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108 行
4.1 KiB
108 行
4.1 KiB
using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[DisallowMultipleComponent, ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class HDAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver
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{
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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// We can't rely on Unity for our additional data, we need to version it ourself.
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[SerializeField]
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float m_Version = 1.0f;
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#pragma warning restore 414
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// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
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// A rendering path is the list of rendering pass that will be executed at runtime and depends on the associated FrameSettings
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// Default is the default rendering path define by the HDRendeRPipelineAsset FrameSettings.
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// Custom allow users to define the FrameSettigns for this path
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// Then enum can contain either preset of FrameSettings or hard coded path
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// Unlit below is a hard coded path (a path that can't be implemented only with FrameSettings)
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public enum RenderingPath
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{
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Default,
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Custom, // Fine grained
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Unlit // Hard coded path
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};
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public RenderingPath renderingPath;
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[Tooltip("Layer Mask used for the volume interpolation for this camera.")]
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public LayerMask volumeLayerMask = -1;
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// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
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// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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[SerializeField]
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[FormerlySerializedAs("serializedFrameSettings")]
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FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
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// Not serialized, not visible
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FrameSettings m_FrameSettingsRuntime = new FrameSettings();
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public FrameSettings GetFrameSettings()
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{
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return m_FrameSettingsRuntime;
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}
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bool m_IsDebugRegistered = false;
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Camera m_camera;
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string m_CameraRegisterName;
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void RegisterDebug()
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{
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if (!m_IsDebugRegistered)
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{
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FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
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m_CameraRegisterName = m_camera.name;
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m_IsDebugRegistered = true;
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}
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}
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void UnRegisterDebug()
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{
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if (m_IsDebugRegistered)
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{
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FrameSettings.UnRegisterDebug(m_CameraRegisterName);
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m_IsDebugRegistered = false;
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}
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}
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void OnEnable()
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{
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// Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
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// When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
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m_camera = GetComponent<Camera>();
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m_camera.allowHDR = false;
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m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
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RegisterDebug();
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}
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void Update()
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{
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#if UNITY_EDITOR
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if (m_camera.name != m_CameraRegisterName)
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{
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UnRegisterDebug();
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RegisterDebug();
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}
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#endif
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}
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void OnDisable()
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{
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UnRegisterDebug();
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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// We do a copy of the settings to those effectively used
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m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
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}
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}
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}
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