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130 行
3.8 KiB

using UnityEngine.Rendering;
using System;
using System.Linq;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// This HDRenderPipeline assume linear lighting. Don't work with gamma.
public class HDRenderPipelineAsset : RenderPipelineAsset
{
#if UNITY_EDITOR
const string k_HDRenderPipelinePath = "Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset";
[MenuItem("RenderPipeline/HDRenderPipeline/Create Pipeline Asset", false, 16)]
static void CreateHDRenderPipeline()
{
var instance = CreateInstance<HDRenderPipelineAsset>();
AssetDatabase.CreateAsset(instance, k_HDRenderPipelinePath);
// If it exist, load renderPipelineResources
instance.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(RenderPipelineResources.renderPipelineResourcesPath);
}
#endif
private HDRenderPipelineAsset()
{ }
protected override IRenderPipeline InternalCreatePipeline()
{
return new HDRenderPipeline(this);
}
[SerializeField]
private RenderPipelineResources m_RenderPipelineResources;
public RenderPipelineResources renderPipelineResources
{
get { return m_RenderPipelineResources; }
set { m_RenderPipelineResources = value; }
}
// NOTE: All those properties are public because of how HDRenderPipelineInspector retrieve those properties via serialization/reflection
// Doing it this way allow to change parameters name and still retrieve correct serialized value
// Renderer Settings
public RenderingSettings renderingSettings = new RenderingSettings();
public SubsurfaceScatteringSettings sssSettings = new SubsurfaceScatteringSettings();
public TileSettings tileSettings = new TileSettings();
// Shadow Settings
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
// Texture Settings
public TextureSettings textureSettings = new TextureSettings();
// Default Material / Shader
[SerializeField]
Material m_DefaultDiffuseMaterial;
[SerializeField]
Shader m_DefaultShader;
public Material DefaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
private set { m_DefaultDiffuseMaterial = value; }
}
public Shader DefaultShader
{
get { return m_DefaultShader; }
private set { m_DefaultShader = value; }
}
public override Shader GetDefaultShader()
{
return m_DefaultShader;
}
public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return null;
}
public override Material GetDefaultLineMaterial()
{
return null;
}
public override Material GetDefaultTerrainMaterial()
{
return null;
}
public override Material GetDefaultUIMaterial()
{
return null;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return null;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return null;
}
public override Material GetDefault2DMaterial()
{
return null;
}
public void OnValidate()
{
sssSettings.OnValidate();
}
}
}