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223 行
7.7 KiB
223 行
7.7 KiB
using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// The HDRenderPipeline assumes linear lighting. Doesn't work with gamma.
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public class HDRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver
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{
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[HideInInspector]
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const int currentVersion = 1;
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// Currently m_Version is not used and produce a warning, remove these pragmas at the next version incrementation
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#pragma warning disable 414
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[SerializeField]
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int m_Version = currentVersion;
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#pragma warning restore 414
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HDRenderPipelineAsset()
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{
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}
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new HDRenderPipeline(this);
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}
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[SerializeField]
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RenderPipelineResources m_RenderPipelineResources;
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public RenderPipelineResources renderPipelineResources
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{
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get { return m_RenderPipelineResources; }
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set { m_RenderPipelineResources = value; }
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}
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// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
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// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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[SerializeField]
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[FormerlySerializedAs("serializedFrameSettings")]
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FrameSettings m_FrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
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// Not serialized, not visible, the settings effectively used
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FrameSettings m_FrameSettingsRuntime = new FrameSettings();
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bool m_frameSettingsIsDirty = true;
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public bool frameSettingsIsDirty
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{
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get { return m_frameSettingsIsDirty; }
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}
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public FrameSettings GetFrameSettings()
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{
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return m_FrameSettingsRuntime;
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}
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// See comment in FrameSettings.UpdateDirtyFrameSettings()
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// for detail about this function
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public void UpdateDirtyFrameSettings()
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{
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if (m_frameSettingsIsDirty)
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{
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m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
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m_frameSettingsIsDirty = false;
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// In Editor we can have plenty of camera that are not render at the same time as SceneView.
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// It is really tricky to keep in sync with them. To have a coherent state. When a change is done
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// on HDRenderPipelineAsset, we tag all camera as dirty so we are sure that they will get the
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// correct default FrameSettings when the camera will be in the HDRenderPipeline.Render() call
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// otherwise, as SceneView and Game camera are not in the same call Render(), Game camera that use default
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// will not be update correctly.
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#if UNITY_EDITOR
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Camera[] cameras = Camera.allCameras;
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foreach (Camera camera in cameras)
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{
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var additionalCameraData = camera.GetComponent<HDAdditionalCameraData>();
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if (additionalCameraData)
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{
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// Call OnAfterDeserialize that set dirty on FrameSettings
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additionalCameraData.OnAfterDeserialize();
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}
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}
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#endif
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}
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}
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public ReflectionSystemParameters reflectionSystemParameters
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{
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get
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{
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return new ReflectionSystemParameters
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{
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maxPlanarReflectionProbePerCamera = renderPipelineSettings.lightLoopSettings.planarReflectionProbeCacheSize,
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maxActivePlanarReflectionProbe = 512,
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planarReflectionProbeSize = (int)renderPipelineSettings.lightLoopSettings.planarReflectionTextureSize
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};
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}
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}
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// Store the various RenderPipelineSettings for each platform (for now only one)
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public RenderPipelineSettings renderPipelineSettings = new RenderPipelineSettings();
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// Return the current use RenderPipelineSettings (i.e for the current platform)
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public RenderPipelineSettings GetRenderPipelineSettings()
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{
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return renderPipelineSettings;
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}
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public bool allowShaderVariantStripping = true;
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[SerializeField]
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public DiffusionProfileSettings diffusionProfileSettings;
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// HDRP use GetRenderingLayerMaskNames to create its light linking system
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// Mean here we define our name for light linking.
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[System.NonSerialized]
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string[] m_RenderingLayerNames = null;
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string[] renderingLayerNames
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{
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get
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{
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if (m_RenderingLayerNames == null)
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{
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m_RenderingLayerNames = new string[32];
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// By design we can't touch this one, but we can rename it
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m_RenderingLayerNames[0] = "Light Layer default";
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// We only support up to 7 layer + default.
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for (int i = 1; i < 8; ++i)
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{
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m_RenderingLayerNames[i] = string.Format("Light Layer {0}", i);
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}
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// Unused
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for (int i = 8; i < m_RenderingLayerNames.Length; ++i)
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{
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m_RenderingLayerNames[i] = string.Format("Unused {0}", i);
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}
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}
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return m_RenderingLayerNames;
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}
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}
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public override string[] GetRenderingLayerMaskNames()
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{
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return renderingLayerNames;
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}
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public override Shader GetDefaultShader()
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{
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return m_RenderPipelineResources.defaultShader;
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}
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public override Material GetDefaultMaterial()
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{
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return m_RenderPipelineResources.defaultDiffuseMaterial;
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}
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// Note: This function is HD specific
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public Material GetDefaultDecalMaterial()
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{
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return m_RenderPipelineResources.defaultDecalMaterial;
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}
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// Note: This function is HD specific
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public Material GetDefaultMirrorMaterial()
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{
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return m_RenderPipelineResources.defaultMirrorMaterial;
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}
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public override Material GetDefaultParticleMaterial()
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{
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return null;
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}
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public override Material GetDefaultLineMaterial()
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{
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return null;
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}
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public override Material GetDefaultTerrainMaterial()
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{
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return null;
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}
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public override Material GetDefaultUIMaterial()
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{
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return null;
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}
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public override Material GetDefaultUIOverdrawMaterial()
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{
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return null;
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}
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public override Material GetDefaultUIETC1SupportedMaterial()
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{
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return null;
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}
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public override Material GetDefault2DMaterial()
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{
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return null;
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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// This is call on load or when this settings are change.
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// When FrameSettings are manipulated we reset them to reflect the change, discarding all the Debug Windows change.
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// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
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m_frameSettingsIsDirty = true;
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if (m_Version != currentVersion)
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{
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// Add here data migration code
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m_Version = currentVersion;
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}
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}
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}
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}
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