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101 行
3.7 KiB
101 行
3.7 KiB
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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#endif
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using System;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable, ReloadGroup]
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[MovedFrom("UnityEngine.Rendering.LWRP")]
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public class ForwardRendererData : ScriptableRendererData
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{
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#if UNITY_EDITOR
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
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internal class CreateForwardRendererAsset : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var instance = CreateInstance<ForwardRendererData>();
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AssetDatabase.CreateAsset(instance, pathName);
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ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
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Selection.activeObject = instance;
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}
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}
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[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateForwardRendererData()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateForwardRendererAsset>(), "CustomForwardRendererData.asset", null, null);
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}
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#endif
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[Serializable, ReloadGroup]
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public sealed class ShaderResources
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{
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[Reload("Shaders/Utils/Blit.shader")]
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public Shader blitPS;
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[Reload("Shaders/Utils/CopyDepth.shader")]
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public Shader copyDepthPS;
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[Reload("Shaders/Utils/ScreenSpaceShadows.shader")]
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public Shader screenSpaceShadowPS;
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[Reload("Shaders/Utils/Sampling.shader")]
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public Shader samplingPS;
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}
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[Reload("Runtime/Data/PostProcessData.asset")]
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public PostProcessData postProcessData = null;
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public ShaderResources shaders = null;
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[SerializeField] LayerMask m_OpaqueLayerMask = -1;
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[SerializeField] LayerMask m_TransparentLayerMask = -1;
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[SerializeField] StencilStateData m_DefaultStencilState = null;
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protected override ScriptableRenderer Create()
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{
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m_DefaultStencilState = new StencilStateData();
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
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ResourceReloader.ReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath);
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}
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#endif
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return new ForwardRenderer(this);
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}
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internal LayerMask opaqueLayerMask => m_OpaqueLayerMask;
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public LayerMask transparentLayerMask => m_TransparentLayerMask;
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public StencilStateData defaultStencilState => m_DefaultStencilState;
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protected override void OnEnable()
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{
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base.OnEnable();
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// Upon asset creation, OnEnable is called and `shaders` reference is not yet initialized
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// We need to call the OnEnable for data migration when updating from old versions of LWRP that
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// serialized resources in a different format. Early returning here when OnEnable is called
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// upon asset creation is fine because we guarantee new assets get created with all resources initialized.
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if (shaders == null)
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return;
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#if UNITY_EDITOR
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try
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{
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ResourceReloader.ReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
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ResourceReloader.ReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath);
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}
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catch {}
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#endif
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}
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}
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}
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