Exemple #1
0
            //Alex: I don't know what calls this.  I also don't know what it does.
            //Tyler: This is the actual method Unity calls where we create the asset after the naming operation is done.
            public override void Action(int instanceId, string pathName, string resourceFile)
            {
                //Alex: we store an instance of our cheese pipeline asset into instance
                FPRenderPipelineAsset instance = CreateInstance <FPRenderPipelineAsset>();

                //Alex: we default the color to black
                instance.Color = Color.black;

                //Alex: I don't know what this paths to.
                AssetDatabase.CreateAsset(instance, pathName);

                //Alex: this MIGHT be updating the project folder??????
                //Tyler: This just highlights the asset after it was created. Useful since it might move in the view due to ABC sorting.
                ProjectWindowUtil.ShowCreatedAsset(instance);
            }
Exemple #2
0
        //Alex: Consturctor that gets a reference to an asset passed in.
        //Tyler: Constructor that gets only the creating asset reference passed in.
        public FPRenderPipeline(FPRenderPipelineAsset FPPipelineAsset)
        {
            //Alex: Store a pointer to the asset
            //Tyler: Initialize the asset reference with no null checking.
            AssetReference = FPPipelineAsset; //Alex: shouldn't be null
#if UNITY_EDITOR
            SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
            {
                defaultMixedLightingMode               = SupportedRenderingFeatures.LightmapMixedBakeMode.None,
                reflectionProbeSupportFlags            = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
                rendererSupportsLightProbeProxyVolumes = false, //will be true later
                rendererSupportsMotionVectors          = false, //will be true later
                rendererSupportsReceiveShadows         = false, //will be true later
                rendererSupportsReflectionProbes       = false, //will be true later
                supportedLightmapBakeTypes             = 0,
                supportedLightmapsModes     = LightmapsMode.NonDirectional,
                supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.None,//indirect only later
            };
#endif
        }