using System; using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class CameraComparer : IComparer { public int Compare(Camera lhs, Camera rhs) { return (int)(lhs.depth - rhs.depth); } } [Flags] public enum RenderingConfiguration { None = 0, Stereo = (1 << 0), Msaa = (1 << 1), PostProcess = (1 << 2), DefaultViewport = (1 << 3), IntermediateTexture = (1 << 4), IntermediateTextureArray = (1 << 5), } public static class LightweightUtils { public static void SetKeyword(CommandBuffer cmd, string keyword, bool enable) { if (enable) cmd.EnableShaderKeyword(keyword); else cmd.DisableShaderKeyword(keyword); } public static bool PlatformSupportsMSAABackBuffer() { #if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV return true; #else return false; #endif } public static bool HasFlag(RenderingConfiguration mask, RenderingConfiguration flag) { return (mask & flag) != 0; } public static Mesh CreateQuadMesh(bool uvStartsAtTop) { float topV, bottomV; if (uvStartsAtTop) { topV = 0.0f; bottomV = 1.0f; } else { topV = 1.0f; bottomV = 0.0f; } Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(-1.0f, -1.0f, 0.0f), new Vector3(-1.0f, 1.0f, 0.0f), new Vector3( 1.0f, -1.0f, 0.0f), new Vector3( 1.0f, 1.0f, 0.0f) }; mesh.uv = new Vector2[] { new Vector2(0.0f, bottomV), new Vector2(0.0f, topV), new Vector2(1.0f, bottomV), new Vector2(1.0f, topV) }; mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 }; return mesh; } } }