using System; using System.Collections.Generic; using UnityEngine.XR; namespace UnityEngine.Experimental.Rendering.HDPipeline { // The settings here are per frame settings. // Each camera must have its own per frame settings [Serializable] public class FrameSettings { // Lighting // Setup by users public bool enableShadow = true; public bool enableContactShadows = true; public bool enableSSR = true; // Depends on DepthPyramid public bool enableSSAO = true; public bool enableSubsurfaceScattering = true; public bool enableTransmission = true; // Caution: this is only for debug, it doesn't save the cost of Transmission execution // Setup by system public float diffuseGlobalDimmer = 1.0f; public float specularGlobalDimmer = 1.0f; // View public bool enableForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically. public bool enableDepthPrepassWithDeferredRendering = false; public bool enableTransparentPrepass = true; public bool enableMotionVectors = true; // Enable/disable whole motion vectors pass (Camera + Object). public bool enableObjectMotionVectors = true; public bool enableDBuffer = true; public bool enableAtmosphericScattering = true; public bool enableRoughRefraction = true; // Depends on DepthPyramid - If not enable, just do a copy of the scene color (?) - how to disable rough refraction ? public bool enableTransparentPostpass = true; public bool enableDistortion = true; public bool enablePostprocess = true; public bool enableStereo = true; public bool enableAsyncCompute = true; public bool enableOpaqueObjects = true; public bool enableTransparentObjects = true; public bool enableMSAA = false; public MSAASamples msaaSampleCount { get; private set; } public bool enableShadowMask = true; public LightLoopSettings lightLoopSettings = new LightLoopSettings(); public void CopyTo(FrameSettings frameSettings) { frameSettings.enableShadow = this.enableShadow; frameSettings.enableContactShadows = this.enableContactShadows; frameSettings.enableSSR = this.enableSSR; frameSettings.enableSSAO = this.enableSSAO; frameSettings.enableSubsurfaceScattering = this.enableSubsurfaceScattering; frameSettings.enableTransmission = this.enableTransmission; frameSettings.diffuseGlobalDimmer = this.diffuseGlobalDimmer; frameSettings.specularGlobalDimmer = this.specularGlobalDimmer; frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly; frameSettings.enableDepthPrepassWithDeferredRendering = this.enableDepthPrepassWithDeferredRendering; frameSettings.enableTransparentPrepass = this.enableTransparentPrepass; frameSettings.enableMotionVectors = this.enableMotionVectors; frameSettings.enableObjectMotionVectors = this.enableObjectMotionVectors; frameSettings.enableDBuffer = this.enableDBuffer; frameSettings.enableAtmosphericScattering = this.enableAtmosphericScattering; frameSettings.enableRoughRefraction = this.enableRoughRefraction; frameSettings.enableTransparentPostpass = this.enableTransparentPostpass; frameSettings.enableDistortion = this.enableDistortion; frameSettings.enablePostprocess = this.enablePostprocess; frameSettings.enableStereo = this.enableStereo; frameSettings.enableOpaqueObjects = this.enableOpaqueObjects; frameSettings.enableTransparentObjects = this.enableTransparentObjects; frameSettings.enableAsyncCompute = this.enableAsyncCompute; frameSettings.enableMSAA = this.enableMSAA; frameSettings.enableShadowMask = this.enableShadowMask; this.lightLoopSettings.CopyTo(frameSettings.lightLoopSettings); } // Init a FrameSettings from renderpipeline settings, frame settings and debug settings (if any) // This will aggregate the various option public static void InitializeFrameSettings(Camera camera, RenderPipelineSettings renderPipelineSettings, FrameSettings srcFrameSettings, ref FrameSettings aggregate) { if (aggregate == null) aggregate = new FrameSettings(); // When rendering reflection probe we disable specular as it is view dependent if (camera.cameraType == CameraType.Reflection) { aggregate.diffuseGlobalDimmer = 1.0f; aggregate.specularGlobalDimmer = 0.0f; } else { aggregate.diffuseGlobalDimmer = 1.0f; aggregate.specularGlobalDimmer = 1.0f; } aggregate.enableShadow = srcFrameSettings.enableShadow; aggregate.enableContactShadows = srcFrameSettings.enableContactShadows; aggregate.enableSSR = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSSR && renderPipelineSettings.supportSSR; aggregate.enableSSAO = srcFrameSettings.enableSSAO && renderPipelineSettings.supportSSAO; aggregate.enableSubsurfaceScattering = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSubsurfaceScattering && renderPipelineSettings.supportSubsurfaceScattering; aggregate.enableTransmission = srcFrameSettings.enableTransmission; // We have to fall back to forward-only rendering when scene view is using wireframe rendering mode // as rendering everything in wireframe + deferred do not play well together aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportForwardOnly; aggregate.enableDepthPrepassWithDeferredRendering = srcFrameSettings.enableDepthPrepassWithDeferredRendering; aggregate.enableTransparentPrepass = srcFrameSettings.enableTransparentPrepass; aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportMotionVectors; aggregate.enableObjectMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableObjectMotionVectors && renderPipelineSettings.supportMotionVectors; aggregate.enableDBuffer = srcFrameSettings.enableDBuffer && renderPipelineSettings.supportDBuffer; aggregate.enableAtmosphericScattering = srcFrameSettings.enableAtmosphericScattering; // We must take care of the scene view fog flags in the editor if (!CoreUtils.IsSceneViewFogEnabled(camera)) aggregate.enableAtmosphericScattering = false; aggregate.enableRoughRefraction = srcFrameSettings.enableRoughRefraction; aggregate.enableTransparentPostpass = srcFrameSettings.enableTransparentPostpass; aggregate.enableDistortion = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableDistortion; // Planar and real time cubemap doesn't need post process and render in FP16 aggregate.enablePostprocess = camera.cameraType != CameraType.Reflection && srcFrameSettings.enablePostprocess; aggregate.enableStereo = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableStereo && XRSettings.isDeviceActive && (camera.stereoTargetEye == StereoTargetEyeMask.Both) && renderPipelineSettings.supportStereo; aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute; aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects; aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects; aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA; aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask; aggregate.ConfigureMSAADependentSettings(); aggregate.ConfigureStereoDependentSettings(); if (camera.cameraType == CameraType.Preview) { // remove undesired feature in preview aggregate.enableShadow = false; aggregate.enableContactShadows = false; aggregate.enableSSR = false; aggregate.enableSSAO = false; aggregate.enableTransparentPrepass = false; aggregate.enableMotionVectors = false; aggregate.enableObjectMotionVectors = false; aggregate.enableDBuffer = false; aggregate.enableAtmosphericScattering = false; aggregate.enableTransparentPostpass = false; aggregate.enableDistortion = false; aggregate.enablePostprocess = false; aggregate.enableStereo = false; aggregate.enableShadowMask = false; } LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings); } public void ConfigureMSAADependentSettings() { if (enableMSAA) { // Initially, MSAA will only support forward enableForwardRenderingOnly = true; // TODO: Should we disable enableFptlForForwardOpaque in here, instead of in InitializeLightLoopSettings? // We'd have to move this method to after InitializeLightLoopSettings if we did. It would be nice to centralize // all MSAA-dependent settings in this method. // Assuming MSAA is being used, TAA, and therefore, motion vectors are not needed enableMotionVectors = false; // TODO: The work will be implemented piecemeal to support all passes enableDBuffer = false; // no decals enableDistortion = false; // no gaussian final color enablePostprocess = false; enableRoughRefraction = false; // no gaussian pre-refraction enableSSAO = false; enableSSR = false; enableSubsurfaceScattering = false; enableTransparentObjects = false; // waiting on depth pyramid generation } } public void ConfigureStereoDependentSettings() { if (enableStereo) { // Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred enableForwardRenderingOnly = true; // TODO: The work will be implemented piecemeal to support all passes enableMotionVectors = false; enableDBuffer = false; enableDistortion = false; enablePostprocess = false; enableRoughRefraction = false; enableSSAO = false; enableSSR = false; enableSubsurfaceScattering = false; enableTransparentObjects = false; } } public static void RegisterDebug(string menuName, FrameSettings frameSettings) { List widgets = new List(); widgets.AddRange( new DebugUI.Widget[] { new DebugUI.Container { displayName = "Rendering Passes", children = { new DebugUI.BoolField { displayName = "Enable Transparent Prepass", getter = () => frameSettings.enableTransparentPrepass, setter = value => frameSettings.enableTransparentPrepass = value }, new DebugUI.BoolField { displayName = "Enable Transparent Postpass", getter = () => frameSettings.enableTransparentPostpass, setter = value => frameSettings.enableTransparentPostpass = value }, new DebugUI.BoolField { displayName = "Enable Motion Vectors", getter = () => frameSettings.enableMotionVectors, setter = value => frameSettings.enableMotionVectors = value }, new DebugUI.BoolField { displayName = "Enable Object Motion Vectors", getter = () => frameSettings.enableObjectMotionVectors, setter = value => frameSettings.enableObjectMotionVectors = value }, new DebugUI.BoolField { displayName = "Enable DBuffer", getter = () => frameSettings.enableDBuffer, setter = value => frameSettings.enableDBuffer = value }, new DebugUI.BoolField { displayName = "Enable Atmospheric Scattering", getter = () => frameSettings.enableAtmosphericScattering, setter = value => frameSettings.enableAtmosphericScattering = value }, new DebugUI.BoolField { displayName = "Enable Rough Refraction", getter = () => frameSettings.enableRoughRefraction, setter = value => frameSettings.enableRoughRefraction = value }, new DebugUI.BoolField { displayName = "Enable Distortion", getter = () => frameSettings.enableDistortion, setter = value => frameSettings.enableDistortion = value }, new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value }, } }, new DebugUI.Container { displayName = "Rendering Settings", children = { new DebugUI.BoolField { displayName = "Forward Only", getter = () => frameSettings.enableForwardRenderingOnly, setter = value => frameSettings.enableForwardRenderingOnly = value }, new DebugUI.BoolField { displayName = "Deferred Depth Prepass", getter = () => frameSettings.enableDepthPrepassWithDeferredRendering, setter = value => frameSettings.enableDepthPrepassWithDeferredRendering = value }, new DebugUI.BoolField { displayName = "Enable Async Compute", getter = () => frameSettings.enableAsyncCompute, setter = value => frameSettings.enableAsyncCompute = value }, new DebugUI.BoolField { displayName = "Enable Opaque Objects", getter = () => frameSettings.enableOpaqueObjects, setter = value => frameSettings.enableOpaqueObjects = value }, new DebugUI.BoolField { displayName = "Enable Transparent Objects", getter = () => frameSettings.enableTransparentObjects, setter = value => frameSettings.enableTransparentObjects = value }, new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value }, } }, new DebugUI.Container { displayName = "XR Settings", children = { new DebugUI.BoolField { displayName = "Enable Stereo Rendering", getter = () => frameSettings.enableStereo, setter = value => frameSettings.enableStereo = value } } }, new DebugUI.Container { displayName = "Lighting Settings", children = { new DebugUI.BoolField { displayName = "Enable SSR", getter = () => frameSettings.enableSSR, setter = value => frameSettings.enableSSR = value }, new DebugUI.BoolField { displayName = "Enable SSAO", getter = () => frameSettings.enableSSAO, setter = value => frameSettings.enableSSAO = value }, new DebugUI.BoolField { displayName = "Enable SubsurfaceScattering", getter = () => frameSettings.enableSubsurfaceScattering, setter = value => frameSettings.enableSubsurfaceScattering = value }, new DebugUI.BoolField { displayName = "Enable Transmission", getter = () => frameSettings.enableTransmission, setter = value => frameSettings.enableTransmission = value }, new DebugUI.BoolField { displayName = "Enable Shadows", getter = () => frameSettings.enableShadow, setter = value => frameSettings.enableShadow = value }, new DebugUI.BoolField { displayName = "Enable Contact Shadows", getter = () => frameSettings.enableContactShadows, setter = value => frameSettings.enableContactShadows = value }, new DebugUI.BoolField { displayName = "Enable ShadowMask", getter = () => frameSettings.enableShadowMask, setter = value => frameSettings.enableShadowMask = value }, } } }); LightLoopSettings.RegisterDebug(frameSettings.lightLoopSettings, widgets); var panel = DebugManager.instance.GetPanel(menuName, true); panel.children.Add(widgets.ToArray()); } public static void UnRegisterDebug(string menuName) { DebugManager.instance.RemovePanel(menuName); } } }