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453 行
18 KiB
453 行
18 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace UnityEngine.Experimental.Rendering
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{
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using UnityObject = UnityEngine.Object;
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[Flags]
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public enum ClearFlag
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{
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None = 0,
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Color = 1,
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Depth = 2,
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All = Depth | Color
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}
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public static class CoreUtils
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{
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// Data useful for various cubemap processes.
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// Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb204881(v=vs.85).aspx
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static public readonly Vector3[] lookAtList =
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{
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new Vector3(1.0f, 0.0f, 0.0f),
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new Vector3(-1.0f, 0.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, -1.0f, 0.0f),
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new Vector3(0.0f, 0.0f, 1.0f),
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new Vector3(0.0f, 0.0f, -1.0f),
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};
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static public readonly Vector3[] upVectorList =
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{
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 0.0f, -1.0f),
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new Vector3(0.0f, 0.0f, 1.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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new Vector3(0.0f, 1.0f, 0.0f),
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};
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// Note: Color.Black have alpha channel set to 1. Most of the time we want alpha channel set to 0 as we use black to clear render target
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public static Color clearColorAllBlack { get { return new Color(0f, 0f, 0f, 0f); } }
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public const int editMenuPriority1 = 320;
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public const int editMenuPriority2 = 331;
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public const int assetCreateMenuPriority1 = 230;
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public const int assetCreateMenuPriority2 = 241;
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public const int gameObjectMenuPriority = 10;
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static Cubemap m_BlackCubeTexture;
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public static Cubemap blackCubeTexture
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{
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get
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{
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if (m_BlackCubeTexture == null)
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{
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m_BlackCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false);
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for (int i = 0; i < 6; ++i)
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m_BlackCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.black);
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m_BlackCubeTexture.Apply();
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}
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return m_BlackCubeTexture;
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}
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}
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static Cubemap m_MagentaCubeTexture;
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public static Cubemap magentaCubeTexture
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{
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get
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{
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if (m_MagentaCubeTexture == null)
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{
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m_MagentaCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false);
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for (int i = 0; i < 6; ++i)
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m_MagentaCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.magenta);
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m_MagentaCubeTexture.Apply();
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}
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return m_MagentaCubeTexture;
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}
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}
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static Cubemap m_WhiteCubeTexture;
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public static Cubemap whiteCubeTexture
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{
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get
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{
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if (m_WhiteCubeTexture == null)
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{
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m_WhiteCubeTexture = new Cubemap(1, TextureFormat.ARGB32, false);
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for (int i = 0; i < 6; ++i)
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m_WhiteCubeTexture.SetPixel((CubemapFace)i, 0, 0, Color.white);
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m_WhiteCubeTexture.Apply();
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}
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return m_WhiteCubeTexture;
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}
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}
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// Render Target Management.
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
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{
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cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice);
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if (clearFlag != ClearFlag.None)
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cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag = ClearFlag.None, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
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{
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SetRenderTarget(cmd, buffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
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{
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SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.None, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
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{
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SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, clearColorAllBlack, miplevel, cubemapFace, depthSlice);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
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{
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cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice);
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if (clearFlag != ClearFlag.None)
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cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer)
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{
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SetRenderTarget(cmd, colorBuffers, depthBuffer, ClearFlag.None, clearColorAllBlack);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.None)
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{
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SetRenderTarget(cmd, colorBuffers, depthBuffer, clearFlag, clearColorAllBlack);
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}
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public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor)
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{
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cmd.SetRenderTarget(colorBuffers, depthBuffer);
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if (clearFlag != ClearFlag.None)
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cmd.ClearRenderTarget((clearFlag & ClearFlag.Depth) != 0, (clearFlag & ClearFlag.Color) != 0, clearColor);
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}
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public static RenderTexture CreateRenderTexture(RenderTextureDescriptor baseDesc, int depthBufferBits, RenderTextureFormat format,
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RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default)
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{
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baseDesc.depthBufferBits = depthBufferBits;
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baseDesc.colorFormat = format;
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baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear);
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// TODO: Explicit MSAA support will come in later
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return new RenderTexture(baseDesc);
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}
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public static void CreateCmdTemporaryRT(CommandBuffer cmd, int nameID, RenderTextureDescriptor baseDesc,
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int depthBufferBits, FilterMode filter, RenderTextureFormat format,
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RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int msaaSamples = 1, bool enableRandomWrite = false)
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{
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UpdateRenderTextureDescriptor(ref baseDesc, depthBufferBits, format, readWrite, msaaSamples, enableRandomWrite);
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cmd.GetTemporaryRT(nameID, baseDesc, filter);
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}
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public static void UpdateRenderTextureDescriptor(ref RenderTextureDescriptor baseDesc, int depthBufferBits, RenderTextureFormat format, RenderTextureReadWrite readWrite, int msaaSamples, bool enableRandomWrite)
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{
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baseDesc.depthBufferBits = depthBufferBits;
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baseDesc.colorFormat = format;
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baseDesc.sRGB = (readWrite != RenderTextureReadWrite.Linear);
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baseDesc.msaaSamples = msaaSamples;
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baseDesc.enableRandomWrite = enableRandomWrite;
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}
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public static void ClearCubemap(CommandBuffer cmd, RenderTargetIdentifier buffer, Color clearColor)
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{
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// We should have the option to clear mip maps here, but since RenderTargetIdentifier, we can't know the number to clear...
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// So for now, we won't do it.
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for(int i = 0; i < 6; ++i)
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SetRenderTarget(cmd, buffer, ClearFlag.Color, clearColor, 0, (CubemapFace)i);
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}
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public static void ClearCubemap(CommandBuffer cmd, RenderTexture renderTexture, Color clearColor, bool clearMips = false)
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{
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int mipCount = 1;
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if (renderTexture.useMipMap && clearMips)
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{
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mipCount = (int)Mathf.Log((float)renderTexture.width, 2.0f) + 1;
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}
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for (int i = 0; i < 6; ++i)
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{
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for (int mip = 0; mip < mipCount; ++ mip )
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{
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SetRenderTarget(cmd, new RenderTargetIdentifier(renderTexture), ClearFlag.Color, clearColor, mip, (CubemapFace)i);
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}
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}
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}
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// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties);
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}
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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RenderTargetIdentifier colorBuffer,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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commandBuffer.SetRenderTarget(colorBuffer);
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties);
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}
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthStencilBuffer,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer);
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties);
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}
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthStencilBuffer,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer);
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassId, MeshTopology.Triangles, 3, 1, properties);
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}
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// Important: the first RenderTarget must be created with 0 depth bits!
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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RenderTargetIdentifier[] colorBuffers,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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// It is currently not possible to have MRT without also setting a depth target.
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// To work around this deficiency of the CommandBuffer.SetRenderTarget() API,
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// we pass the first color target as the depth target. If it has 0 depth bits,
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// no depth target ends up being bound.
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DrawFullScreen(commandBuffer, material, colorBuffers, colorBuffers[0], properties, shaderPassId);
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}
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// Post-processing misc
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public static bool IsPostProcessingActive(PostProcessLayer layer)
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{
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return layer != null
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&& layer.enabled;
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}
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public static bool IsTemporalAntialiasingActive(PostProcessLayer layer)
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{
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return IsPostProcessingActive(layer)
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&& layer.antialiasingMode == PostProcessLayer.Antialiasing.TemporalAntialiasing
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&& layer.temporalAntialiasing.IsSupported();
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}
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// Color space utilities
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public static Color ConvertSRGBToActiveColorSpace(Color color)
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{
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return (QualitySettings.activeColorSpace == ColorSpace.Linear) ? color.linear : color;
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}
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public static Color ConvertLinearToActiveColorSpace(Color color)
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{
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return (QualitySettings.activeColorSpace == ColorSpace.Linear) ? color : color.gamma;
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}
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// Unity specifics
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public static Material CreateEngineMaterial(string shaderPath)
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{
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var mat = new Material(Shader.Find(shaderPath))
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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return mat;
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}
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public static Material CreateEngineMaterial(Shader shader)
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{
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var mat = new Material(shader)
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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return mat;
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}
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public static void SetKeyword(CommandBuffer cmd, string keyword, bool state)
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{
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if (state)
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cmd.EnableShaderKeyword(keyword);
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else
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cmd.DisableShaderKeyword(keyword);
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}
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// Caution: such a call should not be use interlaced with command buffer command, as it is immediate
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public static void SetKeyword(Material m, string keyword, bool state)
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{
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if (state)
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m.EnableKeyword(keyword);
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else
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m.DisableKeyword(keyword);
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}
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public static void SelectKeyword(Material material, string keyword1, string keyword2, bool enableFirst)
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{
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material.EnableKeyword(enableFirst ? keyword1 : keyword2);
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material.DisableKeyword(enableFirst ? keyword2 : keyword1);
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}
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public static void SelectKeyword(Material material, string[] keywords, int enabledKeywordIndex)
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{
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material.EnableKeyword(keywords[enabledKeywordIndex]);
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for (int i = 0; i < keywords.Length; i++)
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{
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if (i != enabledKeywordIndex)
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material.DisableKeyword(keywords[i]);
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}
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}
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public static void Destroy(UnityObject obj)
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{
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if (obj != null)
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{
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#if UNITY_EDITOR
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if (Application.isPlaying)
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UnityObject.Destroy(obj);
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else
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UnityObject.DestroyImmediate(obj);
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#else
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UnityObject.Destroy(obj);
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#endif
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}
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}
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public static IEnumerable<Type> GetAllAssemblyTypes()
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{
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return AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(t =>
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{
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// Ugly hack to handle mis-versioned dlls
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var innerTypes = new Type[0];
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try
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{
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innerTypes = t.GetTypes();
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}
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catch {}
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return innerTypes;
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});
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}
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public static void Destroy(params UnityObject[] objs)
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{
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if (objs == null)
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return;
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foreach (var o in objs)
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Destroy(o);
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}
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public static void SafeRelease(ComputeBuffer buffer)
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{
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if (buffer != null)
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buffer.Release();
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}
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// Just a sort function that doesn't allocate memory
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// Note: Shoud be repalc by a radix sort for positive integer
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public static int Partition(uint[] numbers, int left, int right)
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{
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uint pivot = numbers[left];
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while (true)
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{
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while (numbers[left] < pivot)
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left++;
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while (numbers[right] > pivot)
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right--;
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if (left < right)
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{
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uint temp = numbers[right];
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numbers[right] = numbers[left];
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numbers[left] = temp;
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}
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else
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{
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return right;
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}
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}
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}
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public static void QuickSort(uint[] arr, int left, int right)
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{
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// For Recursion
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if (left < right)
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{
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int pivot = Partition(arr, left, right);
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if (pivot > 1)
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QuickSort(arr, left, pivot - 1);
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if (pivot + 1 < right)
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QuickSort(arr, pivot + 1, right);
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}
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}
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public static Mesh CreateCubeMesh(Vector3 min, Vector3 max)
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{
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Mesh mesh = new Mesh();
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Vector3[] vertices = new Vector3[8];
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vertices[0] = new Vector3(min.x, min.y, min.z);
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vertices[1] = new Vector3(max.x, min.y, min.z);
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vertices[2] = new Vector3(max.x, max.y, min.z);
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vertices[3] = new Vector3(min.x, max.y, min.z);
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vertices[4] = new Vector3(min.x, min.y, max.z);
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vertices[5] = new Vector3(max.x, min.y, max.z);
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vertices[6] = new Vector3(max.x, max.y, max.z);
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vertices[7] = new Vector3(min.x, max.y, max.z);
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mesh.vertices = vertices;
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int[] triangles = new int[36];
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triangles[0] = 0; triangles[1] = 2; triangles[2] = 1;
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triangles[3] = 0; triangles[4] = 3; triangles[5] = 2;
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triangles[6] = 1; triangles[7] = 6; triangles[8] = 5;
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triangles[9] = 1; triangles[10] = 2; triangles[11] = 6;
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triangles[12] = 5; triangles[13] = 7; triangles[14] = 4;
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triangles[15] = 5; triangles[16] = 6; triangles[17] = 7;
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triangles[18] = 4; triangles[19] = 3; triangles[20] = 0;
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triangles[21] = 4; triangles[22] = 7; triangles[23] = 3;
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triangles[24] = 3; triangles[25] = 6; triangles[26] = 2;
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triangles[27] = 3; triangles[28] = 7; triangles[29] = 6;
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triangles[30] = 4; triangles[31] = 1; triangles[32] = 5;
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triangles[33] = 4; triangles[34] = 0; triangles[35] = 1;
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mesh.triangles = triangles;
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return mesh;
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}
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}
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}
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