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66 行
3.0 KiB
66 行
3.0 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[Flags]
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public enum PipelineCapabilities
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{
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AdditionalLights = (1 << 0),
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VertexLights = (1 << 1),
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DirectionalShadows = (1 << 2),
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LocalShadows = (1 << 3),
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SoftShadows = (1 << 4),
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}
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public class LightweightKeywords
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{
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public static readonly string AdditionalLightsText = "_ADDITIONAL_LIGHTS";
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public static readonly string VertexLightsText = "_VERTEX_LIGHTS";
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public static readonly string MixedLightingSubtractiveText = "_MIXED_LIGHTING_SUBTRACTIVE";
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public static readonly string MainLightCookieText = "_MAIN_LIGHT_COOKIE";
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public static readonly string DirectionalShadowsText = "_SHADOWS_ENABLED";
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public static readonly string LocalShadowsText = "_LOCAL_SHADOWS_ENABLED";
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public static readonly string SoftShadowsText = "_SHADOWS_SOFT";
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public static readonly string CascadeShadowsText = "_SHADOWS_CASCADE";
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public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(AdditionalLightsText);
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public static readonly ShaderKeyword VertexLights = new ShaderKeyword(VertexLightsText);
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public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(MixedLightingSubtractiveText);
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public static readonly ShaderKeyword MainLightCookie = new ShaderKeyword(MainLightCookieText);
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public static readonly ShaderKeyword DirectionalShadows = new ShaderKeyword(DirectionalShadowsText);
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public static readonly ShaderKeyword LocalShadows = new ShaderKeyword(LocalShadowsText);
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public static readonly ShaderKeyword SoftShadows = new ShaderKeyword(SoftShadowsText);
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}
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public partial class LightweightPipeline
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{
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static PipelineCapabilities s_PipelineCapabilities;
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public static PipelineCapabilities GetPipelineCapabilities()
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{
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return s_PipelineCapabilities;
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}
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static void SetPipelineCapabilities(LightweightPipelineAsset pipelineAsset)
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{
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s_PipelineCapabilities = 0U;
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if (pipelineAsset.MaxPixelLights > 1 || pipelineAsset.SupportsVertexLight)
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s_PipelineCapabilities |= PipelineCapabilities.AdditionalLights;
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if (pipelineAsset.SupportsVertexLight)
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s_PipelineCapabilities |= PipelineCapabilities.VertexLights;
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if (pipelineAsset.SupportsDirectionalShadows)
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s_PipelineCapabilities |= PipelineCapabilities.DirectionalShadows;
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if (pipelineAsset.SupportsLocalShadows)
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s_PipelineCapabilities |= PipelineCapabilities.LocalShadows;
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bool anyShadows = pipelineAsset.SupportsDirectionalShadows || pipelineAsset.SupportsLocalShadows;
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if (pipelineAsset.SupportsSoftShadows && anyShadows)
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s_PipelineCapabilities |= PipelineCapabilities.SoftShadows;
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}
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}
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}
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