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48 行
2.8 KiB
48 行
2.8 KiB
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
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// This allow to allocate resource or not for a given feature.
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// FrameSettings control within a frame what is enable or not(enableShadow, enableStereo, enableDistortion...).
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// HDRenderPipelineAsset reference the current RenderPipelineSettings used, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
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// A Camera with HDAdditionalData has one FrameSettings that configures how it will render. For example a camera used for reflection will disable distortion and post-process.
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// Additionally, on a Camera there is another FrameSettings called ActiveFrameSettings that is created on the fly based on FrameSettings and allows modifications for debugging purpose at runtime without being serialized on disk.
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// The ActiveFrameSettings is registered in the debug windows at the creation of the camera.
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// A Camera with HDAdditionalData has a RenderPath that defines if it uses a "Default" FrameSettings, a preset of FrameSettings or a custom one.
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// HDRenderPipelineAsset contains a "Default" FrameSettings that can be referenced by any camera with RenderPath.Defaut or when the camera doesn't have HDAdditionalData like the camera of the Editor.
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// It also contains a DefaultActiveFrameSettings
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// RenderPipelineSettings represents settings that are immutable at runtime.
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// There is a dedicated RenderPipelineSettings for each platform
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[Serializable]
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public class RenderPipelineSettings
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{
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// Lighting
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public bool supportShadowMask = true;
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public bool supportSSR = true;
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public bool supportSSAO = true;
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public bool supportSubsurfaceScattering = true;
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[FormerlySerializedAs("supportForwardOnly")]
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public bool supportOnlyForward = false;
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public bool enableUltraQualitySSS = false;
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public bool supportVolumetric = true;
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// reduce variant
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public bool supportRuntimeDebugDisplay = true;
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public bool supportDitheringCrossFade = true;
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// Engine
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public bool supportDBuffer = false;
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public bool supportMSAA = false;
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public MSAASamples msaaSampleCount = MSAASamples.None;
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public bool supportMotionVectors = true;
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public bool supportStereo = false;
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public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
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public ShadowInitParameters shadowInitParams = new ShadowInitParameters();
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public GlobalDecalSettings decalSettings = new GlobalDecalSettings();
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}
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}
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