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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 = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_PBSShaderPath = "ScriptableRenderPipeline/LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_BlitShaderPath = "Hidden/ScriptableRenderPipeline/LightweightPipeline/Blit";
private static readonly string m_PipelineFolder = "Assets/ScriptableRenderPipeline/LightweightPipeline";
private static readonly string m_AssetName = "LightweightPipelineAsset.asset";
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/LightweightPipeline/Create Pipeline Asset", false, 15)]
static void CreateLightweightPipeline()
{
var instance = ScriptableObject.CreateInstance<LightweightPipelineAsset>();
string[] paths = m_PipelineFolder.Split('/');
string currentPath = paths[0];
for (int i = 1; i < paths.Length; ++i)
{
string folder = currentPath + "/" + paths[i];
if (!UnityEditor.AssetDatabase.IsValidFolder(folder))
UnityEditor.AssetDatabase.CreateFolder(currentPath, paths[i]);
currentPath = folder;
}
UnityEditor.AssetDatabase.CreateAsset(instance, m_PipelineFolder + "/" + m_AssetName);
}
#endif
protected override IRenderPipeline InternalCreatePipeline()
{
return new LightweightPipeline(this);
}
void OnValidate()
{
DestroyCreatedInstances();
}
[SerializeField] private int m_MaxPixelLights = 1;
[SerializeField] private bool m_SupportsVertexLight = true;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality.Disabled;
[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);
[SerializeField] private bool m_LinearRendering = true;
[SerializeField] private Texture2D m_AttenuationTexture;
[SerializeField] private Material m_DefaultDiffuseMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultLineMaterial;
[SerializeField] private Material m_DefaultSpriteMaterial;
[SerializeField] private Material m_DefaultUIMaterial;
[SerializeField] private Shader m_DefaultShader;
public int MaxSupportedPixelLights
{
get { return m_MaxPixelLights; }
private set { m_MaxPixelLights = value; }
}
public bool SupportsVertexLight
{
get { return m_SupportsVertexLight; }
private set { m_SupportsVertexLight = value; }
}
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 CurrShadowType
{
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 bool ForceLinearRendering
{
get { return m_LinearRendering; }
set { m_LinearRendering = value; }
}
public Texture2D AttenuationTexture
{
get { return m_AttenuationTexture; }
set { m_AttenuationTexture = value; }
}
public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return m_DefaultParticleMaterial;
}
public override Material GetDefaultLineMaterial()
{
return m_DefaultLineMaterial;
}
public override Material GetDefaultTerrainMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIMaterial()
{
return m_DefaultUIMaterial;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefault2DMaterial()
{
return m_DefaultSpriteMaterial;
}
public override Shader GetDefaultShader()
{
return m_DefaultShader;
}
public Shader BlitShader
{
get { return Shader.Find(LightweightPipelineAsset.m_BlitShaderPath); }
}
}
}