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Merge pull request #1570 from Unity-Technologies/xrsettings

XRGConfig: New interface to XRSettings for SRP
/main
GitHub 6 年前
当前提交
8fc6e2f2
共有 9 个文件被更改,包括 200 次插入46 次删除
  1. 8
      com.unity.render-pipelines.lightweight/LWRP/Data/LightweightPipelineAsset.cs
  2. 18
      com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs
  3. 13
      com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
  4. 37
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  5. 8
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs
  6. 8
      com.unity.render-pipelines.core/CoreRP/XR.meta
  7. 143
      com.unity.render-pipelines.core/CoreRP/XR/XRGraphicsConfig.cs
  8. 11
      com.unity.render-pipelines.core/CoreRP/XR/XRGraphicsConfig.cs.meta

8
com.unity.render-pipelines.lightweight/LWRP/Data/LightweightPipelineAsset.cs


[SerializeField] bool m_KeepSoftShadowVariants = true;
[SerializeField] LightweightPipelineResources m_ResourcesAsset;
[SerializeField] XRGraphicsConfig m_SavedXRConfig = XRGraphicsConfig.s_DefaultXRConfig;
// Deprecated
[SerializeField] ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;

return null;
#endif
}
public int GetAssetVersion()
{
return k_AssetVersion;

public Shader samplingShader
{
get { return resources != null ? resources.SamplingShader : null; }
}
public XRGraphicsConfig savedXRGraphicsConfig
{
get { return m_SavedXRConfig; }
}
public void OnBeforeSerialize()

18
com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs


public static GUIContent localShadowLabel = new GUIContent("Local Shadows");
public static GUIContent capabilitiesLabel = new GUIContent("Capabilities");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead.");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, uses value set in XRGraphicsConfig instead.");
public static GUIContent maxPixelLightsLabel = new GUIContent("Pixel Lights",
"Controls the amount of pixel lights that run in fragment light loop. Lights are sorted and culled per-object.");

public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
public static GUIContent XRConfig = new GUIContent("XR Graphics Settings", "SRP will attempt to set this configuration to the VRDevice.");
}
public static class StrippingStyles

SerializedProperty m_CustomShaderVariantStripSettingsProp;
SerializedProperty m_XRConfig;
EditorGUILayout.PropertyField(m_XRConfig);
{
{
m_RenderScale = serializedObject.FindProperty("m_RenderScale");
m_MaxPixelLights = serializedObject.FindProperty("m_MaxPixelLights");
m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");

m_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_SupportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
m_DirectionalShadowsSupportedProp = serializedObject.FindProperty("m_DirectionalShadowsSupported");
m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
m_DirectionalShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");

m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;
m_ShowOpaqueTextureScale.valueChanged.AddListener(Repaint);
m_ShowOpaqueTextureScale.value = m_RequireOpaqueTextureProp.boolValue;
m_XRConfig = serializedObject.FindProperty("m_SavedXRConfig");
}
void OnDisable()

{
EditorGUILayout.LabelField(Styles.generalSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(XRGraphicsConfig.tryEnable); // Begin XR-overridden values
EditorGUI.EndDisabledGroup(); // End XR-overridden values
m_MaxPixelLights.intValue = EditorGUILayout.IntSlider(Styles.maxPixelLightsLabel, m_MaxPixelLights.intValue, 0, k_MaxSupportedPixelLights);
EditorGUILayout.Space();

if (directionalShadows || localShadows)
EditorGUILayout.PropertyField(m_SoftShadowsSupportedProp, Styles.supportsSoftShadows);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.Space();

EditorGUILayout.Space();
EditorGUILayout.Space();
}
}
}
}

13
com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs


using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{

{
Camera camera = cameraData.camera;
RenderTextureDescriptor desc;
#if !UNITY_SWITCH
float renderScale = cameraData.renderScale;
desc = XRSettings.eyeTextureDesc;
{
return XRGraphicsConfig.eyeTextureDesc;
}
#endif
{
float renderScale = cameraData.renderScale;
}
desc.colorFormat = cameraData.isHdrEnabled ? RenderTextureFormat.DefaultHDR :
RenderTextureFormat.Default;
desc.enableRandomWrite = false;

37
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


#endif
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{

Debug.LogWarning("Nested camera rendering is forbidden. If you are calling camera.Render inside OnWillRenderObject callback, use BeginCameraRender callback instead.");
return;
}
// Apply any changes to XRGConfig prior to this point
pipelineAsset.savedXRGraphicsConfig.SetConfig();
base.Render(context, cameras);
BeginFrameRendering(cameras);

cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
cameraData.isStereoEnabled = IsStereoEnabled(camera);
#if !UNITY_SWITCH
if (cameraData.isStereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
#endif
cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;

cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));
// If XR is enabled, use XR renderScale.
// In XR mode, grab renderScale from XRSettings instead of SRP asset for now.
// This is just a temporary change pending full integration of XR with SRP
if (camera.cameraType == CameraType.Game)
{
#if !UNITY_SWITCH
if (cameraData.isStereoEnabled)
{
cameraData.renderScale = XRSettings.eyeTextureResolutionScale;
}
else
#endif
{
cameraData.renderScale = pipelineAsset.renderScale;
}
}
else
{
cameraData.renderScale = 1.0f;
}
cameraData.renderScale = (Mathf.Abs(1.0f - cameraData.renderScale) < kRenderScaleThreshold) ? 1.0f : cameraData.renderScale;
float usedRenderScale = XRGraphicsConfig.enabled ? pipelineAsset.savedXRGraphicsConfig.renderScale : pipelineAsset.renderScale;
cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;
cameraData.requiresDepthTexture = pipelineAsset.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
cameraData.requiresSoftParticles = pipelineAsset.supportsSoftParticles;

void SetupPerCameraShaderConstants(CameraData cameraData)
{
float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
float cameraHeight = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
float cameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale;
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
}
}

8
com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs


if (pipelineAsset.keepSoftShadowVariants)
s_PipelineCapabilities |= PipelineCapabilities.SoftShadows;
}
}
}
public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
MaterialPropertyBlock properties = null, int shaderPassId = 0)

public static bool IsStereoEnabled(Camera camera)
{
#if !UNITY_SWITCH
return XRSettings.isDeviceActive && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
#else
return false;
#endif
return XRGraphicsConfig.enabled && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
}
public static void RenderPostProcess(CommandBuffer cmd, PostProcessRenderContext context, ref CameraData cameraData, RenderTextureFormat colorFormat, RenderTargetIdentifier source, RenderTargetIdentifier dest, bool opaqueOnly)

8
com.unity.render-pipelines.core/CoreRP/XR.meta


fileFormatVersion: 2
guid: 3f48c5fcf83adee4e815baff4b216f60
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

143
com.unity.render-pipelines.core/CoreRP/XR/XRGraphicsConfig.cs


using System;
using UnityEditor;
using UnityEngine.XR;
using UnityEngine.Assertions;
namespace UnityEngine.Experimental.Rendering
{
[Serializable]
public struct XRGraphicsConfig
{ // XRGConfig stores the desired XR settings for a given SRP asset.
public float renderScale;
public float viewportScale;
public bool useOcclusionMesh;
public float occlusionMaskScale;
public bool showDeviceView;
public GameViewRenderMode gameViewRenderMode;
public void SetConfig()
{ // If XR is enabled, sets XRSettings from our saved config
if (!enabled)
Assert.IsFalse(enabled);
XRSettings.eyeTextureResolutionScale = renderScale;
XRSettings.renderViewportScale = viewportScale;
XRSettings.useOcclusionMesh = useOcclusionMesh;
XRSettings.occlusionMaskScale = occlusionMaskScale;
XRSettings.showDeviceView = showDeviceView;
XRSettings.gameViewRenderMode = gameViewRenderMode;
}
public void SetViewportScale(float viewportScale)
{ // Only sets viewport- since this is probably the only thing getting updated every frame
if (!enabled)
Assert.IsFalse(enabled);
XRSettings.renderViewportScale = viewportScale;
}
public static readonly XRGraphicsConfig s_DefaultXRConfig = new XRGraphicsConfig
{
renderScale = 1.0f,
viewportScale = 1.0f,
useOcclusionMesh = true,
occlusionMaskScale = 1.0f,
showDeviceView = true,
gameViewRenderMode = GameViewRenderMode.BothEyes
};
public static XRGraphicsConfig GetActualXRSettings()
{
XRGraphicsConfig getXRSettings = new XRGraphicsConfig();
if (!enabled)
Assert.IsFalse(enabled);
getXRSettings.renderScale = XRSettings.eyeTextureResolutionScale;
getXRSettings.viewportScale = XRSettings.renderViewportScale;
getXRSettings.useOcclusionMesh = XRSettings.useOcclusionMesh;
getXRSettings.occlusionMaskScale = XRSettings.occlusionMaskScale;
getXRSettings.showDeviceView = XRSettings.showDeviceView;
getXRSettings.gameViewRenderMode = XRSettings.gameViewRenderMode;
return getXRSettings;
}
public static bool tryEnable
{ // TryEnable gets updated before "play" is pressed- we use this for updating GUI.
get { return PlayerSettings.virtualRealitySupported; }
}
public static bool enabled
{ // SRP should use this to safely determine whether XR is enabled at runtime.
get
{
#if ENABLE_VR
return XRSettings.enabled;
#else
return false;
#endif
}
}
public static RenderTextureDescriptor eyeTextureDesc
{
get
{
if (!enabled)
Assert.IsFalse(enabled);
return XRSettings.eyeTextureDesc;
}
}
public static string[] supportedDevices
{
get
{
if (!enabled)
Assert.IsFalse(enabled);
return XRSettings.supportedDevices;
}
}
}
[CustomPropertyDrawer(typeof(XRGraphicsConfig))]
public class XRGraphicsConfigDrawer : PropertyDrawer
{
private float k_MinRenderScale = 0.01f;
private float k_MaxRenderScale = 4.0f;
internal class Styles
{
public static GUIContent XRSettingsLabel = new GUIContent("XR Config", "Enable XR in Player Settings. Then SetConfig can be used to set this configuration to XRSettings.");
public static GUIContent XREnabledLabel = new GUIContent("Enable XR", "Enables stereo rendering");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales (and reallocates) the camera render target allowing the game to render at a resolution different than native resolution. Can't be modified in play mode.");
public static GUIContent viewportScaleLabel = new GUIContent("Viewport Scale", "Scales the section of the render target being rendered. Use for dynamic resolution adjustments.");
public static GUIContent stereoRenderModeLabel = new GUIContent("Stereo Rendering Mode", "Use Player Settings to select between supported stereo rendering paths for current VR device.");
public static GUIContent showDeviceViewLabel = new GUIContent("Show Device View", "If possible, mirror the render target of the VR device to the main display.");
public static GUIContent gameViewRenderModeLabel = new GUIContent("Game View Render Mode", "Select how to reflect stereo display to game view");
public static GUIContent useOcclusionMeshLabel = new GUIContent("Use Occlusion Mesh", "Determines whether or not to draw the occlusion mesh (goggles-shaped overlay) when rendering");
public static GUIContent occlusionScaleLabel = new GUIContent("Occlusion Mesh Scale", "Scales the occlusion mesh");
}
// Draw the property inside the given rect
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
var drawRenderScale = property.FindPropertyRelative("renderScale");
var drawViewportScale = property.FindPropertyRelative("viewportScale");
var drawShowDeviceView = property.FindPropertyRelative("showDeviceView");
var drawGameViewRenderMode = property.FindPropertyRelative("gameViewRenderMode");
var drawUseOcclusionMesh = property.FindPropertyRelative("useOcclusionMesh");
var drawOcclusionMaskScale = property.FindPropertyRelative("occlusionMaskScale");
EditorGUI.BeginDisabledGroup(!XRGraphicsConfig.tryEnable);
EditorGUILayout.LabelField(Styles.XRSettingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
drawRenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleLabel, drawRenderScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
drawViewportScale.floatValue = EditorGUILayout.Slider(Styles.viewportScaleLabel, drawViewportScale.floatValue, k_MinRenderScale, k_MaxRenderScale);
EditorGUILayout.PropertyField(drawUseOcclusionMesh, Styles.useOcclusionMeshLabel);
EditorGUILayout.PropertyField(drawOcclusionMaskScale, Styles.occlusionScaleLabel);
EditorGUILayout.PropertyField(drawShowDeviceView, Styles.showDeviceViewLabel);
EditorGUILayout.PropertyField(drawGameViewRenderMode, Styles.gameViewRenderModeLabel);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUI.EndDisabledGroup();
}
}
}

11
com.unity.render-pipelines.core/CoreRP/XR/XRGraphicsConfig.cs.meta


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serializedVersion: 2
defaultReferences: []
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