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233 行
7.1 KiB
233 行
7.1 KiB
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public enum ShadowCascades
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{
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NO_CASCADES = 1,
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TWO_CASCADES = 2,
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FOUR_CASCADES = 4,
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}
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public enum ShadowType
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{
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NO_SHADOW = 0,
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HARD_SHADOWS,
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SOFT_SHADOWS,
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}
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public enum ShadowResolution
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{
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_512 = 512,
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_1024 = 1024,
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_2048 = 2048
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}
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public enum MSAAQuality
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{
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Disabled = 1,
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_2x = 2,
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_4x = 4,
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_8x = 8
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}
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public class LightweightPipelineAsset : RenderPipelineAsset
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{
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public static readonly string m_SimpleLightShaderPath = "LightweightPipeline/Standard (Simple Lighting)";
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public static readonly string m_StandardShaderPath = "LightweightPipeline/Standard (Physically Based)";
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// Default values set when a new LightweightPipeline asset is created
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[SerializeField] private int m_MaxPixelLights = 4;
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[SerializeField] private bool m_SupportsVertexLight = false;
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[SerializeField] private bool m_SupportSoftParticles = false;
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[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
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[SerializeField] private float m_RenderScale = 1.0f;
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[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
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[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
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[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
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[SerializeField] private float m_ShadowDistance = 50.0f;
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[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;
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[SerializeField] private float m_Cascade2Split = 0.25f;
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[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
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// Resources
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[SerializeField] private Shader m_DefaultShader;
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[SerializeField] private Shader m_BlitShader;
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[SerializeField] private Shader m_CopyDepthShader;
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[SerializeField] private Material m_DefaultMaterial;
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[SerializeField] private Material m_DefaultParticleMaterial;
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[SerializeField] private Material m_DefaultTerrainMaterial;
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Assets/Create/Render Pipeline/Lightweight/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]
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static void CreateLightweightPipeline()
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{
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var instance = CreateInstance<LightweightPipelineAsset>();
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string[] guids = UnityEditor.AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject");
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LightweightPipelineResource resourceAsset = null;
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foreach (string guid in guids)
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
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resourceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
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if (resourceAsset != null)
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break;
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}
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if (resourceAsset != null)
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{
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instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
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instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
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instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
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}
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instance.m_DefaultShader = Shader.Find(m_StandardShaderPath);
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instance.m_BlitShader = Shader.Find("Hidden/LightweightPipeline/Blit");
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instance.m_CopyDepthShader = Shader.Find("Hidden/LightweightPipeline/CopyDepth");
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string assetPath = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
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"Please enter a file name to save the asset to");
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if (assetPath.Length > 0)
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UnityEditor.AssetDatabase.CreateAsset(instance, assetPath);
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}
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#endif
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new LightweightPipeline(this);
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}
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void OnValidate()
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{
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DestroyCreatedInstances();
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}
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public bool AreShadowsEnabled()
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{
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return ShadowSetting != ShadowType.NO_SHADOW;
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}
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public int MaxPixelLights
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{
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get { return m_MaxPixelLights; }
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}
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public bool SupportsVertexLight
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{
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get { return m_SupportsVertexLight; }
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}
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public bool SupportsSoftParticles
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{
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get { return m_SupportSoftParticles; }
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}
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public int MSAASampleCount
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{
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get { return (int)m_MSAA; }
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set { m_MSAA = (MSAAQuality)value; }
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}
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public float RenderScale
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{
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get { return m_RenderScale; }
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set { m_RenderScale = value; }
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}
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public ShadowType ShadowSetting
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{
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get { return m_ShadowType; }
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private set { m_ShadowType = value; }
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}
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public int ShadowAtlasResolution
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{
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get { return (int)m_ShadowAtlasResolution; }
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private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
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}
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public float ShadowNearOffset
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{
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get { return m_ShadowNearPlaneOffset; }
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private set { m_ShadowNearPlaneOffset = value; }
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}
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public float ShadowDistance
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{
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get { return m_ShadowDistance; }
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private set { m_ShadowDistance = value; }
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}
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public int CascadeCount
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{
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get { return (int)m_ShadowCascades; }
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private set { m_ShadowCascades = (ShadowCascades)value; }
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}
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public float Cascade2Split
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{
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get { return m_Cascade2Split; }
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private set { m_Cascade2Split = value; }
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}
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public Vector3 Cascade4Split
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{
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get { return m_Cascade4Split; }
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private set { m_Cascade4Split = value; }
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}
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public override Material GetDefaultMaterial()
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{
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return m_DefaultMaterial;
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}
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public override Material GetDefaultParticleMaterial()
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{
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return m_DefaultParticleMaterial;
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}
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public override Material GetDefaultLineMaterial()
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{
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return null;
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}
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public override Material GetDefaultTerrainMaterial()
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{
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return m_DefaultTerrainMaterial;
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}
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public override Material GetDefaultUIMaterial()
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{
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return null;
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}
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public override Material GetDefaultUIOverdrawMaterial()
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{
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return null;
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}
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public override Material GetDefaultUIETC1SupportedMaterial()
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{
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return null;
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}
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public override Material GetDefault2DMaterial()
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{
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return null;
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}
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public override Shader GetDefaultShader()
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{
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return m_DefaultShader;
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}
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public Shader BlitShader
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{
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get { return m_BlitShader; }
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}
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public Shader CopyDepthShader
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{
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get { return m_CopyDepthShader; }
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}
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}
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}
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