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302 行
20 KiB

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