using System; using System.Collections.Generic; using System.Linq; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class HDUtils { public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume; public static List GetRenderPipelineMaterialList() { var baseType = typeof(RenderPipelineMaterial); var assembly = baseType.Assembly; var types = assembly.GetTypes() .Where(t => t.IsSubclassOf(baseType)) .Select(Activator.CreateInstance) .Cast() .ToList(); // Note: If there is a need for an optimization in the future of this function, user can // simply fill the materialList manually by commenting the code abode and returning a // custom list of materials they use in their game. // // return new List // { // new Lit(), // new Unlit(), // ... // }; return types; } public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix) { // The actual projection matrix used in shaders is actually massaged a bit to work across all platforms // (different Z value ranges etc.) var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false); var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API. return gpuVP; } // Helper to help to display debug info on screen static float s_OverlayLineHeight = -1.0f; public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width) { x += overlayWidth; s_OverlayLineHeight = Mathf.Max(overlayHeight, s_OverlayLineHeight); // Go to next line if it goes outside the screen. if (x + overlayWidth > width) { x = 0; y -= s_OverlayLineHeight; s_OverlayLineHeight = -1.0f; } } } }