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using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
// This allow to allocate resource or not for a given feature.
// FrameSettings control within a frame what is enable or not(enableShadow, enableStereo, enableDistortion...).
// HDRenderPipelineAsset reference the current RenderPipelineSettings used, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
// A Camera with HDAdditionalData has one FrameSettings that configures how it will render. For example a camera used for reflection will disable distortion and post-process.
// Additionally, on a Camera there is another FrameSettings called ActiveFrameSettings that is created on the fly based on FrameSettings and allows modifications for debugging purpose at runtime without being serialized on disk.
// The ActiveFrameSettings is registered in the debug windows at the creation of the camera.
// A Camera with HDAdditionalData has a RenderPath that defines if it uses a "Default" FrameSettings, a preset of FrameSettings or a custom one.
// HDRenderPipelineAsset contains a "Default" FrameSettings that can be referenced by any camera with RenderPath.Defaut or when the camera doesn't have HDAdditionalData like the camera of the Editor.
// It also contains a DefaultActiveFrameSettings
// RenderPipelineSettings represents settings that are immutable at runtime.
// There is a dedicated RenderPipelineSettings for each platform
[Serializable]
public class RenderPipelineSettings
{
// Lighting
public bool supportShadowMask = true;
public bool supportSSR = true;
public bool supportSSAO = true;
public bool supportSubsurfaceScattering = true;
[FormerlySerializedAs("supportForwardOnly")]
public bool supportOnlyForward = false;
public bool enableUltraQualitySSS = false;
public bool supportVolumetric = true;
// reduce variant
public bool supportRuntimeDebugDisplay = true;
public bool supportDitheringCrossFade = true;
// Engine
public bool supportDBuffer = false;
public bool supportMSAA = false;
public MSAASamples msaaSampleCount = MSAASamples.None;
public bool supportMotionVectors = true;
public bool supportStereo = false;
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
public GlobalDecalSettings decalSettings = new GlobalDecalSettings();
}
}