testss
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#if UNITY_EDITOR
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||||
using UnityEditor;
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||||
using UnityEditor.ProjectWindowCallback;
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||||
#endif
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||||
using System;
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||||
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||||
namespace UnityEngine.Rendering.Universal
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||||
{
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||||
[Serializable]
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||||
public class PostProcessData : ScriptableObject
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||||
{
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||||
#if UNITY_EDITOR
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||||
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
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internal class CreatePostProcessDataAsset : EndNameEditAction
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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 instance = CreateInstance<PostProcessData>();
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AssetDatabase.CreateAsset(instance, pathName);
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ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
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Selection.activeObject = instance;
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}
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}
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||||
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[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Post-process Data", priority = CoreUtils.assetCreateMenuPriority3)]
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||||
static void CreatePostProcessData()
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||||
{
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||||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreatePostProcessDataAsset>(), "CustomPostProcessData.asset", null, null);
|
||||
}
|
||||
|
||||
internal static PostProcessData GetDefaultPostProcessData()
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||||
{
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||||
var path = System.IO.Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset");
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||||
return AssetDatabase.LoadAssetAtPath<PostProcessData>(path);
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}
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||||
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||||
#endif
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||||
|
||||
[Serializable, ReloadGroup]
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||||
public sealed class ShaderResources
|
||||
{
|
||||
[Reload("Shaders/PostProcessing/StopNaN.shader")]
|
||||
public Shader stopNanPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")]
|
||||
public Shader subpixelMorphologicalAntialiasingPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")]
|
||||
public Shader gaussianDepthOfFieldPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/BokehDepthOfField.shader")]
|
||||
public Shader bokehDepthOfFieldPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/CameraMotionBlur.shader")]
|
||||
public Shader cameraMotionBlurPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/PaniniProjection.shader")]
|
||||
public Shader paniniProjectionPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/LutBuilderLdr.shader")]
|
||||
public Shader lutBuilderLdrPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/LutBuilderHdr.shader")]
|
||||
public Shader lutBuilderHdrPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/Bloom.shader")]
|
||||
public Shader bloomPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/UberPost.shader")]
|
||||
public Shader uberPostPS;
|
||||
|
||||
[Reload("Shaders/PostProcessing/FinalPost.shader")]
|
||||
public Shader finalPostPassPS;
|
||||
}
|
||||
|
||||
[Serializable, ReloadGroup]
|
||||
public sealed class TextureResources
|
||||
{
|
||||
// Pre-baked noise
|
||||
[Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
|
||||
public Texture2D[] blueNoise16LTex;
|
||||
|
||||
// Post-processing
|
||||
[Reload(new[]
|
||||
{
|
||||
"Textures/FilmGrain/Thin01.png",
|
||||
"Textures/FilmGrain/Thin02.png",
|
||||
"Textures/FilmGrain/Medium01.png",
|
||||
"Textures/FilmGrain/Medium02.png",
|
||||
"Textures/FilmGrain/Medium03.png",
|
||||
"Textures/FilmGrain/Medium04.png",
|
||||
"Textures/FilmGrain/Medium05.png",
|
||||
"Textures/FilmGrain/Medium06.png",
|
||||
"Textures/FilmGrain/Large01.png",
|
||||
"Textures/FilmGrain/Large02.png"
|
||||
})]
|
||||
public Texture2D[] filmGrainTex;
|
||||
|
||||
[Reload("Textures/SMAA/AreaTex.tga")]
|
||||
public Texture2D smaaAreaTex;
|
||||
|
||||
[Reload("Textures/SMAA/SearchTex.tga")]
|
||||
public Texture2D smaaSearchTex;
|
||||
}
|
||||
|
||||
public ShaderResources shaders;
|
||||
public TextureResources textures;
|
||||
}
|
||||
}
|
@@ -0,0 +1,15 @@
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
|
||||
namespace UnityEngine.Rendering.Universal
|
||||
{
|
||||
[System.Serializable]
|
||||
[MovedFrom("UnityEngine.Rendering.LWRP")] public class StencilStateData
|
||||
{
|
||||
public bool overrideStencilState = false;
|
||||
public int stencilReference = 0;
|
||||
public CompareFunction stencilCompareFunction = CompareFunction.Always;
|
||||
public StencilOp passOperation = StencilOp.Keep;
|
||||
public StencilOp failOperation = StencilOp.Keep;
|
||||
public StencilOp zFailOperation = StencilOp.Keep;
|
||||
}
|
||||
}
|
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m_Script: {fileID: 11500000, guid: 76e49a5b88430df478c504fe5a5c1a62, type: 3}
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m_Name: UniversalRenderPipelineEditorResources
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m_EditorClassIdentifier:
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shaders:
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type: 3}
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terrainDetailGrassBillboardPS: {fileID: 4800000, guid: 29868e73b638e48ca99a19ea58c48d90,
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defaultSpeedTree7PS: {fileID: 4800000, guid: 0f4122b9a743b744abe2fb6a0a88868b,
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defaultSpeedTree8PS: {fileID: 4800000, guid: 99134b1f0c27d54469a840832a28fadf,
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|
@@ -0,0 +1,81 @@
|
||||
using System;
|
||||
using UnityEngine.Scripting.APIUpdating;
|
||||
|
||||
namespace UnityEngine.Rendering.LWRP
|
||||
{
|
||||
[Obsolete("LWRP -> Universal (UnityUpgradable) -> UnityEngine.Rendering.Universal.UniversalRenderPipelineEditorResources", true)]
|
||||
public class LightweightRenderPipelineEditorResources
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
namespace UnityEngine.Rendering.Universal
|
||||
{
|
||||
[MovedFrom("UnityEngine.Rendering.LWRP")] public class UniversalRenderPipelineEditorResources : ScriptableObject
|
||||
{
|
||||
[Serializable, ReloadGroup]
|
||||
public sealed class ShaderResources
|
||||
{
|
||||
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive.shadergraph")]
|
||||
public Shader autodeskInteractivePS;
|
||||
|
||||
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Transparent.shadergraph")]
|
||||
public Shader autodeskInteractiveTransparentPS;
|
||||
|
||||
[Reload("Shaders/Autodesk Interactive/Autodesk Interactive Masked.shadergraph")]
|
||||
public Shader autodeskInteractiveMaskedPS;
|
||||
|
||||
[Reload("Shaders/Terrain/TerrainDetailLit.shader")]
|
||||
public Shader terrainDetailLitPS;
|
||||
|
||||
[Reload("Shaders/Terrain/WavingGrass.shader")]
|
||||
public Shader terrainDetailGrassPS;
|
||||
|
||||
[Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
|
||||
public Shader terrainDetailGrassBillboardPS;
|
||||
|
||||
[Reload("Shaders/Nature/SpeedTree7.shader")]
|
||||
public Shader defaultSpeedTree7PS;
|
||||
|
||||
[Reload("Shaders/Nature/SpeedTree8.shader")]
|
||||
public Shader defaultSpeedTree8PS;
|
||||
}
|
||||
|
||||
[Serializable, ReloadGroup]
|
||||
public sealed class MaterialResources
|
||||
{
|
||||
[Reload("Runtime/Materials/Lit.mat")]
|
||||
public Material lit;
|
||||
|
||||
[Reload("Runtime/Materials/ParticlesLit.mat")]
|
||||
public Material particleLit;
|
||||
|
||||
[Reload("Runtime/Materials/TerrainLit.mat")]
|
||||
public Material terrainLit;
|
||||
}
|
||||
|
||||
public ShaderResources shaders;
|
||||
public MaterialResources materials;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
|
||||
class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
// Add a "Reload All" button in inspector when we are in developer's mode
|
||||
if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
|
||||
{
|
||||
var resources = target as UniversalRenderPipelineEditorResources;
|
||||
resources.materials = null;
|
||||
resources.shaders = null;
|
||||
ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
@@ -0,0 +1,17 @@
|
||||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 307a736764ebbce44b54d72f8467b6fd, type: 3}
|
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m_Name: XRSystemData
|
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m_EditorClassIdentifier:
|
||||
shaders:
|
||||
xrOcclusionMeshPS: {fileID: 4800000, guid: 4431b1f1f743fbf4eb310a967890cbea, type: 3}
|
||||
xrMirrorViewPS: {fileID: 4800000, guid: d5a307c014552314b9f560906d708772, type: 3}
|
@@ -0,0 +1,45 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.ProjectWindowCallback;
|
||||
#endif
|
||||
using System;
|
||||
|
||||
namespace UnityEngine.Rendering.Universal
|
||||
{
|
||||
[Serializable]
|
||||
public class XRSystemData : ScriptableObject
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
|
||||
internal class CreateXRSystemDataAsset : EndNameEditAction
|
||||
{
|
||||
public override void Action(int instanceId, string pathName, string resourceFile)
|
||||
{
|
||||
var instance = CreateInstance<XRSystemData>();
|
||||
AssetDatabase.CreateAsset(instance, pathName);
|
||||
ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
|
||||
Selection.activeObject = instance;
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/XR System Data", priority = CoreUtils.assetCreateMenuPriority3)]
|
||||
static void CreateXRSystemData()
|
||||
{
|
||||
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateXRSystemDataAsset>(), "CustomXRSystemData.asset", null, null);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
[Serializable, ReloadGroup]
|
||||
public sealed class ShaderResources
|
||||
{
|
||||
[Reload("Shaders/XR/XROcclusionMesh.shader")]
|
||||
public Shader xrOcclusionMeshPS;
|
||||
|
||||
[Reload("Shaders/XR/XRMirrorView.shader")]
|
||||
public Shader xrMirrorViewPS;
|
||||
}
|
||||
|
||||
public ShaderResources shaders;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user