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;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
namespace UnityEngine.Experimental.Rendering.Universal
{
[Serializable, ReloadGroup]
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]
public class Renderer2DData : ScriptableRendererData
{
[SerializeField]
float m_HDREmulationScale = 1;
[SerializeField, FormerlySerializedAs("m_LightOperations")]
Light2DBlendStyle[] m_LightBlendStyles = null;
[SerializeField]
bool m_UseDepthStencilBuffer = true;
[SerializeField]
Shader m_ShapeLightShader = null;
[SerializeField]
Shader m_ShapeLightVolumeShader = null;
[SerializeField]
Shader m_PointLightShader = null;
[SerializeField]
Shader m_PointLightVolumeShader = null;
[SerializeField]
Shader m_BlitShader = null;
[SerializeField]
Shader m_ShadowShader = null;
[SerializeField]
Shader m_ShadowGroupShader = null;
[SerializeField]
Shader m_RemoveSelfShadowShader = null;
[SerializeField, Reload("Runtime/Data/PostProcessData.asset")]
PostProcessData m_PostProcessData = null;
public float hdrEmulationScale => m_HDREmulationScale;
public Light2DBlendStyle[] lightBlendStyles => m_LightBlendStyles;
internal bool useDepthStencilBuffer => m_UseDepthStencilBuffer;
internal Shader shapeLightShader => m_ShapeLightShader;
internal Shader shapeLightVolumeShader => m_ShapeLightVolumeShader;
internal Shader pointLightShader => m_PointLightShader;
internal Shader pointLightVolumeShader => m_PointLightVolumeShader;
internal Shader blitShader => m_BlitShader;
internal Shader shadowShader => m_ShadowShader;
internal Shader shadowGroupShader => m_ShadowGroupShader;
internal Shader removeSelfShadowShader => m_RemoveSelfShadowShader;
internal PostProcessData postProcessData => m_PostProcessData;
protected override ScriptableRenderer Create()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
ResourceReloader.ReloadAllNullIn(m_PostProcessData, UniversalRenderPipelineAsset.packagePath);
}
#endif
return new Renderer2D(this);
}
#if UNITY_EDITOR
internal static void Create2DRendererData(Action<Renderer2DData> onCreatedCallback)
{
var instance = CreateInstance<Create2DRendererDataAsset>();
instance.onCreated += onCreatedCallback;
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, instance, "New 2D Renderer Data.asset", null, null);
}
class Create2DRendererDataAsset : EndNameEditAction
{
public event Action<Renderer2DData> onCreated;
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = CreateInstance<Renderer2DData>();
instance.OnCreate();
AssetDatabase.CreateAsset(instance, pathName);
Selection.activeObject = instance;
onCreated(instance);
}
}
void OnCreate()
{
m_LightBlendStyles = new Light2DBlendStyle[4];
m_LightBlendStyles[0].enabled = true;
m_LightBlendStyles[0].name = "Default";
m_LightBlendStyles[0].blendMode = Light2DBlendStyle.BlendMode.Multiply;
m_LightBlendStyles[0].renderTextureScale = 1.0f;
for (int i = 1; i < m_LightBlendStyles.Length; ++i)
{
m_LightBlendStyles[i].enabled = false;
m_LightBlendStyles[i].name = "Blend Style " + i;
m_LightBlendStyles[i].blendMode = Light2DBlendStyle.BlendMode.Multiply;
m_LightBlendStyles[i].renderTextureScale = 1.0f;
}
m_ShapeLightShader = Shader.Find("Hidden/Light2D-Shape");
m_ShapeLightVolumeShader = Shader.Find("Hidden/Light2D-Shape-Volumetric");
m_PointLightShader = Shader.Find("Hidden/Light2D-Point");
m_PointLightVolumeShader = Shader.Find("Hidden/Light2d-Point-Volumetric");
m_BlitShader = Shader.Find("Hidden/Universal Render Pipeline/Blit");
m_ShadowShader = Shader.Find("Hidden/Shadow2D");
m_ShadowGroupShader = Shader.Find("Hidden/ShadowGroup2D");
m_RemoveSelfShadowShader = Shader.Find("Hidden/Shadow2DRemoveSelf");
}
protected override void OnEnable()
{
base.OnEnable();
// Provide a list of suggested texture property names to Sprite Editor via EditorPrefs.
const string suggestedNamesKey = "SecondarySpriteTexturePropertyNames";
const string maskTex = "_MaskTex";
const string normalMap = "_NormalMap";
string suggestedNamesPrefs = EditorPrefs.GetString(suggestedNamesKey);
if (string.IsNullOrEmpty(suggestedNamesPrefs))
EditorPrefs.SetString(suggestedNamesKey, maskTex + "," + normalMap);
else
{
if (!suggestedNamesPrefs.Contains(maskTex))
suggestedNamesPrefs += ("," + maskTex);
if (!suggestedNamesPrefs.Contains(normalMap))
suggestedNamesPrefs += ("," + normalMap);
EditorPrefs.SetString(suggestedNamesKey, suggestedNamesPrefs);
}
#if UNITY_EDITOR
try
{
ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
ResourceReloader.ReloadAllNullIn(m_PostProcessData, UniversalRenderPipelineAsset.packagePath);
}
catch { }
#endif
}
internal override Material GetDefaultMaterial(DefaultMaterialType materialType)
{
if (materialType == DefaultMaterialType.Sprite || materialType == DefaultMaterialType.Particle)
return AssetDatabase.LoadAssetAtPath<Material>("Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Lit-Default.mat");
return null;
}
internal override Shader GetDefaultShader()
{
return Shader.Find("Universal Render Pipeline/2D/Sprite-Lit-Default");
}
#endif
}
}