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Fixes an issue where scene view fx toggles were broken (#81)
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sebastienlagarde committed Apr 13, 2020
1 parent b76e0f2 commit 2c1eca5
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Showing 8 changed files with 10 additions and 10 deletions.
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Expand Up @@ -1013,7 +1013,7 @@ public static bool ArePostProcessesEnabled(Camera camera)
// Post-processing is disabled in scene view if either showImageEffects is disabled or we are
// rendering in wireframe mode.
if (sv.camera == camera &&
(sv.sceneViewState.showImageEffects && sv.cameraMode.drawMode != UnityEditor.DrawCameraMode.Wireframe))
(sv.sceneViewState.imageEffectsEnabled && sv.cameraMode.drawMode != UnityEditor.DrawCameraMode.Wireframe))
{
enabled = true;
break;
Expand Down Expand Up @@ -1045,7 +1045,7 @@ public static bool AreAnimatedMaterialsEnabled(Camera camera)
for (int i = 0; i < UnityEditor.SceneView.sceneViews.Count; i++) // Using a foreach on an ArrayList generates garbage ...
{
var sv = UnityEditor.SceneView.sceneViews[i] as UnityEditor.SceneView;
if (sv.camera == camera && sv.sceneViewState.showMaterialUpdate)
if (sv.camera == camera && sv.sceneViewState.materialUpdateEnabled)
{
animateMaterials = true;
break;
Expand Down Expand Up @@ -1137,7 +1137,7 @@ public static bool IsSceneViewFogEnabled(Camera camera)
for (int i = 0; i < UnityEditor.SceneView.sceneViews.Count; i++)
{
var sv = UnityEditor.SceneView.sceneViews[i] as UnityEditor.SceneView;
if (sv.camera == camera && sv.sceneViewState.showFog)
if (sv.camera == camera && sv.sceneViewState.fogEnabled)
{
fogEnable = true;
break;
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.core/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui" : "1.0.0"
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Expand Up @@ -3,7 +3,7 @@
"description": "Configuration files for the High Definition Render Pipeline.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "High Definition RP Config",
"dependencies": {
"com.unity.render-pipelines.core": "8.1.0"
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.high-definition/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "High Definition RP",
"dependencies": {
"com.unity.render-pipelines.core": "8.1.0",
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.lightweight/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. LWRP uses simplified, physically based Lighting and Materials. The LWRP uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "Lightweight RP",
"dependencies": {
"com.unity.render-pipelines.universal": "8.1.0",
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.universal/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "Universal RP",
"dependencies": {
"com.unity.render-pipelines.core": "8.1.0",
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2 changes: 1 addition & 1 deletion com.unity.shadergraph/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"displayName": "Shader Graph",
"dependencies": {
"com.unity.render-pipelines.core": "8.1.0",
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2 changes: 1 addition & 1 deletion com.unity.visualeffectgraph/package.json
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Expand Up @@ -3,7 +3,7 @@
"displayName": "Visual Effect Graph",
"version": "8.1.0",
"unity": "2020.1",
"unityRelease": "0a23",
"unityRelease": "0b6",
"description":"The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU.",
"keywords":[
"vfx",
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