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265 行
7.9 KiB
265 行
7.9 KiB
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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#endif
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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 = 0,
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TWO_CASCADES,
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FOUR_CASCADES,
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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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_4096 = 4096
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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_SearchPaths = {"Assets", "Packages/com.unity.render-pipelines.lightweight"};
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// Default values set when a new LightweightPipeline asset is created
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[SerializeField] private int m_MaxPixelLights = 4;
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[SerializeField] private bool m_SupportsVertexLight = false;
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[SerializeField] private bool m_RequireCameraDepthTexture = false;
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[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
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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._2048;
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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.FOUR_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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// Resources
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[SerializeField] private Shader m_DefaultShader;
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[SerializeField] private Shader m_BlitShader;
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[SerializeField] private Shader m_CopyDepthShader;
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[SerializeField] private LightweightPipelineResource m_ResourceAsset;
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#if UNITY_EDITOR
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[MenuItem("Assets/Create/Render Pipeline/Lightweight/Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateLightweightPipeline()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateLightweightPipelineAsset>(),
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"LightweightAsset.asset", null, null);
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}
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class CreateLightweightPipelineAsset : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var instance = CreateInstance<LightweightPipelineAsset>();
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string[] guids = AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject", m_SearchPaths);
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LightweightPipelineResource resourceAsset = null;
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foreach (string guid in guids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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resourceAsset = AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
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if (resourceAsset != null)
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break;
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}
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// There's currently an issue that prevents FindAssets from find resources withing the package folder.
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if (resourceAsset == null)
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{
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string path = "Packages/com.unity.render-pipelines.lightweight/Data/LightweightPipelineResource.asset";
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resourceAsset = AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
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}
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instance.m_ResourceAsset = resourceAsset;
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instance.m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
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instance.m_BlitShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_BLIT));
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instance.m_CopyDepthShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_DEPTH_COPY));
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AssetDatabase.CreateAsset(instance, pathName);
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}
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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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public bool AreShadowsEnabled()
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{
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return ShadowSetting != ShadowType.NO_SHADOW;
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}
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public int MaxPixelLights
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{
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get { return m_MaxPixelLights; }
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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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}
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public bool RequireCameraDepthTexture
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{
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get { return m_RequireCameraDepthTexture; }
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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 ShadowSetting
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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
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{
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switch (m_ShadowCascades)
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{
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case ShadowCascades.TWO_CASCADES:
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return 2;
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case ShadowCascades.FOUR_CASCADES:
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return 4;
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default:
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return 1;
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}
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}
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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 override Material GetDefaultMaterial()
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{
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#if UNITY_EDITOR
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if (m_ResourceAsset != null)
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return m_ResourceAsset.DefaultMaterial;
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#endif
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return null;
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}
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public override Material GetDefaultParticleMaterial()
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{
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#if UNITY_EDITOR
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if (m_ResourceAsset != null)
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return m_ResourceAsset.DefaultParticleMaterial;
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#endif
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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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#if UNITY_EDITOR
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if (m_ResourceAsset != null)
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return m_ResourceAsset.DefaultTerrainMaterial;
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#endif
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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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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 m_BlitShader; }
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}
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public Shader CopyDepthShader
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{
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get { return m_CopyDepthShader; }
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}
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}
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}
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