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123 行
4.3 KiB

using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// This class is used to associate a unique ID to a sky class.
// This is needed to be able to automatically register sky classes and avoid collisions and refactoring class names causing data compatibility issues.
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public sealed class SkyUniqueID : Attribute
{
public readonly int uniqueID;
public SkyUniqueID(int uniqueID)
{
this.uniqueID = uniqueID;
}
}
[Serializable]
public sealed class EnvUpdateParameter : VolumeParameter<EnvironementUpdateMode>
{
public EnvUpdateParameter(EnvironementUpdateMode val, bool overrideState = false)
: base(val, overrideState)
{
}
}
public abstract class SkySettings : VolumeComponent
{
[Tooltip("Rotation of the sky.")]
public ClampedFloatParameter rotation = new ClampedFloatParameter(0.0f, 0.0f, 360.0f);
[Tooltip("Exposure of the sky in EV.")]
public FloatParameter exposure = new FloatParameter(0.0f);
[Tooltip("Intensity multiplier for the sky.")]
public MinFloatParameter multiplier = new MinFloatParameter(1.0f, 0.0f);
[Tooltip("Specify how the environment lighting should be updated.")]
public EnvUpdateParameter updateMode = new EnvUpdateParameter(EnvironementUpdateMode.OnChanged);
[Tooltip("If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame).")]
public MinFloatParameter updatePeriod = new MinFloatParameter(0.0f, 0.0f);
[Tooltip("If enabled, this sky setting will be the one used for baking the GI. Only one should be enabled at any given time.")]
public bool useForBaking = false;
// Unused for now. In the future we might want to expose this option for very high range skies.
private bool m_useMIS = false;
public bool useMIS { get { return m_useMIS; } }
// This list will hold the sky settings that should be used for baking.
// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
private static List<SkySettings> m_BakingSkySettings = new List<SkySettings>();
public override int GetHashCode()
{
unchecked
{
int hash = 13;
hash = hash * 23 + rotation.GetHashCode();
hash = hash * 23 + exposure.GetHashCode();
hash = hash * 23 + multiplier.GetHashCode();
// TODO: Fixme once we switch to .Net 4.6+
//>>>
hash = hash * 23 + ((int)updateMode.value).GetHashCode();
//<<<
hash = hash * 23 + updatePeriod.GetHashCode();
return hash;
}
}
static public SkySettings GetBakingSkySettings()
{
if (m_BakingSkySettings.Count == 0)
return null;
else
return m_BakingSkySettings[m_BakingSkySettings.Count - 1];
}
protected override void OnEnable()
{
base.OnEnable();
OnValidate();
}
protected override void OnDisable()
{
m_BakingSkySettings.Remove(this);
base.OnDisable();
}
public void OnValidate()
{
if(useForBaking && !m_BakingSkySettings.Contains(this))
{
if(m_BakingSkySettings.Count != 0)
{
Debug.LogWarning("One sky component was already set for baking, only the latest one will be used.");
}
m_BakingSkySettings.Add(this);
}
if (!useForBaking)
{
m_BakingSkySettings.Remove(this);
}
}
public static int GetUniqueID<T>()
{
var uniqueIDs = typeof(T).GetCustomAttributes(typeof(SkyUniqueID), false);
if (uniqueIDs.Length == 0)
return -1;
else
return ((SkyUniqueID)uniqueIDs[0]).uniqueID;
}
public abstract SkyRenderer CreateRenderer();
}
}