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using UnityEngine.Rendering;
namespace UnityEngine.ScriptableRenderLoop
{
//@TODO: This should be moved into GraphicsSettings
[ExecuteInEditMode]
public class ScriptableRenderLoopPicker : MonoBehaviour
{
public ScriptableRenderLoop renderloop
{
get { return m_RenderLoop; }
set { m_RenderLoop = value; }
}
[SerializeField]
private ScriptableRenderLoop m_RenderLoop;
void OnEnable()
{
RenderLoop.renderLoopDelegate += Render;
SyncRenderingFeatures();
}
void OnValidate()
{
SyncRenderingFeatures();
}
void SyncRenderingFeatures()
{
#if UNITY_EDITOR
if (m_RenderLoop != null && isActiveAndEnabled)
UnityEditor.SupportedRenderingFeatures.active = m_RenderLoop.GetSupportedRenderingFeatures();
else
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
}
void OnDisable()
{
RenderLoop.renderLoopDelegate -= Render;
#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
}
bool Render(Camera[] cameras, RenderLoop loop)
{
if (m_RenderLoop == null)
return false;
#if UNITY_EDITOR
if (m_AssetVersion != s_GlobalAssetVersion)
{
m_AssetVersion = s_GlobalAssetVersion;
m_RenderLoop.Rebuild();
}
#endif
m_RenderLoop.Render(cameras, loop);
return true;
}
#if UNITY_EDITOR
// Temporary hack to allow compute shader reloading
internal class AssetReloader : UnityEditor.AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (var str in importedAssets)
{
if (str.EndsWith(".compute"))
{
s_GlobalAssetVersion++;
break;
}
}
}
}
static int s_GlobalAssetVersion = 0;
int m_AssetVersion = 0;
#endif
}
}