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213 行
9.2 KiB
213 行
9.2 KiB
using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[DisallowMultipleComponent, ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class HDAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver
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{
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// The light culling use standard projection matrices (non-oblique)
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// If the user overrides the projection matrix with an oblique one
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// He must also provide a callback to get the equivalent non oblique for the culling
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public delegate Matrix4x4 NonObliqueProjectionGetter(Camera camera);
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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// We can't rely on Unity for our additional data, we need to version it ourself.
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[SerializeField]
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float m_Version = 1.0f;
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#pragma warning restore 414
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Camera m_camera;
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// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
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// A rendering path is the list of rendering pass that will be executed at runtime and depends on the associated FrameSettings
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// Default is the default rendering path define by the HDRendeRPipelineAsset FrameSettings.
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// Custom allow users to define the FrameSettigns for this path
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// Then enum can contain either preset of FrameSettings or hard coded path
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// FullscreenPassthrough below is a hard coded path (a path that can't be implemented only with FrameSettings)
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public enum RenderingPath
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{
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Default,
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Custom, // Fine grained
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FullscreenPassthrough // Hard coded path
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};
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public enum ClearColorMode
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{
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Sky,
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BackgroundColor,
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None
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};
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public ClearColorMode clearColorMode = ClearColorMode.Sky;
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[ColorUsage(true, true)]
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public Color backgroundColorHDR = new Color(0.025f, 0.07f, 0.19f, 0.0f);
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public bool clearDepth = true;
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public RenderingPath renderingPath;
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[Tooltip("Layer Mask used for the volume interpolation for this camera.")]
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public LayerMask volumeLayerMask = -1;
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// Physical parameters
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public float aperture = 8f;
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public float shutterSpeed = 1f / 200f;
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public float iso = 400f;
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// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
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// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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[SerializeField]
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[FormerlySerializedAs("serializedFrameSettings")]
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FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
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// Not serialized, visible only in the debug windows
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FrameSettings m_FrameSettingsRuntime = new FrameSettings();
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bool m_frameSettingsIsDirty = true;
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// Use for debug windows
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// When camera name change we need to update the name in DebugWindows.
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// This is the purpose of this class
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bool m_IsDebugRegistered = false;
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string m_CameraRegisterName;
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// When we are a preview, there is no way inside Unity to make a disctinctoin between camera preview and material preview.
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// This property allow to say that we are an editor camera preview when the type is preview.
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public bool isEditorCameraPreview { get; set; }
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// This is the function use outside to access FrameSettings. It return the current state of FrameSettings for the camera
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// taking into account the customization via the debug menu
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public FrameSettings GetFrameSettings()
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{
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return m_FrameSettingsRuntime;
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}
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// This function is call at the beginning of camera loop in HDRenderPipeline.Render()
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// It allow to correctly init the m_FrameSettingsRuntime to use.
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// If the camera use defaultFrameSettings it must be copied in m_FrameSettingsRuntime
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// otherwise it is the serialized m_FrameSettings that are used
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// This is required so each camera have its own debug settings even if they all use the RenderingPath.Default path
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// and important at Runtime as Default Camera from Scene Preview doesn't exist
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// assetFrameSettingsIsDirty is the current dirty frame settings state of HDRenderPipelineAsset
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// if it is dirty and camera use RenderingPath.Default, we need to update it
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// defaultFrameSettings are the settings store in the HDRenderPipelineAsset
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public void UpdateDirtyFrameSettings(bool assetFrameSettingsIsDirty, FrameSettings defaultFrameSettings)
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{
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if (m_frameSettingsIsDirty || assetFrameSettingsIsDirty)
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{
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// We do a copy of the settings to those effectively used
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if (renderingPath == RenderingPath.Default)
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{
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defaultFrameSettings.CopyTo(m_FrameSettingsRuntime);
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}
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else
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{
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m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
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}
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m_frameSettingsIsDirty = false;
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}
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}
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// For custom projection matrices
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// Set the proper getter
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public NonObliqueProjectionGetter nonObliqueProjectionGetter = GeometryUtils.CalculateProjectionMatrix;
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public Matrix4x4 GetNonObliqueProjection(Camera camera)
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{
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return nonObliqueProjectionGetter(camera);
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}
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void RegisterDebug()
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{
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if (!m_IsDebugRegistered)
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{
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// Note that we register m_FrameSettingsRuntime, so manipulating it in the Debug windows
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// doesn't affect the serialized version
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if (m_camera.cameraType != CameraType.Preview && m_camera.cameraType != CameraType.Reflection)
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{
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FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
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}
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m_CameraRegisterName = m_camera.name;
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m_IsDebugRegistered = true;
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}
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}
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void UnRegisterDebug()
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{
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if (m_camera == null)
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return;
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if (m_IsDebugRegistered)
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{
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if (m_camera.cameraType != CameraType.Preview && m_camera.cameraType != CameraType.Reflection)
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{
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FrameSettings.UnRegisterDebug(m_CameraRegisterName);
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}
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m_IsDebugRegistered = false;
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}
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}
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void OnEnable()
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{
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// Be sure legacy HDR option is disable on camera as it cause banding in SceneView. Yes, it is a contradiction, but well, Unity...
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// When HDR option is enabled, Unity render in FP16 then convert to 8bit with a stretch copy (this cause banding as it should be convert to sRGB (or other color appropriate color space)), then do a final shader with sRGB conversion
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// When LDR, unity render in 8bitSRGB, then do a final shader with sRGB conversion
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// What should be done is just in our Post process we convert to sRGB and store in a linear 10bit, but require C++ change...
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m_camera = GetComponent<Camera>();
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if (m_camera == null)
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return;
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m_camera.allowMSAA = false; // We don't use this option in HD (it is legacy MSAA) and it produce a warning in the inspector UI if we let it
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m_camera.allowHDR = false;
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// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
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m_frameSettingsIsDirty = true;
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RegisterDebug();
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}
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void Update()
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{
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// We need to detect name change in the editor and update debug windows accordingly
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#if UNITY_EDITOR
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if (m_camera.name != m_CameraRegisterName)
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{
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UnRegisterDebug();
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RegisterDebug();
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}
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#endif
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}
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void OnDisable()
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{
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UnRegisterDebug();
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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// This is call on load or when this settings are change.
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// When FrameSettings are manipulated or RenderPath change we reset them to reflect the change, discarding all the Debug Windows change.
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// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
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m_frameSettingsIsDirty = true;
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}
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// This is called at the creation of the HD Additional Camera Data, to convert the legacy camera settings to HD
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public static void InitDefaultHDAdditionalCameraData(HDAdditionalCameraData cameraData)
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{
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var camera = cameraData.gameObject.GetComponent<Camera>();
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cameraData.clearDepth = camera.clearFlags != CameraClearFlags.Nothing;
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if (camera.clearFlags == CameraClearFlags.Skybox)
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cameraData.clearColorMode = ClearColorMode.Sky;
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else if (camera.clearFlags == CameraClearFlags.SolidColor)
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cameraData.clearColorMode = ClearColorMode.BackgroundColor;
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else // None
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cameraData.clearColorMode = ClearColorMode.None;
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}
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}
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}
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