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83 行
5.5 KiB
83 行
5.5 KiB
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[Serializable]
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public class LightLoopSettings
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{
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// Setup by the users
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public bool enableTileAndCluster = true;
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public bool enableComputeLightEvaluation = true;
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public bool enableComputeLightVariants = true;
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public bool enableComputeMaterialVariants = true;
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// Deferred opaque always use FPTL, forward opaque can use FPTL or cluster, transparent always use cluster
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// When MSAA is enabled, we only support cluster (Fptl is too slow with MSAA), and we don't support MSAA for deferred path (mean it is ok to keep fptl)
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public bool enableFptlForForwardOpaque = true;
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public bool enableBigTilePrepass = true;
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// Setup by system
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public bool isFptlEnabled = true;
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public void CopyTo(LightLoopSettings lightLoopSettings)
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{
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lightLoopSettings.enableTileAndCluster = this.enableTileAndCluster;
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lightLoopSettings.enableComputeLightEvaluation = this.enableComputeLightEvaluation;
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lightLoopSettings.enableComputeLightVariants = this.enableComputeLightVariants;
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lightLoopSettings.enableComputeMaterialVariants = this.enableComputeMaterialVariants;
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lightLoopSettings.enableFptlForForwardOpaque = this.enableFptlForForwardOpaque;
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lightLoopSettings.enableBigTilePrepass = this.enableBigTilePrepass;
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lightLoopSettings.isFptlEnabled = this.isFptlEnabled;
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}
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// aggregateFrameSettings already contain the aggregation of RenderPipelineSettings and FrameSettings (regular and/or debug)
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public static void InitializeLightLoopSettings(Camera camera, FrameSettings aggregateFrameSettings,
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RenderPipelineSettings renderPipelineSettings, FrameSettings frameSettings,
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ref LightLoopSettings aggregate)
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{
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if (aggregate == null)
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aggregate = new LightLoopSettings();
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aggregate.enableTileAndCluster = frameSettings.lightLoopSettings.enableTileAndCluster;
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aggregate.enableComputeLightEvaluation = frameSettings.lightLoopSettings.enableComputeLightEvaluation;
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aggregate.enableComputeLightVariants = frameSettings.lightLoopSettings.enableComputeLightVariants;
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aggregate.enableComputeMaterialVariants = frameSettings.lightLoopSettings.enableComputeMaterialVariants;
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aggregate.enableFptlForForwardOpaque = frameSettings.lightLoopSettings.enableFptlForForwardOpaque;
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aggregate.enableBigTilePrepass = frameSettings.lightLoopSettings.enableBigTilePrepass;
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// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
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// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
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// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
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aggregate.enableFptlForForwardOpaque = aggregate.enableFptlForForwardOpaque && !aggregateFrameSettings.enableMSAA;
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// disable FPTL for stereo for now
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aggregate.enableFptlForForwardOpaque = aggregate.enableFptlForForwardOpaque && !aggregateFrameSettings.enableStereo;
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// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
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aggregate.isFptlEnabled = !aggregateFrameSettings.enableForwardRenderingOnly || aggregate.enableFptlForForwardOpaque;
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}
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public static void RegisterDebug(LightLoopSettings lightLoopSettings, List<DebugUI.Widget> widgets)
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{
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widgets.AddRange(new []
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{
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new DebugUI.Container
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{
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displayName = "Lighting Settings",
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children =
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{
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// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader
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//new DebugUI.BoolField { displayName = "Enable Tile/Cluster", getter = () => lightLoopSettings.enableTileAndCluster, setter = value => lightLoopSettings.enableTileAndCluster = value },
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new DebugUI.BoolField { displayName = "Enable Fptl for Forward Opaque", getter = () => lightLoopSettings.enableFptlForForwardOpaque, setter = value => lightLoopSettings.enableFptlForForwardOpaque = value },
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new DebugUI.BoolField { displayName = "Enable Big Tile", getter = () => lightLoopSettings.enableBigTilePrepass, setter = value => lightLoopSettings.enableBigTilePrepass = value },
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new DebugUI.BoolField { displayName = "Enable Compute Lighting", getter = () => lightLoopSettings.enableComputeLightEvaluation, setter = value => lightLoopSettings.enableComputeLightEvaluation = value },
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new DebugUI.BoolField { displayName = "Enable Light Classification", getter = () => lightLoopSettings.enableComputeLightVariants, setter = value => lightLoopSettings.enableComputeLightVariants = value },
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new DebugUI.BoolField { displayName = "Enable Material Classification", getter = () => lightLoopSettings.enableComputeMaterialVariants, setter = value => lightLoopSettings.enableComputeMaterialVariants = value }
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}
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}
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});
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}
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}
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}
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