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36 行
2.2 KiB
36 行
2.2 KiB
using System;
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using UnityEngine;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
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// This allow to allocate resource or not for a given feature.
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// FrameSettings control within a frame what is enable or not(enableShadow, enableStereo, enableDistortion...).
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// HDRenderPipelineAsset reference the current RenderPipelineSettings use, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
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// A Camera with HDAdditionalData have one FrameSettings that configure how it will render.For example a camera use for reflection will disable distortion and postprocess.
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// Additionally on a Camera there is another FrameSettings call ActiveFrameSettings that is created on the fly based on FrameSettings and allow modification for debugging purpose at runtime without being serialized on disk.
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// The ActiveFrameSettings is register in the debug windows at the creation of the camera.
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// A Camera with HDAdditionalData have a RenderPath that define if it use a "Default" FrameSettings, a preset of FrameSettings or a custom one.
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// HDRenderPipelineAsset contain a "Default" FrameSettings that can be reference by any camera with RenderPath.Defaut or when the camera don't have HDAdditionalData like the camera of the Editor.
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// It also contain a DefaultActiveFrameSettings
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// RenderPipelineSettings represent settings that are immutable at runtime.
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// There is a dedicated RenderPipelineSettings for each platform
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[Serializable]
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public class RenderPipelineSettings
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{
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// Lighting
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public bool supportShadowMask = true;
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public bool supportSSR = true;
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public bool supportSSAO = true;
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public bool supportSubsurfaceScattering = true;
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// Engine
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public bool supportDBuffer = false;
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public bool supportMSAA = false;
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public bool supportAsyncCompute = false;
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public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
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public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
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}
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}
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