using UnityEngine.Rendering; using System; using System.Linq; using UnityEngine.Rendering.PostProcessing; using UnityEngine.Experimental.Rendering.HDPipeline.TilePass; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Experimental.Rendering.HDPipeline { // This HDRenderPipeline assume linear lighting. Don't work with gamma. public class HDRenderPipelineAsset : RenderPipelineAsset { #if UNITY_EDITOR [MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)] static void CreateHDRenderPipeline() { var instance = CreateInstance(); AssetDatabase.CreateAsset(instance, Utilities.GetHDRenderPipelinePath() + "HDRenderPipelineAsset.asset"); // If it exist, load renderPipelineResources instance.renderPipelineResources = AssetDatabase.LoadAssetAtPath(RenderPipelineResources.GetRenderPipelineResourcesPath()); } #endif private HDRenderPipelineAsset() { } protected override IRenderPipeline InternalCreatePipeline() { return new HDRenderPipeline(this); } [SerializeField] private RenderPipelineResources m_RenderPipelineResources; public RenderPipelineResources renderPipelineResources { get { return m_RenderPipelineResources; } set { m_RenderPipelineResources = value; } } // NOTE: All those properties are public because of how HDRenderPipelineInspector retrieve those properties via serialization/reflection // Doing it this way allow to change parameters name and still retrieve correct serialized value // Renderer Settings public RenderingSettings renderingSettings = new RenderingSettings(); public SubsurfaceScatteringSettings sssSettings = new SubsurfaceScatteringSettings(); public TileSettings tileSettings = new TileSettings(); // Shadow Settings public ShadowInitParameters shadowInitParams = new ShadowInitParameters(); // Texture Settings public TextureSettings textureSettings = new TextureSettings(); // Default Material / Shader [SerializeField] Material m_DefaultDiffuseMaterial; [SerializeField] Shader m_DefaultShader; public Material DefaultDiffuseMaterial { get { return m_DefaultDiffuseMaterial; } private set { m_DefaultDiffuseMaterial = value; } } public Shader DefaultShader { get { return m_DefaultShader; } private set { m_DefaultShader = value; } } public override Shader GetDefaultShader() { return m_DefaultShader; } public override Material GetDefaultMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefaultParticleMaterial() { return null; } public override Material GetDefaultLineMaterial() { return null; } public override Material GetDefaultTerrainMaterial() { return null; } public override Material GetDefaultUIMaterial() { return null; } public override Material GetDefaultUIOverdrawMaterial() { return null; } public override Material GetDefaultUIETC1SupportedMaterial() { return null; } public override Material GetDefault2DMaterial() { return null; } public void OnValidate() { sssSettings.OnValidate(); } } }