您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

116 行
3.7 KiB

using UnityEngine.Serialization;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// The HDRenderPipeline assumes linear lighting. Doesn't work with gamma.
public class HDRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver
{
HDRenderPipelineAsset()
{
}
protected override IRenderPipeline InternalCreatePipeline()
{
return new HDRenderPipeline(this);
}
[SerializeField]
RenderPipelineResources m_RenderPipelineResources;
public RenderPipelineResources renderPipelineResources
{
get { return m_RenderPipelineResources; }
set { m_RenderPipelineResources = value; }
}
// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
[SerializeField]
[FormerlySerializedAs("serializedFrameSettings")]
FrameSettings m_FrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
// Not serialized, not visible, the settings effectively used
FrameSettings m_FrameSettingsRuntime = new FrameSettings();
public FrameSettings GetFrameSettings()
{
return m_FrameSettingsRuntime;
}
public ReflectionSystemParameters reflectionSystemParameters
{
get
{
return new ReflectionSystemParameters
{
maxPlanarReflectionProbes = 512,
planarReflectionProbeSize = renderPipelineSettings.lightLoopSettings.planarReflectionTextureSize
};
} }
// Store the various RenderPipelineSettings for each platform (for now only one)
public RenderPipelineSettings renderPipelineSettings = new RenderPipelineSettings();
// Return the current use RenderPipelineSettings (i.e for the current platform)
public RenderPipelineSettings GetRenderPipelineSettings()
{
return renderPipelineSettings;
}
[SerializeField]
public DiffusionProfileSettings diffusionProfileSettings;
public override Shader GetDefaultShader()
{
return m_RenderPipelineResources.defaultShader;
}
public override Material GetDefaultMaterial()
{
return m_RenderPipelineResources.defaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return null;
}
public override Material GetDefaultLineMaterial()
{
return null;
}
public override Material GetDefaultTerrainMaterial()
{
return null;
}
public override Material GetDefaultUIMaterial()
{
return null;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return null;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return null;
}
public override Material GetDefault2DMaterial()
{
return null;
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
}
}
}