namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public enum ShadowCascades { NO_CASCADES = 1, TWO_CASCADES = 2, FOUR_CASCADES = 4, } public enum ShadowType { NO_SHADOW = 0, HARD_SHADOWS, SOFT_SHADOWS, } public enum ShadowResolution { _512 = 512, _1024 = 1024, _2048 = 2048 } public enum MSAAQuality { Disabled = 1, _2x = 2, _4x = 4, _8x = 8 } public class LightweightPipelineAsset : RenderPipelineAsset { public static readonly string m_SimpleLightShaderPath = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)"; public static readonly string m_PBSShaderPath = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)"; public static readonly string m_BlitShaderPath = "Hidden/ScriptableRenderPipeline/LightweightPipeline/Blit"; private static readonly string m_PipelineFolder = "Assets/ScriptableRenderPipeline/LightweightPipeline"; private static readonly string m_AssetName = "LightweightPipelineAsset.asset"; #if UNITY_EDITOR [UnityEditor.MenuItem("RenderPipeline/LightweightPipeline/Create Pipeline Asset", false, 15)] static void CreateLightweightPipeline() { var instance = ScriptableObject.CreateInstance(); string[] paths = m_PipelineFolder.Split('/'); string currentPath = paths[0]; for (int i = 1; i < paths.Length; ++i) { string folder = currentPath + "/" + paths[i]; if (!UnityEditor.AssetDatabase.IsValidFolder(folder)) UnityEditor.AssetDatabase.CreateFolder(currentPath, paths[i]); currentPath = folder; } UnityEditor.AssetDatabase.CreateAsset(instance, m_PipelineFolder + "/" + m_AssetName); } #endif protected override IRenderPipeline InternalCreatePipeline() { return new LightweightPipeline(this); } void OnValidate() { DestroyCreatedInstances(); } [SerializeField] private int m_MaxPixelLights = 1; [SerializeField] private bool m_SupportsVertexLight = true; [SerializeField] private MSAAQuality m_MSAA = MSAAQuality.Disabled; [SerializeField] private float m_RenderScale = 1.0f; [SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS; [SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024; [SerializeField] private float m_ShadowNearPlaneOffset = 2.0f; [SerializeField] private float m_ShadowDistance = 50.0f; [SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES; [SerializeField] private float m_Cascade2Split = 0.25f; [SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f); [SerializeField] private bool m_LinearRendering = true; [SerializeField] private Texture2D m_AttenuationTexture; [SerializeField] private Material m_DefaultDiffuseMaterial; [SerializeField] private Material m_DefaultParticleMaterial; [SerializeField] private Material m_DefaultLineMaterial; [SerializeField] private Material m_DefaultSpriteMaterial; [SerializeField] private Material m_DefaultUIMaterial; [SerializeField] private Shader m_DefaultShader; public int MaxSupportedPixelLights { get { return m_MaxPixelLights; } private set { m_MaxPixelLights = value; } } public bool SupportsVertexLight { get { return m_SupportsVertexLight; } private set { m_SupportsVertexLight = value; } } public int MSAASampleCount { get { return (int)m_MSAA; } set { m_MSAA = (MSAAQuality)value; } } public float RenderScale { get { return m_RenderScale; } set { m_RenderScale = value; } } public ShadowType CurrShadowType { get { return m_ShadowType; } private set { m_ShadowType = value; } } public int ShadowAtlasResolution { get { return (int)m_ShadowAtlasResolution; } private set { m_ShadowAtlasResolution = (ShadowResolution)value; } } public float ShadowNearOffset { get { return m_ShadowNearPlaneOffset; } private set { m_ShadowNearPlaneOffset = value; } } public float ShadowDistance { get { return m_ShadowDistance; } private set { m_ShadowDistance = value; } } public int CascadeCount { get { return (int)m_ShadowCascades; } private set { m_ShadowCascades = (ShadowCascades)value; } } public float Cascade2Split { get { return m_Cascade2Split; } private set { m_Cascade2Split = value; } } public Vector3 Cascade4Split { get { return m_Cascade4Split; } private set { m_Cascade4Split = value; } } public bool ForceLinearRendering { get { return m_LinearRendering; } set { m_LinearRendering = value; } } public Texture2D AttenuationTexture { get { return m_AttenuationTexture; } set { m_AttenuationTexture = value; } } public override Material GetDefaultMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefaultParticleMaterial() { return m_DefaultParticleMaterial; } public override Material GetDefaultLineMaterial() { return m_DefaultLineMaterial; } public override Material GetDefaultTerrainMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefaultUIMaterial() { return m_DefaultUIMaterial; } public override Material GetDefaultUIOverdrawMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefaultUIETC1SupportedMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefault2DMaterial() { return m_DefaultSpriteMaterial; } public override Shader GetDefaultShader() { return m_DefaultShader; } public Shader BlitShader { get { return Shader.Find(LightweightPipelineAsset.m_BlitShaderPath); } } } }