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86 行
2.4 KiB
86 行
2.4 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.ScriptableRenderLoop
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{
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//@TODO: This should be moved into GraphicsSettings
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[ExecuteInEditMode]
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public class ScriptableRenderLoopPicker : MonoBehaviour
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{
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public ScriptableRenderLoop renderloop
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{
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get { return m_RenderLoop; }
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set { m_RenderLoop = value; }
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}
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[SerializeField]
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private ScriptableRenderLoop m_RenderLoop;
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void OnEnable()
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{
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RenderLoop.renderLoopDelegate += Render;
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SyncRenderingFeatures();
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}
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void OnValidate()
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{
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SyncRenderingFeatures();
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}
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void SyncRenderingFeatures()
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{
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#if UNITY_EDITOR
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if (m_RenderLoop != null && isActiveAndEnabled)
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UnityEditor.SupportedRenderingFeatures.active = m_RenderLoop.GetSupportedRenderingFeatures();
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else
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UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
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#endif
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}
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void OnDisable()
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{
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RenderLoop.renderLoopDelegate -= Render;
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#if UNITY_EDITOR
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UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
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#endif
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}
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bool Render(Camera[] cameras, RenderLoop loop)
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{
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if (m_RenderLoop == null)
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return false;
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#if UNITY_EDITOR
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if (m_AssetVersion != s_GlobalAssetVersion)
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{
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m_AssetVersion = s_GlobalAssetVersion;
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m_RenderLoop.Rebuild();
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}
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#endif
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m_RenderLoop.Render(cameras, loop);
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return true;
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}
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#if UNITY_EDITOR
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// Temporary hack to allow compute shader reloading
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internal class AssetReloader : UnityEditor.AssetPostprocessor
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{
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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{
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foreach (var str in importedAssets)
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{
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if (str.EndsWith(".compute"))
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{
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s_GlobalAssetVersion++;
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break;
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}
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}
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}
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}
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static int s_GlobalAssetVersion = 0;
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int m_AssetVersion = 0;
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#endif
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}
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}
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