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using System;
using System.Collections.Generic;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
[Flags]
public enum ShaderFeatures
{
AdditionalLights = (1 << 0),
VertexLights = (1 << 1),
DirectionalShadows = (1 << 2),
LocalShadows = (1 << 3),
SoftShadows = (1 << 4),
}
public enum MixedLightingSetup
{
None,
ShadowMask,
Subtractive,
};
public struct RenderingData
{
public CullResults cullResults;
public CameraData cameraData;
public LightData lightData;
public ShadowData shadowData;
public bool supportsDynamicBatching;
}
public struct LightData
{
public int pixelAdditionalLightsCount;
public int totalAdditionalLightsCount;
public int mainLightIndex;
public List<VisibleLight> visibleLights;
public List<int> visibleLocalLightIndices;
}
public struct CameraData
{
public Camera camera;
public float renderScale;
public int msaaSamples;
public bool isSceneViewCamera;
public bool isDefaultViewport;
public bool isOffscreenRender;
public bool isHdrEnabled;
public bool requiresDepthTexture;
public bool requiresSoftParticles;
public bool requiresOpaqueTexture;
public Downsampling opaqueTextureDownsampling;
public SortFlags defaultOpaqueSortFlags;
public bool isStereoEnabled;
public float maxShadowDistance;
public bool postProcessEnabled;
public PostProcessLayer postProcessLayer;
}
public struct ShadowData
{
public bool renderDirectionalShadows;
public bool requiresScreenSpaceShadowResolve;
public int directionalShadowAtlasWidth;
public int directionalShadowAtlasHeight;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public bool renderLocalShadows;
public int localShadowAtlasWidth;
public int localShadowAtlasHeight;
public bool supportsSoftShadows;
public int bufferBitCount;
}
public static class LightweightKeywordStrings
{
public static readonly string AdditionalLights = "_ADDITIONAL_LIGHTS";
public static readonly string VertexLights = "_VERTEX_LIGHTS";
public static readonly string MixedLightingSubtractive = "_MIXED_LIGHTING_SUBTRACTIVE";
public static readonly string DirectionalShadows = "_SHADOWS_ENABLED";
public static readonly string LocalShadows = "_LOCAL_SHADOWS_ENABLED";
public static readonly string SoftShadows = "_SHADOWS_SOFT";
public static readonly string CascadeShadows = "_SHADOWS_CASCADE";
public static readonly string DepthNoMsaa = "_DEPTH_NO_MSAA";
public static readonly string DepthMsaa2 = "_DEPTH_MSAA_2";
public static readonly string DepthMsaa4 = "_DEPTH_MSAA_4";
public static readonly string SoftParticles = "SOFTPARTICLES_ON";
}
public sealed partial class LightweightPipeline
{
static ShaderFeatures s_ShaderFeatures;
public static ShaderFeatures GetSupportedShaderFeatures()
{
return s_ShaderFeatures;
}
void SortCameras(Camera[] cameras)
{
Array.Sort(cameras, (lhs, rhs) => (int)(lhs.depth - rhs.depth));
}
static void SetSupportedShaderFeatures(LightweightPipelineAsset pipelineAsset)
{
s_ShaderFeatures = 0U;
// Strip variants based on selected pipeline features
if (pipelineAsset.maxPixelLights > 1 || pipelineAsset.supportsVertexLight)
s_ShaderFeatures |= ShaderFeatures.AdditionalLights;
if (pipelineAsset.supportsVertexLight)
s_ShaderFeatures |= ShaderFeatures.VertexLights;
if (pipelineAsset.supportsDirectionalShadows)
s_ShaderFeatures |= ShaderFeatures.DirectionalShadows;
if (pipelineAsset.supportsLocalShadows)
s_ShaderFeatures |= ShaderFeatures.LocalShadows;
bool anyShadows = pipelineAsset.supportsDirectionalShadows || pipelineAsset.supportsLocalShadows;
if (pipelineAsset.supportsSoftShadows && anyShadows)
s_ShaderFeatures |= ShaderFeatures.SoftShadows;
}
public static bool IsStereoEnabled(Camera camera)
{
bool isSceneViewCamera = camera.cameraType == CameraType.SceneView;
return XRGraphicsConfig.enabled && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
}
}
}