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49 行
2.1 KiB
49 行
2.1 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[DisallowMultipleComponent, ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class HDAdditionalCameraData : MonoBehaviour
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{
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// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
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public enum RenderingPath
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{
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Default,
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Unlit, // Preset
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Custom // Fine grained
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};
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public RenderingPath renderingPath;
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// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
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// we create a runtime copy (m_effectiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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public FrameSettings frameSettings = new FrameSettings(); // Serialize frameSettings
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// Not serialized, not visible
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FrameSettings m_effectiveFrameSettings = new FrameSettings();
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public FrameSettings GetEffectiveFrameSettings()
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{
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return m_effectiveFrameSettings;
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}
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bool isRegisterDebug = false;
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Camera m_camera;
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void OnEnable()
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{
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// Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
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// When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
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m_camera = GetComponent<Camera>();
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m_camera.allowHDR = false;
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frameSettings.CopyTo(m_effectiveFrameSettings);
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if (!isRegisterDebug)
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{
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FrameSettings.RegisterDebug(m_camera.name, GetEffectiveFrameSettings());
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isRegisterDebug = true;
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}
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}
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}
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}
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