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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public enum ShadowCascades
{
NO_CASCADES = 1,
TWO_CASCADES = 2,
FOUR_CASCADES = 4,
}
public enum ShadowType
{
NO_SHADOW = 0,
HARD_SHADOWS,
SOFT_SHADOWS,
}
public enum ShadowResolution
{
_512 = 512,
_1024 = 1024,
_2048 = 2048
}
public enum MSAAQuality
{
Disabled = 1,
_2x = 2,
_4x = 4,
_8x = 8
}
public class LightweightPipelineAsset : RenderPipelineAsset
{
public static readonly string m_SimpleLightShaderPath = "LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_StandardShaderPath = "LightweightPipeline/Standard (Physically Based)";
// Default values set when a new LightweightPipeline asset is created
[SerializeField] private int m_MaxPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_SupportSoftParticles = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
[SerializeField] private float m_ShadowDistance = 50.0f;
[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;
[SerializeField] private float m_Cascade2Split = 0.25f;
[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
// Resources
[SerializeField] private Shader m_DefaultShader;
[SerializeField] private Shader m_BlitShader;
[SerializeField] private Shader m_CopyDepthShader;
[SerializeField] private Material m_DefaultMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/Lightweight/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipeline()
{
var instance = CreateInstance<LightweightPipelineAsset>();
string[] guids = UnityEditor.AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject");
LightweightPipelineResource resourceAsset = null;
foreach (string guid in guids)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
resourceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
if (resourceAsset != null)
break;
}
if (resourceAsset != null)
{
instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
}
instance.m_DefaultShader = Shader.Find(m_StandardShaderPath);
instance.m_BlitShader = Shader.Find("Hidden/LightweightPipeline/Blit");
instance.m_CopyDepthShader = Shader.Find("Hidden/LightweightPipeline/CopyDepth");
string assetPath = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
"Please enter a file name to save the asset to");
if (assetPath.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, assetPath);
}
#endif
protected override IRenderPipeline InternalCreatePipeline()
{
return new LightweightPipeline(this);
}
void OnValidate()
{
DestroyCreatedInstances();
}
public bool AreShadowsEnabled()
{
return ShadowSetting != ShadowType.NO_SHADOW;
}
public int MaxPixelLights
{
get { return m_MaxPixelLights; }
}
public bool SupportsVertexLight
{
get { return m_SupportsVertexLight; }
}
public bool SupportsSoftParticles
{
get { return m_SupportSoftParticles; }
}
public int MSAASampleCount
{
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
}
public float RenderScale
{
get { return m_RenderScale; }
set { m_RenderScale = value; }
}
public ShadowType ShadowSetting
{
get { return m_ShadowType; }
private set { m_ShadowType = value; }
}
public int ShadowAtlasResolution
{
get { return (int)m_ShadowAtlasResolution; }
private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
}
public float ShadowNearOffset
{
get { return m_ShadowNearPlaneOffset; }
private set { m_ShadowNearPlaneOffset = value; }
}
public float ShadowDistance
{
get { return m_ShadowDistance; }
private set { m_ShadowDistance = value; }
}
public int CascadeCount
{
get { return (int)m_ShadowCascades; }
private set { m_ShadowCascades = (ShadowCascades)value; }
}
public float Cascade2Split
{
get { return m_Cascade2Split; }
private set { m_Cascade2Split = value; }
}
public Vector3 Cascade4Split
{
get { return m_Cascade4Split; }
private set { m_Cascade4Split = value; }
}
public override Material GetDefaultMaterial()
{
return m_DefaultMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return m_DefaultParticleMaterial;
}
public override Material GetDefaultLineMaterial()
{
return null;
}
public override Material GetDefaultTerrainMaterial()
{
return m_DefaultTerrainMaterial;
}
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 override Shader GetDefaultShader()
{
return m_DefaultShader;
}
public Shader BlitShader
{
get { return m_BlitShader; }
}
public Shader CopyDepthShader
{
get { return m_CopyDepthShader; }
}
}
}