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Unityアプリとかロボットとか作ってるときに困ったこととかメモ

Unity5でRender Settingsが消えたらしい

Unityで[Render Settings]から、fogやら影の色やら設定してお洒落な感じに設定できていたのがUnity5になって場所が移動したとのこと
"Edit>Scene render setting" menu missing in unity 5

Unity4まで
[Edit]->[Render Settings]

Unity5から
[Window]->[Lighting]

Unity5からのデフォルトシーンのSkyboxの設定とかもここで設定されている模様
昔の青いデフォルトシーンに戻りたい人も[Lighting]をいじりましょう

Render Settings的な設定画面を復活させることも可能(以下手順)

1. Assets/Editor/MyRenderSettings.csでファイル作成

2. 中身かく

using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;

[InitializeOnLoad]
public class MyRenderSettings : EditorWindow
{
	[MenuItem("Window/Render Settings Temp Fix")]
	static void Init ()
	{
		MyRenderSettings renderSettings = (MyRenderSettings)EditorWindow.GetWindow (typeof(MyRenderSettings));
	}
	
	AmbientMode ambientMode {
		get { return RenderSettings.ambientMode; }
		set { RenderSettings.ambientMode = value; }
	}

	Color ambientLight {
		get { return RenderSettings.ambientLight; }
		set { RenderSettings.ambientLight = value; }
	}

	Color ambientSkyColor {
		get { return RenderSettings.ambientSkyColor; }
		set { RenderSettings.ambientSkyColor = value; }
	}

	Color ambientEquatorColor {
		get { return RenderSettings.ambientEquatorColor; }
		set { RenderSettings.ambientEquatorColor = value; }
	}

	Color ambientGroundColor {
		get { return RenderSettings.ambientGroundColor; }
		set { RenderSettings.ambientGroundColor = value; }
	}

	float ambientSkyboxAmount {
		get { return RenderSettings.ambientIntensity; }
		set { RenderSettings.ambientIntensity = value; }
	}

	SphericalHarmonicsL2 ambientProbe {
		get { return RenderSettings.ambientProbe; }
		set { RenderSettings.ambientProbe = value; }
	}
	
	DefaultReflectionMode defaultReflectionMode {
		get { return RenderSettings.defaultReflectionMode; }
		set { RenderSettings.defaultReflectionMode = value; }
	}

	Cubemap customReflection {
		get { return RenderSettings.customReflection; }
		set { RenderSettings.customReflection = value; }
	}
	
	float flareFadeSpeed {
		get { return RenderSettings.flareFadeSpeed; }
		set { RenderSettings.flareFadeSpeed = value; }
	}

	float flareStrength {
		get { return RenderSettings.flareStrength; }
		set { RenderSettings.flareStrength = value; }
	}
	
	bool fog {
		get { return RenderSettings.fog; }
		set { RenderSettings.fog = value; }
	}

	FogMode fogMode {
		get { return RenderSettings.fogMode; }
		set { RenderSettings.fogMode = value; }
	}

	Color fogColor {
		get { return RenderSettings.fogColor; }
		set { RenderSettings.fogColor = value; }
	}

	float fogDensity {
		get { return RenderSettings.fogDensity; }
		set { RenderSettings.fogDensity = value; }
	}

	float fogStartDistance {
		get { return RenderSettings.fogStartDistance; }
		set { RenderSettings.fogStartDistance = value; }
	}

	float fogEndDistance {
		get { return RenderSettings.fogEndDistance; }
		set { RenderSettings.fogEndDistance = value; }
	}
	
	float haloStrength {
		get { return RenderSettings.haloStrength; }
		set { RenderSettings.haloStrength = value; }
	}

	Material skybox {
		get { return RenderSettings.skybox; }
		set { RenderSettings.skybox = value; }
	}
	
	void OnGUI ()
	{
		GUILayout.Label ("Ambient and skybox", EditorStyles.boldLabel);
		ambientMode = (AmbientMode)EditorGUILayout.EnumPopup ("Ambient Mode", ambientMode);
		ambientLight = EditorGUILayout.ColorField ("Ambient Light Color", ambientLight);
		ambientSkyColor = EditorGUILayout.ColorField ("Ambient Sky Color", ambientSkyColor);
		ambientEquatorColor = EditorGUILayout.ColorField ("Ambient Equator Color", ambientEquatorColor);
		ambientGroundColor = EditorGUILayout.ColorField ("Ambient Ground Color", ambientGroundColor);
		ambientSkyboxAmount = EditorGUILayout.FloatField ("Ambient Skybox Amount", ambientSkyboxAmount);
		//ambientProbe = (SphericalHarmonicsL2)EditorGUILayout.ObjectField(ambientProbe, typeof(SphericalHarmonicsL2), true);   //Doesnt seem t0o work, skipped this
		haloStrength = EditorGUILayout.FloatField ("Halo Strength", haloStrength);
		skybox = (Material)EditorGUILayout.ObjectField ("Skybox", skybox, typeof(Material), true);
		
		GUILayout.Label ("Reflection", EditorStyles.boldLabel);
		defaultReflectionMode = (DefaultReflectionMode)EditorGUILayout.EnumPopup ("Default Reflection Mode", defaultReflectionMode);
		customReflection = (Cubemap)EditorGUILayout.ObjectField ("Custom Reflection", customReflection, typeof(Cubemap), true);
		
		GUILayout.Label ("Flare", EditorStyles.boldLabel);
		flareFadeSpeed = EditorGUILayout.FloatField ("Flare Fade Speed", flareFadeSpeed);
		flareStrength = EditorGUILayout.FloatField ("Flare Strength", flareStrength);
		
		GUILayout.Label ("Fog", EditorStyles.boldLabel);
		fog = EditorGUILayout.Toggle ("Fog enabled", fog);
		fogMode = (FogMode)EditorGUILayout.EnumPopup ("Fog Mode", fogMode);
		fogColor = EditorGUILayout.ColorField ("Fog Color", fogColor);
		fogDensity = EditorGUILayout.FloatField ("Fog Density", fogDensity);
		fogStartDistance = EditorGUILayout.FloatField ("Fog Start Distance", fogStartDistance);
		fogEndDistance = EditorGUILayout.FloatField ("Fog End Distance", fogEndDistance);
	}
}

3.アクセスする
[Window]->[Render Settings Temp Fix]

それっぽいのできてる

Unity4.6/5.0でつくる 2Dゲーム制作入門

Unity4.6/5.0でつくる 2Dゲーム制作入門