Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System;
namespace UnityEngine.Experimental.Rendering.Universal
{
internal interface IPixelPerfectCamera
{
int assetsPPU { get; set; }
int refResolutionX { get; set; }
int refResolutionY { get; set; }
bool upscaleRT { get; set; }
bool pixelSnapping { get; set; }
bool cropFrameX { get; set; }
bool cropFrameY { get; set; }
bool stretchFill { get; set; }
}
[Serializable]
internal class PixelPerfectCameraInternal : ISerializationCallbackReceiver
{
// Case 1061634:
// In order for this class to survive hot reloading, we need to make the fields serializable.
// Unity can't serialize an interface object, but does properly serialize UnityEngine.Object.
// So we cast the reference to PixelPerfectCamera (which inherits UnityEngine.Object)
// before serialization happens, and restore the interface reference after deserialization.
[NonSerialized]
IPixelPerfectCamera m_Component;
PixelPerfectCamera m_SerializableComponent;
internal float originalOrthoSize;
internal bool hasPostProcessLayer;
internal bool cropFrameXAndY = false;
internal bool cropFrameXOrY = false;
internal bool useStretchFill = false;
internal int zoom = 1;
internal bool useOffscreenRT = false;
internal int offscreenRTWidth = 0;
internal int offscreenRTHeight = 0;
internal Rect pixelRect = Rect.zero;
internal float orthoSize = 1.0f;
internal float unitsPerPixel = 0.0f;
internal PixelPerfectCameraInternal(IPixelPerfectCamera component)
{
m_Component = component;
}
public void OnBeforeSerialize()
{
m_SerializableComponent = m_Component as PixelPerfectCamera;
}
public void OnAfterDeserialize()
{
if (m_SerializableComponent != null)
m_Component = m_SerializableComponent;
}
internal void CalculateCameraProperties(int screenWidth, int screenHeight)
{
int assetsPPU = m_Component.assetsPPU;
int refResolutionX = m_Component.refResolutionX;
int refResolutionY = m_Component.refResolutionY;
bool upscaleRT = m_Component.upscaleRT;
bool pixelSnapping = m_Component.pixelSnapping;
bool cropFrameX = m_Component.cropFrameX;
bool cropFrameY = m_Component.cropFrameY;
bool stretchFill = m_Component.stretchFill;
cropFrameXAndY = cropFrameY && cropFrameX;
cropFrameXOrY = cropFrameY || cropFrameX;
useStretchFill = cropFrameXAndY && stretchFill;
// zoom level (PPU scale)
int verticalZoom = screenHeight / refResolutionY;
int horizontalZoom = screenWidth / refResolutionX;
zoom = Math.Max(1, Math.Min(verticalZoom, horizontalZoom));
// off-screen RT
useOffscreenRT = false;
offscreenRTWidth = 0;
offscreenRTHeight = 0;
if (cropFrameXOrY)
{
useOffscreenRT = true;
if (!upscaleRT)
{
if (cropFrameXAndY)
{
offscreenRTWidth = zoom * refResolutionX;
offscreenRTHeight = zoom * refResolutionY;
}
else if (cropFrameY)
{
offscreenRTWidth = screenWidth;
offscreenRTHeight = zoom * refResolutionY;
}
else // crop frame X
{
offscreenRTWidth = zoom * refResolutionX;
offscreenRTHeight = screenHeight;
}
}
else
{
if (cropFrameXAndY)
{
offscreenRTWidth = refResolutionX;
offscreenRTHeight = refResolutionY;
}
else if (cropFrameY)
{
offscreenRTWidth = screenWidth / zoom / 2 * 2; // Make sure it's an even number by / 2 * 2.
offscreenRTHeight = refResolutionY;
}
else // crop frame X
{
offscreenRTWidth = refResolutionX;
offscreenRTHeight = screenHeight / zoom / 2 * 2; // Make sure it's an even number by / 2 * 2.
}
}
}
else if (upscaleRT && zoom > 1)
{
useOffscreenRT = true;
offscreenRTWidth = screenWidth / zoom / 2 * 2; // Make sure it's an even number by / 2 * 2.
offscreenRTHeight = screenHeight / zoom / 2 * 2;
}
// viewport
if (useOffscreenRT)
{
// When we ask the render pipeline to create the offscreen RT for us, the size of the RT is determined by VP size.
// That's why we set the VP size to be (m_OffscreenRTWidth, m_OffscreenRTHeight) here.
pixelRect = new Rect(0.0f, 0.0f, offscreenRTWidth, offscreenRTHeight);
}
else
pixelRect = Rect.zero;
// orthographic size
if (cropFrameY)
orthoSize = (refResolutionY * 0.5f) / assetsPPU;
else if (cropFrameX)
{
float aspect = (pixelRect == Rect.zero) ? (float)screenWidth / screenHeight : pixelRect.width / pixelRect.height;
orthoSize = ((refResolutionX / aspect) * 0.5f) / assetsPPU;
}
else if (upscaleRT && zoom > 1)
orthoSize = (offscreenRTHeight * 0.5f) / assetsPPU;
else
{
float pixelHeight = (pixelRect == Rect.zero) ? screenHeight : pixelRect.height;
orthoSize = (pixelHeight * 0.5f) / (zoom * assetsPPU);
}
// Camera pixel grid spacing
if (upscaleRT || (!upscaleRT && pixelSnapping))
unitsPerPixel = 1.0f / assetsPPU;
else
unitsPerPixel = 1.0f / (zoom * assetsPPU);
}
internal Rect CalculateFinalBlitPixelRect(float cameraAspect, int screenWidth, int screenHeight)
{
// This VP is used when the internal temp RT is blitted back to screen.
Rect pixelRect = new Rect();
if (useStretchFill)
{
// stretch (fit either width or height)
float screenAspect = (float)screenWidth / screenHeight;
if (screenAspect > cameraAspect)
{
pixelRect.height = screenHeight;
pixelRect.width = screenHeight * cameraAspect;
pixelRect.x = (screenWidth - (int)pixelRect.width) / 2;
pixelRect.y = 0;
}
else
{
pixelRect.width = screenWidth;
pixelRect.height = screenWidth / cameraAspect;
pixelRect.y = (screenHeight - (int)pixelRect.height) / 2;
pixelRect.x = 0;
}
}
else
{
// center
if (m_Component.upscaleRT)
{
pixelRect.height = zoom * offscreenRTHeight;
pixelRect.width = zoom * offscreenRTWidth;
}
else
{
pixelRect.height = offscreenRTHeight;
pixelRect.width = offscreenRTWidth;
}
pixelRect.x = (screenWidth - (int)pixelRect.width) / 2;
pixelRect.y = (screenHeight - (int)pixelRect.height) / 2;
}
return pixelRect;
}
}
}