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308 行
19 KiB

using System;
using System.Collections.Generic;
using UnityEngine.XR;
using UnityEngine.Serialization;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// The settings here are per frame settings.
// Each camera must have its own per frame settings
[Serializable]
public class FrameSettings
{
// Lighting
// Setup by users
public bool enableShadow = true;
public bool enableContactShadows = true;
public bool enableShadowMask = true;
public bool enableSSR = true; // Depends on DepthPyramid
public bool enableSSAO = true;
public bool enableSubsurfaceScattering = true;
public bool enableTransmission = true; // Caution: this is only for debug, it doesn't save the cost of Transmission execution
public bool enableAtmosphericScattering = true;
public bool enableVolumetrics = true;
public bool enableLightLayers = true;
// Setup by system
public float diffuseGlobalDimmer = 1.0f;
public float specularGlobalDimmer = 1.0f;
// View
public bool enableForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool enableDepthPrepassWithDeferredRendering = false;
public bool enableTransparentPrepass = true;
public bool enableMotionVectors = true; // Enable/disable whole motion vectors pass (Camera + Object).
public bool enableObjectMotionVectors = true;
[FormerlySerializedAs("enableDBuffer")]
public bool enableDecals = true;
public bool enableRoughRefraction = true; // Depends on DepthPyramid - If not enable, just do a copy of the scene color (?) - how to disable rough refraction ?
public bool enableTransparentPostpass = true;
public bool enableDistortion = true;
public bool enablePostprocess = true;
public bool enableStereo = true;
public bool enableAsyncCompute = true;
public bool enableOpaqueObjects = true;
public bool enableTransparentObjects = true;
public bool enableMSAA = false;
public MSAASamples msaaSampleCount { get; private set; }
public LightLoopSettings lightLoopSettings = new LightLoopSettings();
public void CopyTo(FrameSettings frameSettings)
{
frameSettings.enableShadow = this.enableShadow;
frameSettings.enableContactShadows = this.enableContactShadows;
frameSettings.enableShadowMask = this.enableShadowMask;
frameSettings.enableSSR = this.enableSSR;
frameSettings.enableSSAO = this.enableSSAO;
frameSettings.enableSubsurfaceScattering = this.enableSubsurfaceScattering;
frameSettings.enableTransmission = this.enableTransmission;
frameSettings.enableAtmosphericScattering = this.enableAtmosphericScattering;
frameSettings.enableVolumetrics = this.enableVolumetrics;
frameSettings.enableLightLayers = this.enableLightLayers;
frameSettings.diffuseGlobalDimmer = this.diffuseGlobalDimmer;
frameSettings.specularGlobalDimmer = this.specularGlobalDimmer;
frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly;
frameSettings.enableDepthPrepassWithDeferredRendering = this.enableDepthPrepassWithDeferredRendering;
frameSettings.enableTransparentPrepass = this.enableTransparentPrepass;
frameSettings.enableMotionVectors = this.enableMotionVectors;
frameSettings.enableObjectMotionVectors = this.enableObjectMotionVectors;
frameSettings.enableDecals = this.enableDecals;
frameSettings.enableRoughRefraction = this.enableRoughRefraction;
frameSettings.enableTransparentPostpass = this.enableTransparentPostpass;
frameSettings.enableDistortion = this.enableDistortion;
frameSettings.enablePostprocess = this.enablePostprocess;
frameSettings.enableStereo = this.enableStereo;
frameSettings.enableOpaqueObjects = this.enableOpaqueObjects;
frameSettings.enableTransparentObjects = this.enableTransparentObjects;
frameSettings.enableAsyncCompute = this.enableAsyncCompute;
frameSettings.enableMSAA = this.enableMSAA;
this.lightLoopSettings.CopyTo(frameSettings.lightLoopSettings);
}
// Init a FrameSettings from renderpipeline settings, frame settings and debug settings (if any)
// This will aggregate the various option
public static void InitializeFrameSettings(Camera camera, RenderPipelineSettings renderPipelineSettings, FrameSettings srcFrameSettings, ref FrameSettings aggregate)
{
if (aggregate == null)
aggregate = new FrameSettings();
// When rendering reflection probe we disable specular as it is view dependent
if (camera.cameraType == CameraType.Reflection)
{
aggregate.diffuseGlobalDimmer = 1.0f;
aggregate.specularGlobalDimmer = 0.0f;
}
else
{
aggregate.diffuseGlobalDimmer = 1.0f;
aggregate.specularGlobalDimmer = 1.0f;
}
aggregate.enableShadow = srcFrameSettings.enableShadow;
aggregate.enableContactShadows = srcFrameSettings.enableContactShadows;
aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask;
aggregate.enableSSR = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSSR && renderPipelineSettings.supportSSR;
aggregate.enableSSAO = srcFrameSettings.enableSSAO && renderPipelineSettings.supportSSAO;
aggregate.enableSubsurfaceScattering = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSubsurfaceScattering && renderPipelineSettings.supportSubsurfaceScattering;
aggregate.enableTransmission = srcFrameSettings.enableTransmission;
aggregate.enableAtmosphericScattering = srcFrameSettings.enableAtmosphericScattering;
// We must take care of the scene view fog flags in the editor
if (!CoreUtils.IsSceneViewFogEnabled(camera))
aggregate.enableAtmosphericScattering = false;
// Volumetric are disabled if there is no atmospheric scattering
aggregate.enableVolumetrics = srcFrameSettings.enableVolumetrics && renderPipelineSettings.supportVolumetrics && aggregate.enableAtmosphericScattering;
// TODO: Add support of volumetric in planar reflection
if (camera.cameraType == CameraType.Reflection)
aggregate.enableVolumetrics = false;
aggregate.enableLightLayers = srcFrameSettings.enableLightLayers && renderPipelineSettings.supportLightLayers;
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode
// as rendering everything in wireframe + deferred do not play well together
aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportOnlyForward;
aggregate.enableDepthPrepassWithDeferredRendering = srcFrameSettings.enableDepthPrepassWithDeferredRendering;
aggregate.enableTransparentPrepass = srcFrameSettings.enableTransparentPrepass;
aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportMotionVectors;
aggregate.enableObjectMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableObjectMotionVectors && renderPipelineSettings.supportMotionVectors;
aggregate.enableDecals = srcFrameSettings.enableDecals && renderPipelineSettings.supportDecals;
aggregate.enableRoughRefraction = srcFrameSettings.enableRoughRefraction;
aggregate.enableTransparentPostpass = srcFrameSettings.enableTransparentPostpass;
aggregate.enableDistortion = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableDistortion;
// Planar and real time cubemap doesn't need post process and render in FP16
aggregate.enablePostprocess = camera.cameraType != CameraType.Reflection && srcFrameSettings.enablePostprocess;
#if UNITY_SWITCH
aggregate.enableStereo = false;
#else
aggregate.enableStereo = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableStereo && XRSettings.isDeviceActive && (camera.stereoTargetEye == StereoTargetEyeMask.Both) && renderPipelineSettings.supportStereo;
#endif
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute;
aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects;
aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;
aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA;
aggregate.ConfigureMSAADependentSettings();
aggregate.ConfigureStereoDependentSettings();
// Disable various option for the preview except if we are a Camera Editor preview
if (HDUtils.IsRegularPreviewCamera(camera))
{
aggregate.enableShadow = false;
aggregate.enableContactShadows = false;
aggregate.enableShadowMask = false;
aggregate.enableSSR = false;
aggregate.enableSSAO = false;
aggregate.enableAtmosphericScattering = false;
aggregate.enableVolumetrics = false;
aggregate.enableLightLayers = false;
aggregate.enableTransparentPrepass = false;
aggregate.enableMotionVectors = false;
aggregate.enableObjectMotionVectors = false;
aggregate.enableDecals = false;
aggregate.enableTransparentPostpass = false;
aggregate.enableDistortion = false;
aggregate.enablePostprocess = false;
aggregate.enableStereo = false;
}
LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings);
}
public void ConfigureMSAADependentSettings()
{
if (enableMSAA)
{
// Initially, MSAA will only support forward
enableForwardRenderingOnly = true;
// TODO: Should we disable enableFptlForForwardOpaque in here, instead of in InitializeLightLoopSettings?
// We'd have to move this method to after InitializeLightLoopSettings if we did. It would be nice to centralize
// all MSAA-dependent settings in this method.
// Assuming MSAA is being used, TAA, and therefore, motion vectors are not needed
enableMotionVectors = false;
// TODO: The work will be implemented piecemeal to support all passes
enableDecals = false; // no decals
enableDistortion = false; // no gaussian final color
enablePostprocess = false;
enableRoughRefraction = false; // no gaussian pre-refraction
enableSSAO = false;
enableSSR = false;
enableSubsurfaceScattering = false;
enableTransparentObjects = false; // waiting on depth pyramid generation
}
}
public void ConfigureStereoDependentSettings()
{
if (enableStereo)
{
// Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred
enableForwardRenderingOnly = true;
// TODO: The work will be implemented piecemeal to support all passes
enableMotionVectors = false;
enableDecals = false;
enableDistortion = false;
enablePostprocess = false;
enableRoughRefraction = false;
enableSSAO = false;
enableSSR = false;
enableSubsurfaceScattering = false;
enableTransparentObjects = false;
}
}
public static void RegisterDebug(string menuName, FrameSettings frameSettings)
{
List<DebugUI.Widget> widgets = new List<DebugUI.Widget>();
widgets.AddRange(
new DebugUI.Widget[]
{
new DebugUI.Foldout
{
displayName = "Rendering Passes",
children =
{
new DebugUI.BoolField { displayName = "Enable Transparent Prepass", getter = () => frameSettings.enableTransparentPrepass, setter = value => frameSettings.enableTransparentPrepass = value },
new DebugUI.BoolField { displayName = "Enable Transparent Postpass", getter = () => frameSettings.enableTransparentPostpass, setter = value => frameSettings.enableTransparentPostpass = value },
new DebugUI.BoolField { displayName = "Enable Motion Vectors", getter = () => frameSettings.enableMotionVectors, setter = value => frameSettings.enableMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable Object Motion Vectors", getter = () => frameSettings.enableObjectMotionVectors, setter = value => frameSettings.enableObjectMotionVectors = value },
new DebugUI.BoolField { displayName = "Enable DBuffer", getter = () => frameSettings.enableDecals, setter = value => frameSettings.enableDecals = value },
new DebugUI.BoolField { displayName = "Enable Rough Refraction", getter = () => frameSettings.enableRoughRefraction, setter = value => frameSettings.enableRoughRefraction = value },
new DebugUI.BoolField { displayName = "Enable Distortion", getter = () => frameSettings.enableDistortion, setter = value => frameSettings.enableDistortion = value },
new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
}
},
new DebugUI.Foldout
{
displayName = "Rendering Settings",
children =
{
new DebugUI.BoolField { displayName = "Forward Only", getter = () => frameSettings.enableForwardRenderingOnly, setter = value => frameSettings.enableForwardRenderingOnly = value },
new DebugUI.BoolField { displayName = "Deferred Depth Prepass", getter = () => frameSettings.enableDepthPrepassWithDeferredRendering, setter = value => frameSettings.enableDepthPrepassWithDeferredRendering = value },
new DebugUI.BoolField { displayName = "Enable Async Compute", getter = () => frameSettings.enableAsyncCompute, setter = value => frameSettings.enableAsyncCompute = value },
new DebugUI.BoolField { displayName = "Enable Opaque Objects", getter = () => frameSettings.enableOpaqueObjects, setter = value => frameSettings.enableOpaqueObjects = value },
new DebugUI.BoolField { displayName = "Enable Transparent Objects", getter = () => frameSettings.enableTransparentObjects, setter = value => frameSettings.enableTransparentObjects = value },
new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
}
},
new DebugUI.Foldout
{
displayName = "XR Settings",
children =
{
new DebugUI.BoolField { displayName = "Enable Stereo Rendering", getter = () => frameSettings.enableStereo, setter = value => frameSettings.enableStereo = value }
}
},
new DebugUI.Foldout
{
displayName = "Lighting Settings",
children =
{
new DebugUI.BoolField { displayName = "Enable SSR", getter = () => frameSettings.enableSSR, setter = value => frameSettings.enableSSR = value },
new DebugUI.BoolField { displayName = "Enable SSAO", getter = () => frameSettings.enableSSAO, setter = value => frameSettings.enableSSAO = value },
new DebugUI.BoolField { displayName = "Enable SubsurfaceScattering", getter = () => frameSettings.enableSubsurfaceScattering, setter = value => frameSettings.enableSubsurfaceScattering = value },
new DebugUI.BoolField { displayName = "Enable Transmission", getter = () => frameSettings.enableTransmission, setter = value => frameSettings.enableTransmission = value },
new DebugUI.BoolField { displayName = "Enable Shadows", getter = () => frameSettings.enableShadow, setter = value => frameSettings.enableShadow = value },
new DebugUI.BoolField { displayName = "Enable Contact Shadows", getter = () => frameSettings.enableContactShadows, setter = value => frameSettings.enableContactShadows = value },
new DebugUI.BoolField { displayName = "Enable ShadowMask", getter = () => frameSettings.enableShadowMask, setter = value => frameSettings.enableShadowMask = value },
new DebugUI.BoolField { displayName = "Enable Atmospheric Scattering", getter = () => frameSettings.enableAtmosphericScattering, setter = value => frameSettings.enableAtmosphericScattering = value },
new DebugUI.BoolField { displayName = "Enable Volumetrics", getter = () => frameSettings.enableVolumetrics, setter = value => frameSettings.enableVolumetrics = value },
new DebugUI.BoolField { displayName = "Enable LightLayers", getter = () => frameSettings.enableLightLayers, setter = value => frameSettings.enableLightLayers = value },
}
}
});
LightLoopSettings.RegisterDebug(frameSettings.lightLoopSettings, widgets);
var panel = DebugManager.instance.GetPanel(menuName, true);
panel.children.Add(widgets.ToArray());
}
public static void UnRegisterDebug(string menuName)
{
DebugManager.instance.RemovePanel(menuName);
}
}
}