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219 行
6.8 KiB
219 行
6.8 KiB
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public enum ShadowCascades
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{
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NO_CASCADES = 1,
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TWO_CASCADES = 2,
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FOUR_CASCADES = 4,
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}
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public enum ShadowType
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{
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NO_SHADOW = 0,
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HARD_SHADOWS,
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SOFT_SHADOWS,
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}
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public enum ShadowResolution
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{
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_512 = 512,
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_1024 = 1024,
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_2048 = 2048
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}
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public enum MSAAQuality
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{
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Disabled = 1,
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_2x = 2,
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_4x = 4,
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_8x = 8
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}
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public class LightweightPipelineAsset : RenderPipelineAsset
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{
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public static readonly string m_SimpleLightShaderPath = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)";
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public static readonly string m_PBSShaderPath = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)";
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public static readonly string m_BlitShaderPath = "Hidden/ScriptableRenderPipeline/LightweightPipeline/Blit";
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private static readonly string m_PipelineFolder = "Assets/ScriptableRenderPipeline/LightweightPipeline";
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private static readonly string m_AssetName = "LightweightPipelineAsset.asset";
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("RenderPipeline/LightweightPipeline/Create Pipeline Asset", false, 15)]
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static void CreateLightweightPipeline()
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{
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var instance = ScriptableObject.CreateInstance<LightweightPipelineAsset>();
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string[] paths = m_PipelineFolder.Split('/');
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string currentPath = paths[0];
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for (int i = 1; i < paths.Length; ++i)
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{
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string folder = currentPath + "/" + paths[i];
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if (!UnityEditor.AssetDatabase.IsValidFolder(folder))
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UnityEditor.AssetDatabase.CreateFolder(currentPath, paths[i]);
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currentPath = folder;
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}
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UnityEditor.AssetDatabase.CreateAsset(instance, m_PipelineFolder + "/" + m_AssetName);
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}
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#endif
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new LightweightPipeline(this);
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}
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void OnValidate()
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{
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DestroyCreatedInstances();
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}
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[SerializeField] private int m_MaxPixelLights = 1;
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[SerializeField] private bool m_SupportsVertexLight = true;
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[SerializeField] private MSAAQuality m_MSAA = MSAAQuality.Disabled;
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[SerializeField] private float m_RenderScale = 1.0f;
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[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
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[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
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[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
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[SerializeField] private float m_ShadowDistance = 50.0f;
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[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;
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[SerializeField] private float m_Cascade2Split = 0.25f;
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[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
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[SerializeField] private bool m_LinearRendering = true;
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[SerializeField] private Texture2D m_AttenuationTexture;
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[SerializeField] private Material m_DefaultDiffuseMaterial;
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[SerializeField] private Material m_DefaultParticleMaterial;
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[SerializeField] private Material m_DefaultLineMaterial;
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[SerializeField] private Material m_DefaultSpriteMaterial;
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[SerializeField] private Material m_DefaultUIMaterial;
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[SerializeField] private Shader m_DefaultShader;
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public int MaxSupportedPixelLights
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{
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get { return m_MaxPixelLights; }
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private set { m_MaxPixelLights = value; }
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}
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public bool SupportsVertexLight
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{
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get { return m_SupportsVertexLight; }
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private set { m_SupportsVertexLight = value; }
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}
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public int MSAASampleCount
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{
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get { return (int)m_MSAA; }
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set { m_MSAA = (MSAAQuality)value; }
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}
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public float RenderScale
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{
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get { return m_RenderScale; }
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set { m_RenderScale = value; }
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}
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public ShadowType CurrShadowType
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{
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get { return m_ShadowType; }
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private set { m_ShadowType = value; }
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}
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public int ShadowAtlasResolution
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{
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get { return (int)m_ShadowAtlasResolution; }
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private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
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}
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public float ShadowNearOffset
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{
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get { return m_ShadowNearPlaneOffset; }
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private set { m_ShadowNearPlaneOffset = value; }
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}
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public float ShadowDistance
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{
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get { return m_ShadowDistance; }
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private set { m_ShadowDistance = value; }
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}
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public int CascadeCount
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{
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get { return (int)m_ShadowCascades; }
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private set { m_ShadowCascades = (ShadowCascades)value; }
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}
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public float Cascade2Split
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{
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get { return m_Cascade2Split; }
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private set { m_Cascade2Split = value; }
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}
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public Vector3 Cascade4Split
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{
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get { return m_Cascade4Split; }
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private set { m_Cascade4Split = value; }
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}
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public bool ForceLinearRendering
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{
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get { return m_LinearRendering; }
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set { m_LinearRendering = value; }
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}
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public Texture2D AttenuationTexture
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{
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get { return m_AttenuationTexture; }
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set { m_AttenuationTexture = value; }
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}
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public override Material GetDefaultMaterial()
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{
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return m_DefaultDiffuseMaterial;
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}
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public override Material GetDefaultParticleMaterial()
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{
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return m_DefaultParticleMaterial;
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}
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public override Material GetDefaultLineMaterial()
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{
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return m_DefaultLineMaterial;
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}
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public override Material GetDefaultTerrainMaterial()
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{
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return m_DefaultDiffuseMaterial;
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}
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public override Material GetDefaultUIMaterial()
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{
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return m_DefaultUIMaterial;
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}
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public override Material GetDefaultUIOverdrawMaterial()
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{
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return m_DefaultDiffuseMaterial;
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}
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public override Material GetDefaultUIETC1SupportedMaterial()
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{
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return m_DefaultDiffuseMaterial;
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}
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public override Material GetDefault2DMaterial()
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{
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return m_DefaultSpriteMaterial;
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}
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public override Shader GetDefaultShader()
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{
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return m_DefaultShader;
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}
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public Shader BlitShader
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{
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get { return Shader.Find(LightweightPipelineAsset.m_BlitShaderPath); }
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}
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}
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}
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