public static void Install() { GGriffinBrpResources resources = GGriffinBrpResources.Instance; if (resources == null) { Debug.Log("Unable to load Griffin BuiltinRP Resources."); } List <GWizardMaterialTemplate> terrainMaterialTemplates = new List <GWizardMaterialTemplate>(); #region PBR materials terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4, Material = resources.TerrainPbr4SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4Normals4, Material = resources.TerrainPbr4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats8, Material = resources.TerrainPbr8SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.GradientLookup, Material = resources.TerrainPbrGradientLookupMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.VertexColor, Material = resources.TerrainPbrVertexColorMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.PBR, TexturingModel = GTexturingModel.ColorMap, Material = resources.TerrainPbrColorMapMaterial }); #endregion #region Lambert materials terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4, Material = resources.TerrainLambert4SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4Normals4, Material = resources.TerrainLambert4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats8, Material = resources.TerrainLambert8SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.GradientLookup, Material = resources.TerrainLambertGradientLookupMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.VertexColor, Material = resources.TerrainLambertVertexColorMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.Lambert, TexturingModel = GTexturingModel.ColorMap, Material = resources.TerrainLambertColorMapMaterial }); #endregion #region Blinn-Phong materials terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4, Material = resources.TerrainBlinnPhong4SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats4Normals4, Material = resources.TerrainBlinnPhong4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.Splat, SplatsModel = GSplatsModel.Splats8, Material = resources.TerrainBlinnPhong8SplatsMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.GradientLookup, Material = resources.TerrainBlinnPhongGradientLookupMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.VertexColor, Material = resources.TerrainBlinnPhongVertexColorMaterial }); terrainMaterialTemplates.Add(new GWizardMaterialTemplate() { Pipeline = GRenderPipelineType.Builtin, LightingModel = GLightingModel.BlinnPhong, TexturingModel = GTexturingModel.ColorMap, Material = resources.TerrainBlinnPhongColorMapMaterial }); #endregion GCreateTerrainWizardSettings wizardSetting = GGriffinSettings.Instance.WizardSettings; wizardSetting.BuiltinRPMaterials = terrainMaterialTemplates; GGriffinSettings.Instance.WizardSettings = wizardSetting; GTerrainDataDefault terrainDataDefault = GGriffinSettings.Instance.TerrainDataDefault; GFoliageDefault foliageDefault = terrainDataDefault.Foliage; foliageDefault.GrassMaterial = resources.GrassMaterial; foliageDefault.GrassInteractiveMaterial = resources.GrassInteractiveMaterial; foliageDefault.TreeBillboardMaterial = resources.TreeBillboardMaterial; foliageDefault.GrassPreviewMaterial = resources.GrassPreviewMaterial; terrainDataDefault.Foliage = foliageDefault; GGriffinSettings.Instance.TerrainDataDefault = terrainDataDefault; EditorUtility.SetDirty(GGriffinSettings.Instance); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.DisplayDialog("Completed", "Successfully installed Polaris V2 Built-in Render Pipeline support.", "OK"); }
public static void Install() { GGriffinBrpResources resources = GGriffinBrpResources.Instance; if (resources == null) { Debug.Log("Unable to load Griffin BuiltinRP Resources."); } List <TerrainMaterialTemplate> terrainMaterialTemplates = new List <TerrainMaterialTemplate>(); #region PBR materials terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4, material = resources.TerrainPbr4SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4Normals4, material = resources.TerrainPbr4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats8, material = resources.TerrainPbr8SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.GradientLookup, material = resources.TerrainPbrGradientLookupMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.VertexColor, material = resources.TerrainPbrVertexColorMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.PBR, texturingModel = GTexturingModel.ColorMap, material = resources.TerrainPbrColorMapMaterial }); #endregion #region Lambert materials terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4, material = resources.TerrainLambert4SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4Normals4, material = resources.TerrainLambert4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats8, material = resources.TerrainLambert8SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.GradientLookup, material = resources.TerrainLambertGradientLookupMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.VertexColor, material = resources.TerrainLambertVertexColorMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.Lambert, texturingModel = GTexturingModel.ColorMap, material = resources.TerrainLambertColorMapMaterial }); #endregion #region Blinn-Phong materials terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4, material = resources.TerrainBlinnPhong4SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats4Normals4, material = resources.TerrainBlinnPhong4Splats4NormalsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.Splat, splatsModel = GSplatsModel.Splats8, material = resources.TerrainBlinnPhong8SplatsMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.GradientLookup, material = resources.TerrainBlinnPhongGradientLookupMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.VertexColor, material = resources.TerrainBlinnPhongVertexColorMaterial }); terrainMaterialTemplates.Add(new TerrainMaterialTemplate() { lightingModel = GLightingModel.BlinnPhong, texturingModel = GTexturingModel.ColorMap, material = resources.TerrainBlinnPhongColorMapMaterial }); #endregion GRuntimeSettings.Instance.terrainRendering.builtinRpMaterials = terrainMaterialTemplates; GRuntimeSettings.Instance.foliageRendering.grassMaterial = resources.GrassMaterial; GRuntimeSettings.Instance.foliageRendering.grassBillboardMaterial = resources.GrassBillboardMaterial; GRuntimeSettings.Instance.foliageRendering.grassInteractiveMaterial = resources.GrassInteractiveMaterial; GRuntimeSettings.Instance.foliageRendering.treeBillboardMaterial = resources.TreeBillboardMaterial; EditorUtility.SetDirty(GRuntimeSettings.Instance); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.DisplayDialog("Completed", "Successfully installed Polaris Built-in Render Pipeline support.", "OK"); }