileFactory.CreateVolumeProfile(settings.scene, "Sky and Fog Settings");
var visualEnv = VolumeProfileFactory.CreateVolumeComponent<VisualEnvironment>(profile, true, false);
visualEnv.skyType.value = SkySettings.GetUniqueID<PhysicallyBasedSky>();
visualEnv.skyAmbientMode.overrideState = false;
VolumeProfileFactory.CreateVolumeComponent<PhysicallyBasedSky>(profile, false, false);
var fog = VolumeProfileFactory.CreateVolumeComponent<Fog>(profile, false, true);
fog.enabled.Override(true);
fog.enableVolumetricFog.Override(true);
var volume = settings.AddComponent<Volume>();
volume.isGlobal = true;
volume.sharedProfile = profile;
}
[MenuItem("Edit/Rendering/Materials/Upgrade HDRP Materials to Latest Version", priority = CoreUtils.Priorities.editMenuPriority)]
internal static void UpgradeMaterials()
{
// Force reimport of all materials, this will upgrade the needed one and save the assets if needed
MaterialReimporter.ReimportAllMaterials();
}
[MenuItem("Edit/Rendering/Materials/Generate Material Resources", priority = CoreUtils.Priorities.editMenuPriority)]
internal static void GenerateLookUpTables()
{
var resources = new List<RenderTexture>();
// Ask for each render pipeline material to build their look-ups
HDUtils.GetRenderPipelineMaterialList().ForEach(material => material.BuildOffline(ref resources));
// Write the resources to disk.
resources.ForEach(resource => HDTextureUtilities.WriteTextureToAsset(resource, $"Assets/HDRPDefaultResources/Generated/{resource.name}.asset"));
// Release
resources.ForEach(RenderTexture.ReleaseTemporary);
}
[MenuItem("Edit/Rendering/Rendering Layers/Add HDRP Default Layer Mask to Loaded Mesh Renderers and Terrains", priority = CoreUtils.Priorities.editMenuPriority + 2)]
internal static void UpgradeDefaultRenderingLayerMask()
{
var meshRenderers = Resources.FindObjectsOfTypeAll<MeshRenderer>();
foreach (var mesh in meshRenderers)
{
Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
mesh.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
EditorUtility.SetDirty(mesh);
}
var terrains = Resources.FindObjectsOfTypeAll<Terrain>();
foreach (var terrain in terrains)
{
Undo.RecordObject(terrain, "Terrain Layer Mask update");
terrain.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
EditorUtility.SetDirty(terrain);
}
}
[MenuItem("Edit/Rendering/Rendering Layers/Add HDRP Default Layer Mask to Selected Mesh Renderers and Terrains", priority = CoreUtils.Priorities.editMenuPriority + 1)]
internal static void UpgradeDefaultRenderingLayerMaskForSelection()
{
var selection = UnityEditor.Selection.objects;
foreach (var obj in selection)
{
if (obj is GameObject)
{
GameObject gameObj = obj as GameObject;
MeshRenderer mesh;
if (gameObj.TryGetComponent<MeshRenderer>(out mesh))
{
Undo.RecordObject(mesh, "MeshRenderer Layer Mask update");
mesh.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
EditorUtility.SetDirty(mesh);
}
Terrain terrain;
if (gameObj.TryGetComponent<Terrain>(out terrain))
{
Undo.RecordObject(terrain, "Terrain Layer Mask update");
terrain.renderingLayerMask |= RenderingLayerMask.defaultRenderingLayerMask;
EditorUtility.SetDirty(terrain);
}
}
}
}
static bool ContributesGI(GameObject go) => (GameObjectUtility.GetStaticEditorFlags(go) & StaticEditorFlags.ContributeGI) != 0;
[MenuItem("Edit/Rendering/Global Illumination/Convert Selected Mesh Renderers to receive GI from Light Probes", priority = CoreUtils.Priorities.editMenuPriority + 1)]
internal static void ConvertSelectedObjectsToAPV()
{
foreach (var obj in Selection.objects)
{
if (obj is GameObject)
{
GameObject gameObj = obj as GameObject;
if (gameObj.TryGetComponent<MeshRenderer>(out var mesh) && ContributesGI(gameObj) && mesh.receiveGI == ReceiveGI.Lightmaps)
{
Undo.RecordObject(mesh, "MeshRenderer Receive GI update");
mesh.receiveGI = ReceiveGI.LightProbes;
EditorUtility.SetDirty(mesh);
}
}
}
}
[MenuItem("Edit/Rendering/Global Illumination/Convert Loaded Mesh Renderers to receive GI from Light Probes", priority = CoreUtils.Priorities.editMenuPriority + 1)]
internal static void ConvertLoadedObjectsToAPV()
{
foreach (var mesh in Resources.FindObjectsOfTypeAll<MeshRenderer>())
{
if (ContributesGI(mesh.gameObject) && mesh.receiveGI == ReceiveGI.Lightmaps)
{
Undo.RecordObject(mesh, "MeshRenderer Receive GI update");
mesh.receiveGI = ReceiveGI.LightProbes;
EditorUtility.SetDirty(mesh);
}
}
}
class DoCreateNewAsset<TAssetType> : ProjectWindowCallback.EndNameEditAction where TAssetType : ScriptableObject
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var newAsset = CreateInstance<TAssetType>();
newAsset.name = Path.GetFileName(pathName);
AssetDatabase.CreateAsset(newAsset, pathName);
ProjectWindowUtil.ShowCreatedAsset(newAsset);
PostCreateAssetWork(newAsset);
}
protected virtual void PostCreateAssetWork(TAssetType asset) { }
}
class DoCreateNewAssetDiffusionProfileSettings : DoCreateNewAsset<DiffusionProfileSettings>
{
protected override void PostCreateAssetWork(DiffusionProfileSettings asset)
{
// Update the hash after that the asset was saved on the disk (hash requires the GUID of the asset)
DiffusionProfileHashTable.UpdateDiffusionProfileHashNow(asset);
}
}
[MenuItem("Assets/Create/Rendering/HDRP Diffusion Profile", priority = CoreUtils.Sections.section4 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
static void MenuCreateDiffusionProfile()
{
var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon");
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile.asset", icon, null);
}
[MenuItem("Assets/Create/Shader/HDRP Custom FullScreen Pass")]
static void MenuCreateCustomFullScreenPassShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New FullScreen CustomPass.shader");
}
[MenuItem("Assets/Create/Shader/HDRP Custom Renderers Pass")]
static void MenuCreateCustomRenderersPassShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Renderers CustomPass.shader");
}
[MenuItem("Assets/Create/Rendering/HDRP C# Custom Pass", priority = CoreUtils.Sections.section6 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
static void MenuCreateCustomPassCSharpScript()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassCSharpScript.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Custom Pass.cs");
}
[MenuItem("Assets/Create/Rendering/HDRP C# Post Process Volume", priority = CoreUtils.Sections.section6 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
static void MenuCreateCSharpPostProcessVolume()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "NewPostProcessVolume.cs");
}
[MenuItem("Assets/Create/Shader/HDRP Post Process", priority = CoreUtils.Sections.section1)]
static void MenuCreatePostProcessShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingShader.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Post Process Volume.shader");
}
//[MenuItem("Internal/HDRP/Add \"Additional Light-shadow Data\" (if not present)")]
static void AddAdditionalLightData()
{
var lights = UnityObject.FindObjectsByType<Light>(FindObjectsSortMode.InstanceID);
foreach (var light in lights)
{
// Do not add a component if there already is one.
if (!light.TryGetComponent<HDAdditionalLightData>(out _))
{
var hdLight = light.gameObject.AddComponent<HDAdditionalLightData>();
HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLight);
}
}
}
//[MenuItem("Internal/HDRP/Add \"Additional Camera Data\" (if not present)")]
static void AddAdditionalCameraData()
{
var cameras = UnityObject.FindObjectsByType<Camera>(FindObjectsSortMode.InstanceID);
foreach (var camera in cameras)
{
// Do not add a component if there already is one.
if (!camera.TryGetComponent<HDAdditionalCameraData>(out _))
camera.gameObject.AddComponent<HDAdditionalCameraData>();
}
}
// This script is a helper for the artists to re-synchronize all layered materials
//[MenuItem("Internal/HDRP/Synchronize all Layered materials")]
static void SynchronizeAllLayeredMaterial()
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
foreach (var mat in materials)
{
if (mat.shader.name == "HDRP/LayeredLit" || mat.shader.name == "HDRP/LayeredLitTessellation")
{
CoreEditorUtils.CheckOutFile(VCSEnabled, mat);
LayeredLitGUI.SynchronizeAllLayers(mat);
EditorUtility.SetDirty(mat);
}
}
}
// We now do this automatically when upgrading Material version, so not required anymore - keep it in case you want to manually do it
// 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.
// 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.
// This script will remove all keyword of a material and trigger the inspector that will re-setup all the used keywords.
// It require that the inspector of the material have a static function call that update all keyword based on material properties.
// [MenuItem("Edit/Render Pipeline/HD Render Pipeline/Reset All Loaded High Definition Materials Keywords")]
static void ResetAllMaterialKeywords()
{
try
{
ResetAllLoadedMaterialKeywords(string.Empty, 1, 0);
}
finally
{
EditorUtility.ClearProgressBar();
}
}
// Don't expose, ResetAllMaterialKeywordsInProjectAndScenes include it anyway
//[MenuItem("Edit/Render Pipeline/HD Render Pipeline/Reset All Material Asset's Keywords (Materials in Project)")]
static void ResetAllMaterialAssetsKeywords()
{
try
{
ResetAllMaterialAssetsKeywords(1, 0);
}
finally
{
EditorUtility.ClearProgressBar();
}
}
// We now do this automatically when upgrading Material version, so not required anymore - keep it in case you want to manually do it
// [MenuItem("Edit/Render Pipeline/HD Render Pipeline/Reset All Project and Scene High Definition Materials Keywords")]
static void ResetAllMaterialKeywordsInProjectAndScenes()
{
var openedScenes = new string[SceneManager.loadedSceneCount];
for (var i = 0; i < openedScenes.Length; ++i)
openedScenes[i] = SceneManager.GetSceneAt(i).path;
bool VCSEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
try
{
var scenes = AssetDatabase.FindAssets("t:Scene", new string[] { "Assets" });
var scale = 1f / Mathf.Max(1, scenes.Length);
for (var i = 0; i < scenes.Length; ++i)
{
var scenePath = AssetDatabase.GUIDToAssetPath(scenes[i]);
var sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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);
}
}
}