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
45 行
2.8 KiB
45 行
2.8 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Serialization;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
|
|
// This allow to allocate resource or not for a given feature.
|
|
// FrameSettings control within a frame what is enable or not(enableShadow, enableStereo, enableDistortion...).
|
|
// HDRenderPipelineAsset reference the current RenderPipelineSettings used, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
|
|
// A Camera with HDAdditionalData has one FrameSettings that configures how it will render. For example a camera used for reflection will disable distortion and post-process.
|
|
// Additionally, on a Camera there is another FrameSettings called ActiveFrameSettings that is created on the fly based on FrameSettings and allows modifications for debugging purpose at runtime without being serialized on disk.
|
|
// The ActiveFrameSettings is registered in the debug windows at the creation of the camera.
|
|
// A Camera with HDAdditionalData has a RenderPath that defines if it uses a "Default" FrameSettings, a preset of FrameSettings or a custom one.
|
|
// HDRenderPipelineAsset contains a "Default" FrameSettings that can be referenced by any camera with RenderPath.Defaut or when the camera doesn't have HDAdditionalData like the camera of the Editor.
|
|
// It also contains a DefaultActiveFrameSettings
|
|
|
|
// RenderPipelineSettings represents settings that are immutable at runtime.
|
|
// There is a dedicated RenderPipelineSettings for each platform
|
|
[Serializable]
|
|
public class RenderPipelineSettings
|
|
{
|
|
// Lighting
|
|
public bool supportShadowMask = true;
|
|
public bool supportSSR = true;
|
|
public bool supportSSAO = true;
|
|
public bool supportSubsurfaceScattering = true;
|
|
[FormerlySerializedAs("supportForwardOnly")]
|
|
public bool supportOnlyForward = false;
|
|
public bool enableUltraQualitySSS = false;
|
|
public bool supportVolumetric = true;
|
|
public bool supportRuntimeDebugDisplay = true;
|
|
|
|
// Engine
|
|
public bool supportDBuffer = false;
|
|
public bool supportMSAA = false;
|
|
public MSAASamples msaaSampleCount = MSAASamples.None;
|
|
public bool supportMotionVectors = true;
|
|
public bool supportStereo = false;
|
|
|
|
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
|
|
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
|
|
public GlobalDecalSettings decalSettings = new GlobalDecalSettings();
|
|
}
|
|
}
|