您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

345 行
11 KiB

#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public enum ShadowCascades
{
NO_CASCADES = 0,
TWO_CASCADES,
FOUR_CASCADES,
}
public enum ShadowType
{
NO_SHADOW = 0,
HARD_SHADOWS,
SOFT_SHADOWS,
}
public enum ShadowResolution
{
_512 = 512,
_1024 = 1024,
_2048 = 2048,
_4096 = 4096
}
public enum MSAAQuality
{
Disabled = 1,
_2x = 2,
_4x = 4,
_8x = 8
}
public enum DefaultMaterialType
{
Standard = 0,
Particle,
Terrain,
UnityBuiltinDefault
}
public class LightweightPipelineAsset : RenderPipelineAsset
{
private const int PACKAGE_MANAGER_PATH_INDEX = 1;
private Shader m_DefaultShader;
public static readonly string[] m_SearchPaths = {"Assets", "Packages/com.unity.render-pipelines.lightweight"};
// Default values set when a new LightweightPipeline asset is created
[SerializeField] private int kAssetVersion = 2;
[SerializeField] private int m_MaxPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_RequireDepthTexture = false;
[SerializeField] private bool m_RequireSoftParticles = false;
[SerializeField] private bool m_SupportsHDR = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._2048;
[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
[SerializeField] private float m_ShadowDistance = 50.0f;
[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.FOUR_CASCADES;
[SerializeField] private float m_Cascade2Split = 0.25f;
[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField]
private LightweightPipelineResources m_ResourcesAsset;
#if UNITY_EDITOR
[NonSerialized]
private LightweightPipelineEditorResources m_EditorResourcesAsset;
[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipeline()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateLightweightPipelineAsset>(),
"LightweightAsset.asset", null, null);
}
//[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipelineResources()
{
var instance = CreateInstance<LightweightPipelineResources>();
AssetDatabase.CreateAsset(instance, string.Format("Assets/{0}.asset", typeof(LightweightPipelineResources).Name));
}
//[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Editor Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipelineEditorResources()
{
var instance = CreateInstance<LightweightPipelineEditorResources>();
AssetDatabase.CreateAsset(instance, string.Format("Assets/{0}.asset", typeof(LightweightPipelineEditorResources).Name));
}
class CreateLightweightPipelineAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = CreateInstance<LightweightPipelineAsset>();
instance.m_EditorResourcesAsset = LoadResourceFile<LightweightPipelineEditorResources>();
instance.m_ResourcesAsset = LoadResourceFile<LightweightPipelineResources>();
AssetDatabase.CreateAsset(instance, pathName);
}
}
private static T LoadResourceFile<T>() where T : ScriptableObject
{
T resourceAsset = null;
var guids = AssetDatabase.FindAssets(typeof(T).Name + " t:scriptableobject", m_SearchPaths);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
resourceAsset = AssetDatabase.LoadAssetAtPath<T>(path);
if (resourceAsset != null)
break;
}
// There's currently an issue that prevents FindAssets from find resources withing the package folder.
if (resourceAsset == null)
{
string path = m_SearchPaths[PACKAGE_MANAGER_PATH_INDEX] + "/LWRP/Data/" + typeof(T).Name + ".asset";
resourceAsset = AssetDatabase.LoadAssetAtPath<T>(path);
}
return resourceAsset;
}
LightweightPipelineEditorResources editorResources
{
get
{
if (m_EditorResourcesAsset == null)
m_EditorResourcesAsset = LoadResourceFile<LightweightPipelineEditorResources>();
return m_EditorResourcesAsset;
}
}
#endif
LightweightPipelineResources resources
{
get
{
#if UNITY_EDITOR
if (m_ResourcesAsset == null)
m_ResourcesAsset = LoadResourceFile<LightweightPipelineResources>();
#endif
return m_ResourcesAsset;
}
}
protected override IRenderPipeline InternalCreatePipeline()
{
return new LightweightPipeline(this);
}
private Material GetMaterial(DefaultMaterialType materialType)
{
#if UNITY_EDITOR
switch (materialType)
{
case DefaultMaterialType.Standard:
return editorResources.DefaultMaterial;
case DefaultMaterialType.Particle:
return editorResources.DefaultParticleMaterial;
case DefaultMaterialType.Terrain:
return editorResources.DefaultTerrainMaterial;
// Unity Builtin Default
default:
return null;
}
#else
return null;
#endif
}
public bool AreShadowsEnabled()
{
return ShadowSetting != ShadowType.NO_SHADOW;
}
public float GetAssetVersion()
{
return kAssetVersion;
}
public int MaxPixelLights
{
get { return m_MaxPixelLights; }
}
public bool SupportsVertexLight
{
get { return m_SupportsVertexLight; }
}
public bool RequireDepthTexture
{
get { return m_RequireDepthTexture; }
}
public bool RequireSoftParticles
{
get { return m_RequireSoftParticles; }
}
public bool SupportsHDR
{
get { return m_SupportsHDR; }
}
public int MSAASampleCount
{
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
}
public float RenderScale
{
get { return m_RenderScale; }
set { m_RenderScale = value; }
}
public ShadowType ShadowSetting
{
get { return m_ShadowType; }
private set { m_ShadowType = value; }
}
public int ShadowAtlasResolution
{
get { return (int)m_ShadowAtlasResolution; }
private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
}
public float ShadowNearOffset
{
get { return m_ShadowNearPlaneOffset; }
private set { m_ShadowNearPlaneOffset = value; }
}
public float ShadowDistance
{
get { return m_ShadowDistance; }
private set { m_ShadowDistance = value; }
}
public int CascadeCount
{
get
{
switch (m_ShadowCascades)
{
case ShadowCascades.TWO_CASCADES:
return 2;
case ShadowCascades.FOUR_CASCADES:
return 4;
default:
return 1;
}
}
}
public float Cascade2Split
{
get { return m_Cascade2Split; }
private set { m_Cascade2Split = value; }
}
public Vector3 Cascade4Split
{
get { return m_Cascade4Split; }
private set { m_Cascade4Split = value; }
}
public override Material GetDefaultMaterial()
{
return GetMaterial(DefaultMaterialType.Standard);
}
public override Material GetDefaultParticleMaterial()
{
return GetMaterial(DefaultMaterialType.Particle);
}
public override Material GetDefaultLineMaterial()
{
return GetMaterial(DefaultMaterialType.UnityBuiltinDefault);
}
public override Material GetDefaultTerrainMaterial()
{
return GetMaterial(DefaultMaterialType.Terrain);
}
public override Material GetDefaultUIMaterial()
{
return GetMaterial(DefaultMaterialType.UnityBuiltinDefault);
}
public override Material GetDefaultUIOverdrawMaterial()
{
return GetMaterial(DefaultMaterialType.UnityBuiltinDefault);
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return GetMaterial(DefaultMaterialType.UnityBuiltinDefault);
}
public override Material GetDefault2DMaterial()
{
return GetMaterial(DefaultMaterialType.UnityBuiltinDefault);
}
public override Shader GetDefaultShader()
{
if (m_DefaultShader == null)
m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
return m_DefaultShader;
}
public Shader BlitShader
{
get { return resources != null ? resources.BlitShader : null; }
}
public Shader CopyDepthShader
{
get { return resources != null ? resources.CopyDepthShader : null; }
}
public Shader ScreenSpaceShadowShader
{
get { return resources != null ? resources.ScreenSpaceShadowShader : null; }
}
}
}