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

135 lines
5.2 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering.HighDefinition.Compositor;
using UnityEditor;
namespace UnityEditor.Rendering.HighDefinition.Compositor
{
internal class CompositionUtils
{
public static readonly string k_DefaultCameraName = "MainCompositorCamera";
static public void RemoveCompositionProfileAsset(CompositionManager compositor)
{
if (compositor.profile)
{
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(compositor.profile));
}
}
static public void LoadDefaultCompositionGraph(CompositionManager compositor)
{
if (!AssetDatabase.IsValidFolder("Assets/Compositor"))
{
AssetDatabase.CreateFolder("Assets", "Compositor");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
string path = "Assets/Compositor/DefaultCompositionGraph.shadergraph";
path = AssetDatabase.GenerateUniqueAssetPath(path);
bool ret1 = AssetDatabase.CopyAsset(HDUtils.GetHDRenderPipelinePath() + "Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph", path);
if (ret1 == false)
{
Debug.LogError("Error creating default shader graph");
return;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
compositor.shader = AssetDatabase.LoadAssetAtPath<Shader>(path);
string profilePath;
{
var fullpath = AssetDatabase.GetAssetPath(compositor.shader);
profilePath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(fullpath), System.IO.Path.GetFileNameWithoutExtension(compositor.shader.name)) + ".asset";
profilePath = AssetDatabase.GenerateUniqueAssetPath(profilePath);
}
bool ret2 = AssetDatabase.CopyAsset(HDUtils.GetHDRenderPipelinePath() + "Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset", profilePath);
if (ret2 == false)
{
Debug.LogError("Error creating default profile");
return;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
static public void RemoveAudioListeners(Camera camera)
{
var listener = camera.GetComponent<AudioListener>();
if (listener)
{
CoreUtils.Destroy(listener);
}
}
static public void SetDefaultCamera(CompositionManager compositor)
{
// Create a new camera for the compositor's output
var newCameraGameObject = new GameObject(k_DefaultCameraName);
var camera = newCameraGameObject.AddComponent<Camera>();
{
camera.tag = "Untagged";
camera.cullingMask = 0; // we don't want to render any 3D objects on the compositor camera
}
newCameraGameObject.AddComponent<HDAdditionalCameraData>();
compositor.outputCamera = camera;
}
static public void SetDefaultLayers(CompositionManager compositor)
{
for (int i = compositor.numLayers - 1; i >= 0; --i)
{
if (compositor.layers[i].outputTarget == CompositorLayer.OutputTarget.CompositorLayer)
{
if ((i + i < compositor.numLayers - 1) && (compositor.layers[i + 1].outputTarget == CompositorLayer.OutputTarget.CameraStack))
{
continue;
}
compositor.AddNewLayer(i + 1);
}
}
}
static public void LoadOrCreateCompositionProfileAsset(CompositionManager compositor)
{
var shader = compositor.shader;
if (shader == null)
{
compositor.profile = null;
return;
}
var fullpath = AssetDatabase.GetAssetPath(shader);
var path = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(fullpath), System.IO.Path.GetFileNameWithoutExtension(shader.name)) + ".asset";
CompositionProfile newProfile = AssetDatabase.LoadAssetAtPath<CompositionProfile>(path);
if (newProfile == null)
{
Debug.Log($"Creating new composition profile asset at path: {path}");
newProfile = ScriptableObject.CreateInstance<CompositionProfile>();
//Note: no need to GenerateUniqueAssetPath(path), since we know that LoadAssetAtPath failed at this path
AssetDatabase.CreateAsset(newProfile, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Loading composition profile from {path}");
}
compositor.profile = newProfile;
// [case 1265631] The profile asset is auto-generated by the compositor, so do not allow the users to manually edit/reset the values in the asset because it might break things.
compositor.profile.hideFlags = HideFlags.NotEditable;
}
}
}