Skip to content

[HDRP] Rename HDRP to HD Render Pipeline in menu item #2819

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 3 commits into from
Dec 2, 2020
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,8 +19,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

## [10.3.0] - 2020-12-01

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
### Changed
- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency.

## [10.2.1] - 2020-11-30

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateDecalShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Decal Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Decal Shader Graph", false, 208)]
public static void CreateDecalGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateEyeShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Eye Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Eye Shader Graph", false, 208)]
public static void CreateEyeGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateFabricShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Fabric Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Fabric Shader Graph", false, 208)]
public static void CreateFabricGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateHairShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Hair Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Hair Shader Graph", false, 208)]
public static void CreateHairGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateLitShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Lit Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Lit Shader Graph", false, 208)]
public static void CreateHDLitGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateStackLitShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/StackLit Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/StackLit Shader Graph", false, 208)]
public static void CreateStackLitGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
static class CreateUnlitShaderGraph
{
[MenuItem("Assets/Create/Shader/HDRP/Unlit Shader Graph", false, 208)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Unlit Shader Graph", false, 208)]
public static void CreateHDUnlitGraph()
{
var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -181,14 +181,14 @@ static void MenuCreateDiffusionProfile()
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateNewAssetDiffusionProfileSettings>(), "New Diffusion Profile.asset", icon, null);
}

[MenuItem("Assets/Create/Shader/HDRP/Custom FullScreen Pass")]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Custom FullScreen Pass")]
static void MenuCreateCustomFullScreenPassShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template";
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New FullScreen CustomPass.shader");
}

[MenuItem("Assets/Create/Shader/HDRP/Custom Renderers Pass")]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Custom Renderers Pass")]
static void MenuCreateCustomRenderersPassShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template";
Expand All @@ -209,7 +209,7 @@ static void MenuCreateCSharpPostProcessVolume()
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Post Process Volume.cs");
}

[MenuItem("Assets/Create/Shader/HDRP/Post Process", priority = CoreUtils.assetCreateMenuPriority3)]
[MenuItem("Assets/Create/Shader/HD Render Pipeline/Post Process", priority = CoreUtils.assetCreateMenuPriority3)]
static void MenuCreatePostProcessShader()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingShader.template";
Expand Down