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268 行
10 KiB
268 行
10 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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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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public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
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{
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var baseType = typeof(RenderPipelineMaterial);
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var assembly = baseType.Assembly;
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var types = assembly.GetTypes()
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.Where(t => t.IsSubclassOf(baseType))
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.Select(Activator.CreateInstance)
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.Cast<RenderPipelineMaterial>()
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.ToList();
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// Note: If there is a need for an optimization in the future of this function, user can
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// simply fill the materialList manually by commenting the code abode and returning a
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// custom list of materials they use in their game.
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//
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// return new List<RenderPipelineMaterial>
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// {
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// new Lit(),
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// new Unlit(),
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// ...
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// };
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return types;
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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)
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{
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cmd.SetRenderTarget(buffer, miplevel, cubemapFace);
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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)
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{
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SetRenderTarget(cmd, buffer, clearFlag, Color.black, miplevel, cubemapFace);
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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)
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{
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SetRenderTarget(cmd, colorBuffer, depthBuffer, ClearFlag.None, Color.black, miplevel, cubemapFace);
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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)
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{
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SetRenderTarget(cmd, colorBuffer, depthBuffer, clearFlag, Color.black, miplevel, cubemapFace);
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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)
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{
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cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace);
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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, Color.black);
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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, Color.black);
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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 void ClearCubemap(CommandBuffer cmd, RenderTargetIdentifier buffer, Color clearColor)
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{
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for(int i = 0; i < 6; ++i)
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SetRenderTarget(cmd, buffer, ClearFlag.Color, Color.black, 0, (CubemapFace)i);
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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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// 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(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 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 Recusrion
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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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}
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}
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