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302 行
20 KiB
302 行
20 KiB
using System;
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using UnityEngine.XR;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// The settings here are per frame settings.
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// Each camera must have its own per frame settings
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[Serializable]
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public class FrameSettings
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{
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public static string kEnableShadow = "Enable Shadows";
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public static string kEnableContactShadows = "Enable Contact Shadows";
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public static string kEnableSSR = "Enable SSR";
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public static string kEnableSSAO = "Enable SSAO";
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public static string kEnableSubsurfaceScattering = "Enable SubsurfaceScattering";
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public static string kEnableTransmission = "Enable Transmission";
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public static string kForwardOnly = "Forward Only";
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public static string kDeferredDepthPrepass = "Deferred Depth Prepass";
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public static string kDeferredDepthPrepassATestOnly = "Deferred Depth Prepass ATest Only";
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public static string KEnableTransparentPrepass = "Enable Transparent Prepass";
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public static string kEnableMotionVectors = "Enable Motion Vectors";
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public static string KEnableObjectMotionVectors = "Enable Object Motion Vectors";
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public static string kEnableDBuffer = "Enable DBuffer";
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public static string kEnableAtmosphericScattering = "Enable Atmospheric Scattering";
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public static string kEnableRoughRefraction = "Enable Rough Refraction";
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public static string kEnableTransparentPostpass = "Enable Transparent Postpass";
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public static string kEnableDistortion = "Enable Distortion";
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public static string kEnablePostprocess = "Enable Postprocess";
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public static string kEnableStereoRendering = "Enable Stereo Rendering";
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public static string kEnableAsyncCompute = "Enable Async Compute";
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public static string kEnableOpaqueObjects = "Enable Opaque Objects";
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public static string kEnableTransparentObjects = "Enable Transparent Objects";
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public static string kEnableMSAA = "Enable MSAA";
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public static string kEnableShadowMask = "Enable ShadowMask";
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// Lighting
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// Setup by users
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public bool enableShadow = true;
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public bool enableContactShadows = true;
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public bool enableSSR = true; // Depends on DepthPyramid
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public bool enableSSAO = true;
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public bool enableSubsurfaceScattering = true;
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public bool enableTransmission = true; // Caution: this is only for debug, it doesn't save the cost of Transmission execution
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// Setup by system
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public float diffuseGlobalDimmer = 1.0f;
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public float specularGlobalDimmer = 1.0f;
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// View
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public bool enableForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool enableDepthPrepassWithDeferredRendering = false;
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public bool enableAlphaTestOnlyInDeferredPrepass = false;
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public bool enableTransparentPrepass = true;
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public bool enableMotionVectors = true; // Enable/disable whole motion vectors pass (Camera + Object).
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public bool enableObjectMotionVectors = true;
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public bool enableDBuffer = true;
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public bool enableAtmosphericScattering = true;
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public bool enableRoughRefraction = true; // Depends on DepthPyramid - If not enable, just do a copy of the scene color (?) - how to disable rough refraction ?
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public bool enableTransparentPostpass = true;
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public bool enableDistortion = true;
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public bool enablePostprocess = true;
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public bool enableStereo = true;
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public bool enableAsyncCompute = true;
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public bool enableOpaqueObjects = true;
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public bool enableTransparentObjects = true;
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public bool enableMSAA = false;
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public bool enableShadowMask = false;
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public LightLoopSettings lightLoopSettings = new LightLoopSettings();
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public void CopyTo(FrameSettings frameSettings)
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{
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frameSettings.enableShadow = this.enableShadow;
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frameSettings.enableContactShadows = this.enableContactShadows;
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frameSettings.enableSSR = this.enableSSR;
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frameSettings.enableSSAO = this.enableSSAO;
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frameSettings.enableSubsurfaceScattering = this.enableSubsurfaceScattering;
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frameSettings.enableTransmission = this.enableTransmission;
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frameSettings.diffuseGlobalDimmer = this.diffuseGlobalDimmer;
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frameSettings.specularGlobalDimmer = this.specularGlobalDimmer;
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frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly;
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frameSettings.enableDepthPrepassWithDeferredRendering = this.enableDepthPrepassWithDeferredRendering;
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frameSettings.enableAlphaTestOnlyInDeferredPrepass = this.enableAlphaTestOnlyInDeferredPrepass;
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frameSettings.enableTransparentPrepass = this.enableTransparentPrepass;
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frameSettings.enableMotionVectors = this.enableMotionVectors;
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frameSettings.enableObjectMotionVectors = this.enableObjectMotionVectors;
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frameSettings.enableDBuffer = this.enableDBuffer;
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frameSettings.enableAtmosphericScattering = this.enableAtmosphericScattering;
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frameSettings.enableRoughRefraction = this.enableRoughRefraction;
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frameSettings.enableTransparentPostpass = this.enableTransparentPostpass;
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frameSettings.enableDistortion = this.enableDistortion;
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frameSettings.enablePostprocess = this.enablePostprocess;
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frameSettings.enableStereo = this.enableStereo;
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frameSettings.enableForwardRenderingOnly = this.enableForwardRenderingOnly;
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frameSettings.enableOpaqueObjects = this.enableOpaqueObjects;
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frameSettings.enableTransparentObjects = this.enableTransparentObjects;
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frameSettings.enableAsyncCompute = this.enableAsyncCompute;
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frameSettings.enableMSAA = this.enableMSAA;
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frameSettings.enableShadowMask = this.enableShadowMask;
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this.lightLoopSettings.CopyTo(frameSettings.lightLoopSettings);
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}
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// Init a FrameSettings from renderpipeline settings, frame settings and debug settings (if any)
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// This will aggregate the various option
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public static void InitializeFrameSettings(Camera camera, RenderPipelineSettings renderPipelineSettings, FrameSettings srcFrameSettings, ref FrameSettings aggregate)
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{
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if (aggregate == null)
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aggregate = new FrameSettings();
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// When rendering reflection probe we disable specular as it is view dependent
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if (camera.cameraType == CameraType.Reflection)
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{
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aggregate.diffuseGlobalDimmer = 1.0f;
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aggregate.specularGlobalDimmer = 0.0f;
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}
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else
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{
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aggregate.diffuseGlobalDimmer = 1.0f;
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aggregate.specularGlobalDimmer = 1.0f;
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}
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aggregate.enableShadow = srcFrameSettings.enableShadow;
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aggregate.enableContactShadows = srcFrameSettings.enableContactShadows;
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aggregate.enableSSR = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSSR && renderPipelineSettings.supportSSR;
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aggregate.enableSSAO = srcFrameSettings.enableSSAO && renderPipelineSettings.supportSSAO;
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aggregate.enableSubsurfaceScattering = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSubsurfaceScattering && renderPipelineSettings.supportSubsurfaceScattering;
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aggregate.enableTransmission = srcFrameSettings.enableTransmission;
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// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode
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// as rendering everything in wireframe + deferred do not play well together
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aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe;
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aggregate.enableDepthPrepassWithDeferredRendering = srcFrameSettings.enableDepthPrepassWithDeferredRendering;
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aggregate.enableAlphaTestOnlyInDeferredPrepass = srcFrameSettings.enableAlphaTestOnlyInDeferredPrepass;
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aggregate.enableTransparentPrepass = srcFrameSettings.enableTransparentPrepass;
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aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors;
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aggregate.enableObjectMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableObjectMotionVectors;
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aggregate.enableDBuffer = srcFrameSettings.enableDBuffer && renderPipelineSettings.supportDBuffer;
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aggregate.enableAtmosphericScattering = srcFrameSettings.enableAtmosphericScattering;
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aggregate.enableRoughRefraction = srcFrameSettings.enableRoughRefraction;
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aggregate.enableTransparentPostpass = srcFrameSettings.enableTransparentPostpass;
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aggregate.enableDistortion = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableDistortion;
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// Planar and real time cubemap doesn't need post process and render in FP16
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aggregate.enablePostprocess = camera.cameraType != CameraType.Reflection && srcFrameSettings.enablePostprocess;
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aggregate.enableStereo = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableStereo && XRSettings.isDeviceActive && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
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// Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred
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aggregate.enableForwardRenderingOnly = aggregate.enableForwardRenderingOnly || aggregate.enableStereo;
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aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute;
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aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects;
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aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;
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aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA;
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if (QualitySettings.antiAliasing < 1)
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aggregate.enableMSAA = false;
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aggregate.ConfigureMSAADependentSettings();
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aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask;
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if (camera.cameraType == CameraType.Preview)
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{
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// remove undesired feature in preview
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aggregate.enableShadow = false;
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aggregate.enableContactShadows = false;
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aggregate.enableSSR = false;
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aggregate.enableSSAO = false;
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aggregate.enableTransparentPrepass = false;
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aggregate.enableMotionVectors = false;
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aggregate.enableObjectMotionVectors = false;
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aggregate.enableDBuffer = false;
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aggregate.enableAtmosphericScattering = false;
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aggregate.enableTransparentPostpass = false;
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aggregate.enableDistortion = false;
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aggregate.enablePostprocess = false;
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aggregate.enableStereo = false;
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aggregate.enableShadowMask = false;
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}
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LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings);
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}
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public void ConfigureMSAADependentSettings()
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{
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if (enableMSAA)
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{
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// Initially, MSAA will only support forward
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enableForwardRenderingOnly = true;
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// TODO: Should we disable enableFptlForForwardOpaque in here, instead of in InitializeLightLoopSettings?
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// We'd have to move this method to after InitializeLightLoopSettings if we did. It would be nice to centralize
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// all MSAA-dependent settings in this method.
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// Assuming MSAA is being used, TAA, and therefore, motion vectors are not needed
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enableMotionVectors = false;
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// TODO: The work will be implemented piecemeal to support all passes
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enableDBuffer = false; // no decals
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enableDistortion = false; // no gaussian final color
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enablePostprocess = false;
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enableRoughRefraction = false; // no gaussian pre-refraction
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enableSSAO = false;
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enableSSR = false;
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enableSubsurfaceScattering = false;
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enableTransparentObjects = false; // waiting on depth pyramid generation
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}
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}
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static public void RegisterDebug(String menuName, FrameSettings frameSettings)
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{
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// Register the camera into the debug menu
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableShadow, () => frameSettings.enableShadow, (value) => frameSettings.enableShadow = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableContactShadows, () => frameSettings.enableContactShadows, (value) => frameSettings.enableContactShadows = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableSSR, () => frameSettings.enableSSR, (value) => frameSettings.enableSSR = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableSSAO, () => frameSettings.enableSSAO, (value) => frameSettings.enableSSAO = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableSubsurfaceScattering, () => frameSettings.enableSubsurfaceScattering, (value) => frameSettings.enableSubsurfaceScattering = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableTransmission, () => frameSettings.enableTransmission, (value) => frameSettings.enableTransmission = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kForwardOnly, () => frameSettings.enableForwardRenderingOnly, (value) => frameSettings.enableForwardRenderingOnly = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kDeferredDepthPrepass, () => frameSettings.enableDepthPrepassWithDeferredRendering, (value) => frameSettings.enableDepthPrepassWithDeferredRendering = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kDeferredDepthPrepassATestOnly, () => frameSettings.enableAlphaTestOnlyInDeferredPrepass, (value) => frameSettings.enableAlphaTestOnlyInDeferredPrepass = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, KEnableTransparentPrepass, () => frameSettings.enableTransparentPrepass, (value) => frameSettings.enableTransparentPrepass = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableMotionVectors, () => frameSettings.enableMotionVectors, (value) => frameSettings.enableMotionVectors = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, KEnableObjectMotionVectors, () => frameSettings.enableObjectMotionVectors, (value) => frameSettings.enableObjectMotionVectors = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableDBuffer, () => frameSettings.enableDBuffer, (value) => frameSettings.enableDBuffer = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableAtmosphericScattering, () => frameSettings.enableAtmosphericScattering, (value) => frameSettings.enableAtmosphericScattering = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableRoughRefraction, () => frameSettings.enableRoughRefraction, (value) => frameSettings.enableRoughRefraction = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableTransparentPostpass, () => frameSettings.enableTransparentPostpass, (value) => frameSettings.enableTransparentPostpass = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableDistortion, () => frameSettings.enableDistortion, (value) => frameSettings.enableDistortion = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnablePostprocess, () => frameSettings.enablePostprocess, (value) => frameSettings.enablePostprocess = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableStereoRendering, () => frameSettings.enableStereo, (value) => frameSettings.enableStereo = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableAsyncCompute, () => frameSettings.enableAsyncCompute, (value) => frameSettings.enableAsyncCompute = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableOpaqueObjects, () => frameSettings.enableOpaqueObjects, (value) => frameSettings.enableOpaqueObjects = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableTransparentObjects, () => frameSettings.enableTransparentObjects, (value) => frameSettings.enableTransparentObjects = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableMSAA, () => frameSettings.enableMSAA, (value) => frameSettings.enableMSAA = (bool)value);
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DebugMenuManager.instance.AddDebugItem<bool>(menuName, kEnableShadowMask, () => frameSettings.enableShadowMask, (value) => frameSettings.enableShadowMask = (bool)value);
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LightLoopSettings.RegisterDebug(menuName, frameSettings.lightLoopSettings);
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}
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static public void UnRegisterDebug(String menuName)
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{
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// Register the camera into the debug menu
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableShadow);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableContactShadows);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableSSR);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableSSAO);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableSubsurfaceScattering);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableTransmission);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kForwardOnly);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kDeferredDepthPrepass);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kDeferredDepthPrepassATestOnly);
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DebugMenuManager.instance.RemoveDebugItem(menuName, KEnableTransparentPrepass);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableMotionVectors);
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DebugMenuManager.instance.RemoveDebugItem(menuName, KEnableObjectMotionVectors);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableDBuffer);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableAtmosphericScattering);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableRoughRefraction);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableTransparentPostpass);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableDistortion);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnablePostprocess);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableStereoRendering);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableAsyncCompute);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableOpaqueObjects);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableTransparentObjects);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableMSAA);
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DebugMenuManager.instance.RemoveDebugItem(menuName, kEnableShadowMask);
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LightLoopSettings.UnRegisterDebug(menuName);
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}
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}
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}
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