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51 行
2.3 KiB
51 行
2.3 KiB
#if UNITY_EDITOR
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using System.IO;
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using UnityEditor;
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#endif
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class HDUtils
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{
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#if UNITY_EDITOR
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public static string GetHDRenderPipelinePath()
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{
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// User can create their own directory for SRP, so we need to find the current path that they use.
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// We know that DefaultHDMaterial exist and we know where it is, let's use that to find the current directory.
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var guid = AssetDatabase.FindAssets("DefaultHDMaterial t:material");
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string path = AssetDatabase.GUIDToAssetPath(guid[0]);
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path = Path.GetDirectoryName(path); // Asset is in HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat
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path = path.Replace("RenderPipelineResources", ""); // Keep only path with HDRenderPipeline
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return path;
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}
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#endif
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public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
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public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
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{
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false);
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var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.
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return gpuVP;
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}
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// Helper to help to display debug info on screen
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static float s_OverlayLineHeight = -1.0f;
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public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width)
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{
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x += overlayWidth;
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s_OverlayLineHeight = Mathf.Max(overlayHeight, s_OverlayLineHeight);
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// Go to next line if it goes outside the screen.
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if (x + overlayWidth > width)
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{
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x = 0;
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y -= s_OverlayLineHeight;
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s_OverlayLineHeight = -1.0f;
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}
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}
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}
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}
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