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