From befcd954bed93310fcfb1eff6f7963a4a098d15a Mon Sep 17 00:00:00 2001 From: freezy Date: Mon, 22 Sep 2025 22:39:56 +0200 Subject: [PATCH 1/2] refactor: Split render pipeline interface into runtime and editor. --- Assets/link.xml | 4 +++ Assets/link.xml.meta | 3 ++ .../HighDefinitionRenderPipelineConverter.cs | 35 +++++++++++++++++++ ...DefinitionRenderPipelineConverter.cs.meta} | 0 Editor/MaterialAdapter.cs | 2 +- Editor/PrefabProvider.cs | 2 +- ...ualPinball.Engine.Unity.Hdrp.Editor.asmdef | 4 ++- {Editor => Runtime}/BallConverter.cs | 0 {Editor => Runtime}/BallConverter.cs.meta | 0 .../HighDefinitionRenderPipeline.cs | 6 ++-- Runtime/HighDefinitionRenderPipeline.cs.meta | 3 ++ {Editor => Runtime}/LightConverter.cs | 0 {Editor => Runtime}/LightConverter.cs.meta | 0 {Editor => Runtime}/MaterialConverter.cs | 5 ++- {Editor => Runtime}/MaterialConverter.cs.meta | 0 15 files changed, 54 insertions(+), 10 deletions(-) create mode 100644 Assets/link.xml create mode 100644 Assets/link.xml.meta create mode 100644 Editor/HighDefinitionRenderPipelineConverter.cs rename Editor/{HighDefinitionRenderPipeline.cs.meta => HighDefinitionRenderPipelineConverter.cs.meta} (100%) rename {Editor => Runtime}/BallConverter.cs (100%) rename {Editor => Runtime}/BallConverter.cs.meta (100%) rename {Editor => Runtime}/HighDefinitionRenderPipeline.cs (79%) create mode 100644 Runtime/HighDefinitionRenderPipeline.cs.meta rename {Editor => Runtime}/LightConverter.cs (100%) rename {Editor => Runtime}/LightConverter.cs.meta (100%) rename {Editor => Runtime}/MaterialConverter.cs (95%) rename {Editor => Runtime}/MaterialConverter.cs.meta (100%) diff --git a/Assets/link.xml b/Assets/link.xml new file mode 100644 index 0000000..237badb --- /dev/null +++ b/Assets/link.xml @@ -0,0 +1,4 @@ + + + + diff --git a/Assets/link.xml.meta b/Assets/link.xml.meta new file mode 100644 index 0000000..f0a750c --- /dev/null +++ b/Assets/link.xml.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fa3a283ebe494940936e80f067e815e8 +timeCreated: 1758551056 \ No newline at end of file diff --git a/Editor/HighDefinitionRenderPipelineConverter.cs b/Editor/HighDefinitionRenderPipelineConverter.cs new file mode 100644 index 0000000..c313e0a --- /dev/null +++ b/Editor/HighDefinitionRenderPipelineConverter.cs @@ -0,0 +1,35 @@ +// Visual Pinball Engine +// Copyright (C) 2020 freezy and VPE Team +// +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, either version 3 of the License, or +// (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program. If not, see . + +// ReSharper disable UnusedType.Global +// ReSharper disable CheckNamespace + +using VisualPinball.Unity; +using VisualPinball.Unity.Editor; + +namespace VisualPinball.Engine.Unity.Hdrp.Editor +{ + public class HighDefinitionRenderPipelineConverter : IRenderPipelineConverter + { + public const string PrefabPath = "Packages/org.visualpinball.engine.unity.hdrp/Prefabs"; + + public string Name => "High Definition Render Pipeline"; + + public RenderPipelineType Type => RenderPipelineType.Hdrp; + public IMaterialAdapter MaterialAdapter { get; } = new MaterialAdapter(); + public IPrefabProvider PrefabProvider { get; } = new PrefabProvider(); + } +} diff --git a/Editor/HighDefinitionRenderPipeline.cs.meta b/Editor/HighDefinitionRenderPipelineConverter.cs.meta similarity index 100% rename from Editor/HighDefinitionRenderPipeline.cs.meta rename to Editor/HighDefinitionRenderPipelineConverter.cs.meta diff --git a/Editor/MaterialAdapter.cs b/Editor/MaterialAdapter.cs index cda19ab..b1df9c4 100644 --- a/Editor/MaterialAdapter.cs +++ b/Editor/MaterialAdapter.cs @@ -20,7 +20,7 @@ using UnityEngine; using VisualPinball.Unity; -namespace VisualPinball.Engine.Unity.Hdrp +namespace VisualPinball.Engine.Unity.Hdrp.Editor { public class MaterialAdapter : IMaterialAdapter { diff --git a/Editor/PrefabProvider.cs b/Editor/PrefabProvider.cs index b1885d9..a8f6020 100644 --- a/Editor/PrefabProvider.cs +++ b/Editor/PrefabProvider.cs @@ -20,7 +20,7 @@ using VisualPinball.Engine.VPT; using VisualPinball.Unity; -namespace VisualPinball.Engine.Unity.Hdrp +namespace VisualPinball.Engine.Unity.Hdrp.Editor { public class PrefabProvider : IPrefabProvider { diff --git a/Editor/VisualPinball.Engine.Unity.Hdrp.Editor.asmdef b/Editor/VisualPinball.Engine.Unity.Hdrp.Editor.asmdef index 67a5896..f61c80f 100644 --- a/Editor/VisualPinball.Engine.Unity.Hdrp.Editor.asmdef +++ b/Editor/VisualPinball.Engine.Unity.Hdrp.Editor.asmdef @@ -3,11 +3,13 @@ "rootNamespace": "VisualPinball.Engine.Unity.Hdrp.Editor", "references": [ "VisualPinball.Engine", + "VisualPinball.Engine.Editor", "VisualPinball.Unity", "VisualPinball.Unity.Patcher", "VisualPinball.Unity.AssetLibrary", "Unity.RenderPipelines.HighDefinition.Runtime", - "Unity.RenderPipelines.HighDefinition.Config.Runtime" + "Unity.RenderPipelines.HighDefinition.Config.Runtime", + "VisualPinball.Unity.Editor" ], "includePlatforms": [ "Editor" ], "excludePlatforms": [], diff --git a/Editor/BallConverter.cs b/Runtime/BallConverter.cs similarity index 100% rename from Editor/BallConverter.cs rename to Runtime/BallConverter.cs diff --git a/Editor/BallConverter.cs.meta b/Runtime/BallConverter.cs.meta similarity index 100% rename from Editor/BallConverter.cs.meta rename to Runtime/BallConverter.cs.meta diff --git a/Editor/HighDefinitionRenderPipeline.cs b/Runtime/HighDefinitionRenderPipeline.cs similarity index 79% rename from Editor/HighDefinitionRenderPipeline.cs rename to Runtime/HighDefinitionRenderPipeline.cs index db74d3b..d55e043 100644 --- a/Editor/HighDefinitionRenderPipeline.cs +++ b/Runtime/HighDefinitionRenderPipeline.cs @@ -25,13 +25,11 @@ public class HighDefinitionRenderPipeline : IRenderPipeline { public const string PrefabPath = "Packages/org.visualpinball.engine.unity.hdrp/Prefabs"; - public string Name { get; } = "High Definition Render Pipeline"; + public string Name => "High Definition Render Pipeline"; - public RenderPipelineType Type { get; } = RenderPipelineType.Hdrp; + public RenderPipelineType Type => RenderPipelineType.Hdrp; public IMaterialConverter MaterialConverter { get; } = new MaterialConverter(); - public IMaterialAdapter MaterialAdapter { get; } = new MaterialAdapter(); public ILightConverter LightConverter { get; } = new LightConverter(); public IBallConverter BallConverter { get; } = new BallConverter(); - public IPrefabProvider PrefabProvider { get; } = new PrefabProvider(); } } diff --git a/Runtime/HighDefinitionRenderPipeline.cs.meta b/Runtime/HighDefinitionRenderPipeline.cs.meta new file mode 100644 index 0000000..9afaf81 --- /dev/null +++ b/Runtime/HighDefinitionRenderPipeline.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dc4087031a7d461386f710f387377947 +timeCreated: 1758553005 \ No newline at end of file diff --git a/Editor/LightConverter.cs b/Runtime/LightConverter.cs similarity index 100% rename from Editor/LightConverter.cs rename to Runtime/LightConverter.cs diff --git a/Editor/LightConverter.cs.meta b/Runtime/LightConverter.cs.meta similarity index 100% rename from Editor/LightConverter.cs.meta rename to Runtime/LightConverter.cs.meta diff --git a/Editor/MaterialConverter.cs b/Runtime/MaterialConverter.cs similarity index 95% rename from Editor/MaterialConverter.cs rename to Runtime/MaterialConverter.cs index 46011b1..bd0e648 100644 --- a/Editor/MaterialConverter.cs +++ b/Runtime/MaterialConverter.cs @@ -24,7 +24,6 @@ using System.Reflection; using System.Text; using NLog; -using UnityEditor; using UnityEngine; using VisualPinball.Engine.VPT; using VisualPinball.Unity; @@ -186,7 +185,7 @@ public void SetDiffusionProfile(Material material, DiffusionProfileTemplate temp }; // unity, why tf would you make DiffusionProfileSettings internal!?! - var diffusionProfile = AssetDatabase.LoadAssetAtPath(diffusionProfilePath); + var diffusionProfile = UnityEditor.AssetDatabase.LoadAssetAtPath(diffusionProfilePath); if (diffusionProfile != null) { @@ -194,7 +193,7 @@ public void SetDiffusionProfile(Material material, DiffusionProfileTemplate temp var profile = diffusionProfile.GetType().GetRuntimeFields().First(f => f.Name == "profile").GetValue(diffusionProfile); var profileHash = (uint)profile.GetType().GetRuntimeFields().First(f => f.Name == "hash").GetValue(profile); - var guid = AssetDatabase.AssetPathToGUID(diffusionProfilePath); + var guid = UnityEditor.AssetDatabase.AssetPathToGUID(diffusionProfilePath); var newGuid = ConvertGUIDToVector4(guid); var hash = AsFloat(profileHash); diff --git a/Editor/MaterialConverter.cs.meta b/Runtime/MaterialConverter.cs.meta similarity index 100% rename from Editor/MaterialConverter.cs.meta rename to Runtime/MaterialConverter.cs.meta From 349dc10e2e3a80a4cee1e0412486f9f8bb5d4c35 Mon Sep 17 00:00:00 2001 From: freezy Date: Fri, 10 Apr 2026 21:09:46 +0200 Subject: [PATCH 2/2] assets: Move to asset lib. --- .../Steel_Microscratch_Light.mat | 304 ------ .../Steel_Microscratch_Light.mat.meta | 8 - .../Default/Plastic/Plastics Decal.mat | 297 ------ .../Default/Plastic/Plastics Decal.mat.meta | 8 - .../Default/Plastic/Plastics Edges.mat | 529 ---------- .../Default/Plastic/Plastics Edges.mat.meta | 8 - .../Default/Plastic/Plastics Top.mat | 529 ---------- .../Default/Plastic/Plastics Top.mat.meta | 8 - Assets/Art/Materials/Inserts.meta | 8 - .../Art/Materials/Inserts/BulbFakeGreen.mat | 280 ----- .../Materials/Inserts/BulbFakeGreen.mat.meta | 8 - .../Art/Materials/Inserts/BulbFakeOrange.mat | 280 ----- .../Materials/Inserts/BulbFakeOrange.mat.meta | 8 - .../Materials/Inserts/InsertArrow2In_Blue.mat | 302 ------ .../Inserts/InsertArrow2In_Blue.mat.meta | 8 - .../Inserts/InsertArrow2In_Blue_Hat.mat | 302 ------ .../Inserts/InsertArrow2In_Blue_Hat.mat.meta | 8 - .../Inserts/InsertArrow2In_Green.mat | 302 ------ .../Inserts/InsertArrow2In_Green.mat.meta | 8 - .../Inserts/InsertArrow2In_Green_Hat.mat | 302 ------ .../Inserts/InsertArrow2In_Green_Hat.mat.meta | 8 - .../Materials/Inserts/InsertArrow2In_Red.mat | 302 ------ .../Inserts/InsertArrow2In_Red.mat.meta | 8 - .../Inserts/InsertArrow2In_Red_Hat.mat | 302 ------ .../Inserts/InsertArrow2In_Red_Hat.mat.meta | 8 - .../Inserts/InsertArrow2In_White.mat | 302 ------ .../Inserts/InsertArrow2In_White.mat.meta | 8 - .../Inserts/InsertArrow2In_White_Hat.mat | 302 ------ .../Inserts/InsertArrow2In_White_Hat.mat.meta | 8 - .../Inserts/InsertArrow2In_Yellow.mat | 302 ------ 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.../Insert Rectangle Starburst Large.prefab | 994 ------------------ ...sert Rectangle Starburst Large.prefab.meta | 7 - .../Inserts/Insert Round Starburst Big.prefab | 527 ---------- .../Insert Round Starburst Big.prefab.meta | 7 - ...Insert Triangle Arrow Starburst 2in.prefab | 527 ---------- ...t Triangle Arrow Starburst 2in.prefab.meta | 7 - .../Resources/Prefabs/Inserts/Variants.meta | 8 - ...Insert Rectangle Grid Variant Amber.prefab | 59 -- ...t Rectangle Grid Variant Amber.prefab.meta | 7 - .../Insert Rectangle Grid Variant Blue.prefab | 167 --- ...rt Rectangle Grid Variant Blue.prefab.meta | 7 - ...Insert Rectangle Grid Variant Green.prefab | 151 --- ...t Rectangle Grid Variant Green.prefab.meta | 7 - .../Insert Rectangle Grid Variant Red.prefab | 147 --- ...ert Rectangle Grid Variant Red.prefab.meta | 7 - .../Insert Round Big Variant Red.prefab | 95 -- .../Insert Round Big Variant Red.prefab.meta | 7 - .../Insert Round Big Variant White.prefab | 91 -- ...Insert Round Big 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