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2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class #SCRIPTNAME# : ScriptableRendererFeature
{
class CustomRenderPass : ScriptableRenderPass
{
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
}
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
}
}
CustomRenderPass m_ScriptablePass;
/// <inheritdoc/>
public override void Create()
{
m_ScriptablePass = new CustomRenderPass();
// Configures where the render pass should be injected.
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_ScriptablePass);
}
}

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using UnityEditor.Rendering.Universal.Internal;
namespace UnityEditor.Rendering.Universal
{
internal static class NewRendererFeatureDropdownItem
{
static readonly string defaultNewClassName = "CustomRenderPassFeature.cs";
[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature", priority = EditorUtils.lwrpAssetCreateMenuPriorityGroup2)]
internal static void CreateNewRendererFeature()
{
string templatePath = AssetDatabase.GUIDToAssetPath(ResourceGuid.rendererTemplate);
ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, defaultNewClassName);
}
}
}

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using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering.Universal;
using System.Collections.Generic;
using System.Reflection;
namespace UnityEditor.Experimental.Rendering.Universal
{
[CustomPropertyDrawer(typeof(RenderObjects.RenderObjectsSettings), true)]
internal class RenderObjectsPassFeatureEditor : PropertyDrawer
{
internal class Styles
{
public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
public static GUIContent callback = new GUIContent("Event", "Choose at which point this render pass is executed in the frame.");
//Headers
public static GUIContent filtersHeader = new GUIContent("Filters", "Settings that control which objects should be rendered.");
public static GUIContent renderHeader = new GUIContent("Overrides", "Different parts of the rendering that you can choose to override.");
//Filters
public static GUIContent renderQueueFilter = new GUIContent("Queue", "Only render objects in the selected render queue range.");
public static GUIContent layerMask = new GUIContent("Layer Mask", "Only render objects in a layer that match the given layer mask.");
public static GUIContent shaderPassFilter = new GUIContent("LightMode Tags", "Controls which shader passes to render by filtering by LightMode tag.");
//Render Options
public static GUIContent overrideMaterial = new GUIContent("Material", "Choose an override material, every renderer will be rendered with this material.");
public static GUIContent overrideMaterialPass = new GUIContent("Pass Index", "The pass index for the override material to use.");
//Depth Settings
public static GUIContent overrideDepth = new GUIContent("Depth", "Override depth rendering.");
public static GUIContent writeDepth = new GUIContent("Write Depth", "Choose to write depth to the screen.");
public static GUIContent depthState = new GUIContent("Depth Test", "Choose a new depth test function.");
//Camera Settings
public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices. Toggling this setting will make camera use perspective projection.");
public static GUIContent cameraFOV = new GUIContent("Field Of View", "The camera's view angle measured in degrees along vertical axis.");
public static GUIContent positionOffset = new GUIContent("Position Offset", "Position offset to apply to the original camera's position.");
public static GUIContent restoreCamera = new GUIContent("Restore", "Restore to the original camera matrices after the execution of the render passes added by this feature.");
}
//Headers and layout
private HeaderBool m_FiltersFoldout;
private int m_FilterLines = 3;
private HeaderBool m_RenderFoldout;
private int m_MaterialLines = 2;
private int m_DepthLines = 3;
private int m_CameraLines = 4;
// Serialized Properties
private SerializedProperty m_Callback;
private SerializedProperty m_PassTag;
//Filter props
private SerializedProperty m_FilterSettings;
private SerializedProperty m_RenderQueue;
private SerializedProperty m_LayerMask;
private SerializedProperty m_ShaderPasses;
//Render props
private SerializedProperty m_OverrideMaterial;
private SerializedProperty m_OverrideMaterialPass;
//Depth props
private SerializedProperty m_OverrideDepth;
private SerializedProperty m_WriteDepth;
private SerializedProperty m_DepthState;
//Stencil props
private SerializedProperty m_StencilSettings;
//Caemra props
private SerializedProperty m_CameraSettings;
private SerializedProperty m_OverrideCamera;
private SerializedProperty m_FOV;
private SerializedProperty m_CameraOffset;
private SerializedProperty m_RestoreCamera;
private List<SerializedObject> m_properties = new List<SerializedObject>();
static bool FilterRenderPassEvent(int evt) =>
// Return all events higher or equal than before rendering prepasses
evt >= (int)RenderPassEvent.BeforeRenderingPrePasses &&
// filter obsolete events
typeof(RenderPassEvent).GetField(Enum.GetName(typeof(RenderPassEvent), evt))?.GetCustomAttribute(typeof(ObsoleteAttribute)) == null;
// Return all render pass event names that match filterRenderPassEvent
private GUIContent[] m_EventOptionNames = Enum.GetValues(typeof(RenderPassEvent)).Cast<int>()
.Where(FilterRenderPassEvent)
.Select(x => new GUIContent(Enum.GetName(typeof(RenderPassEvent), x))).ToArray();
// Return all render pass event options that match filterRenderPassEvent
private int[] m_EventOptionValues = Enum.GetValues(typeof(RenderPassEvent)).Cast<int>()
.Where(FilterRenderPassEvent).ToArray();
private void Init(SerializedProperty property)
{
//Header bools
var key = $"{this.ToString().Split('.').Last()}.{property.serializedObject.targetObject.name}";
m_FiltersFoldout = new HeaderBool($"{key}.FiltersFoldout", true);
m_RenderFoldout = new HeaderBool($"{key}.RenderFoldout");
m_Callback = property.FindPropertyRelative("Event");
m_PassTag = property.FindPropertyRelative("passTag");
//Filter props
m_FilterSettings = property.FindPropertyRelative("filterSettings");
m_RenderQueue = m_FilterSettings.FindPropertyRelative("RenderQueueType");
m_LayerMask = m_FilterSettings.FindPropertyRelative("LayerMask");
m_ShaderPasses = m_FilterSettings.FindPropertyRelative("PassNames");
//Render options
m_OverrideMaterial = property.FindPropertyRelative("overrideMaterial");
m_OverrideMaterialPass = property.FindPropertyRelative("overrideMaterialPassIndex");
//Depth props
m_OverrideDepth = property.FindPropertyRelative("overrideDepthState");
m_WriteDepth = property.FindPropertyRelative("enableWrite");
m_DepthState = property.FindPropertyRelative("depthCompareFunction");
//Stencil
m_StencilSettings = property.FindPropertyRelative("stencilSettings");
//Camera
m_CameraSettings = property.FindPropertyRelative("cameraSettings");
m_OverrideCamera = m_CameraSettings.FindPropertyRelative("overrideCamera");
m_FOV = m_CameraSettings.FindPropertyRelative("cameraFieldOfView");
m_CameraOffset = m_CameraSettings.FindPropertyRelative("offset");
m_RestoreCamera = m_CameraSettings.FindPropertyRelative("restoreCamera");
m_properties.Add(property.serializedObject);
}
public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
{
rect.height = EditorGUIUtility.singleLineHeight;
EditorGUI.BeginChangeCheck();
EditorGUI.BeginProperty(rect, label, property);
if (!m_properties.Contains(property.serializedObject))
{
Init(property);
}
var passName = property.serializedObject.FindProperty("m_Name").stringValue;
if (passName != m_PassTag.stringValue)
{
m_PassTag.stringValue = passName;
property.serializedObject.ApplyModifiedProperties();
}
//Forward Callbacks
EditorGUI.BeginChangeCheck();
int selectedValue = EditorGUI.IntPopup(rect, Styles.callback, m_Callback.intValue, m_EventOptionNames, m_EventOptionValues);
if (EditorGUI.EndChangeCheck())
m_Callback.intValue = selectedValue;
rect.y += Styles.defaultLineSpace;
DoFilters(ref rect);
m_RenderFoldout.value = EditorGUI.Foldout(rect, m_RenderFoldout.value, Styles.renderHeader, true);
SaveHeaderBool(m_RenderFoldout);
rect.y += Styles.defaultLineSpace;
if (m_RenderFoldout.value)
{
EditorGUI.indentLevel++;
//Override material
DoMaterialOverride(ref rect);
rect.y += Styles.defaultLineSpace;
//Override depth
DoDepthOverride(ref rect);
rect.y += Styles.defaultLineSpace;
//Override stencil
EditorGUI.PropertyField(rect, m_StencilSettings);
rect.y += EditorGUI.GetPropertyHeight(m_StencilSettings);
//Override camera
DoCameraOverride(ref rect);
rect.y += Styles.defaultLineSpace;
EditorGUI.indentLevel--;
}
EditorGUI.EndProperty();
if (EditorGUI.EndChangeCheck())
property.serializedObject.ApplyModifiedProperties();
}
void DoFilters(ref Rect rect)
{
m_FiltersFoldout.value = EditorGUI.Foldout(rect, m_FiltersFoldout.value, Styles.filtersHeader, true);
SaveHeaderBool(m_FiltersFoldout);
rect.y += Styles.defaultLineSpace;
if (m_FiltersFoldout.value)
{
EditorGUI.indentLevel++;
//Render queue filter
EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter);
rect.y += Styles.defaultLineSpace;
//Layer mask
EditorGUI.PropertyField(rect, m_LayerMask, Styles.layerMask);
rect.y += Styles.defaultLineSpace;
//Shader pass list
EditorGUI.PropertyField(rect, m_ShaderPasses, Styles.shaderPassFilter, true);
rect.y += EditorGUI.GetPropertyHeight(m_ShaderPasses);
EditorGUI.indentLevel--;
}
}
void DoMaterialOverride(ref Rect rect)
{
//Override material
EditorGUI.PropertyField(rect, m_OverrideMaterial, Styles.overrideMaterial);
if (m_OverrideMaterial.objectReferenceValue)
{
rect.y += Styles.defaultLineSpace;
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(rect, m_OverrideMaterialPass, Styles.overrideMaterialPass);
if (EditorGUI.EndChangeCheck())
m_OverrideMaterialPass.intValue = Mathf.Max(0, m_OverrideMaterialPass.intValue);
EditorGUI.indentLevel--;
}
}
void DoDepthOverride(ref Rect rect)
{
EditorGUI.PropertyField(rect, m_OverrideDepth, Styles.overrideDepth);
if (m_OverrideDepth.boolValue)
{
rect.y += Styles.defaultLineSpace;
EditorGUI.indentLevel++;
//Write depth
EditorGUI.PropertyField(rect, m_WriteDepth, Styles.writeDepth);
rect.y += Styles.defaultLineSpace;
//Depth testing options
EditorGUI.PropertyField(rect, m_DepthState, Styles.depthState);
EditorGUI.indentLevel--;
}
}
void DoCameraOverride(ref Rect rect)
{
EditorGUI.PropertyField(rect, m_OverrideCamera, Styles.overrideCamera);
if (m_OverrideCamera.boolValue)
{
rect.y += Styles.defaultLineSpace;
EditorGUI.indentLevel++;
//FOV
EditorGUI.Slider(rect, m_FOV, 4f, 179f, Styles.cameraFOV);
rect.y += Styles.defaultLineSpace;
//Offset vector
var offset = m_CameraOffset.vector4Value;
EditorGUI.BeginChangeCheck();
var newOffset = EditorGUI.Vector3Field(rect, Styles.positionOffset, new Vector3(offset.x, offset.y, offset.z));
if (EditorGUI.EndChangeCheck())
m_CameraOffset.vector4Value = new Vector4(newOffset.x, newOffset.y, newOffset.z, 1f);
rect.y += Styles.defaultLineSpace;
//Restore prev camera projections
EditorGUI.PropertyField(rect, m_RestoreCamera, Styles.restoreCamera);
rect.y += Styles.defaultLineSpace;
EditorGUI.indentLevel--;
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float height = Styles.defaultLineSpace;
Init(property);
height += Styles.defaultLineSpace * (m_FiltersFoldout.value ? m_FilterLines : 1);
height += m_FiltersFoldout.value ? EditorGUI.GetPropertyHeight(m_ShaderPasses) : 0;
height += Styles.defaultLineSpace; // add line for overrides dropdown
if (m_RenderFoldout.value)
{
height += Styles.defaultLineSpace * (m_OverrideMaterial.objectReferenceValue != null ? m_MaterialLines : 1);
height += Styles.defaultLineSpace * (m_OverrideDepth.boolValue ? m_DepthLines : 1);
height += EditorGUI.GetPropertyHeight(m_StencilSettings);
height += Styles.defaultLineSpace * (m_OverrideCamera.boolValue ? m_CameraLines : 1);
}
return height;
}
private void SaveHeaderBool(HeaderBool boolObj)
{
EditorPrefs.SetBool(boolObj.key, boolObj.value);
}
class HeaderBool
{
public string key;
public bool value;
public HeaderBool(string _key, bool _default = false)
{
key = _key;
if (EditorPrefs.HasKey(key))
value = EditorPrefs.GetBool(key);
else
value = _default;
EditorPrefs.SetBool(key, value);
}
}
}
}

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using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
[CustomEditor(typeof(ScreenSpaceAmbientOcclusion))]
internal class ScreenSpaceAmbientOcclusionEditor : Editor
{
#region Serialized Properties
private SerializedProperty m_Downsample;
private SerializedProperty m_Source;
private SerializedProperty m_NormalQuality;
private SerializedProperty m_Intensity;
private SerializedProperty m_DirectLightingStrength;
private SerializedProperty m_Radius;
private SerializedProperty m_SampleCount;
#endregion
private bool m_IsInitialized = false;
// Structs
private struct Styles
{
public static GUIContent Downsample = EditorGUIUtility.TrTextContent("Downsample", "With this option enabled, Unity downsamples the SSAO effect texture to improve performance. Each dimension of the texture is reduced by a factor of 2.");
public static GUIContent Source = EditorGUIUtility.TrTextContent("Source", "This option determines whether the ambient occlusion reconstructs the normal from depth or is given it from a DepthNormal/Deferred Gbuffer texture.");
public static GUIContent NormalQuality = new GUIContent("Normal Quality", "The options in this field define the number of depth texture samples that Unity takes when computing the normals. Low: 1 sample, Medium: 5 samples, High: 9 samples.");
public static GUIContent Intensity = EditorGUIUtility.TrTextContent("Intensity", "The degree of darkness that Ambient Occlusion adds.");
public static GUIContent DirectLightingStrength = EditorGUIUtility.TrTextContent("Direct Lighting Strength", "Controls how much the ambient occlusion affects direct lighting.");
public static GUIContent Radius = EditorGUIUtility.TrTextContent("Radius", "The radius around a given point, where Unity calculates and applies the effect.");
public static GUIContent SampleCount = EditorGUIUtility.TrTextContent("Sample Count", "The number of samples that Unity takes when calculating the obscurance value. Higher values have high performance impact.");
}
private void Init()
{
SerializedProperty settings = serializedObject.FindProperty("m_Settings");
m_Source = settings.FindPropertyRelative("Source");
m_Downsample = settings.FindPropertyRelative("Downsample");
m_NormalQuality = settings.FindPropertyRelative("NormalSamples");
m_Intensity = settings.FindPropertyRelative("Intensity");
m_DirectLightingStrength = settings.FindPropertyRelative("DirectLightingStrength");
m_Radius = settings.FindPropertyRelative("Radius");
m_SampleCount = settings.FindPropertyRelative("SampleCount");
m_IsInitialized = true;
}
public override void OnInspectorGUI()
{
if (!m_IsInitialized)
{
Init();
}
EditorGUILayout.PropertyField(m_Downsample, Styles.Downsample);
EditorGUILayout.PropertyField(m_Source, Styles.Source);
// We only enable this field when depth source is selected
GUI.enabled = m_Source.enumValueIndex == (int)ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth;
EditorGUILayout.PropertyField(m_NormalQuality, Styles.NormalQuality);
GUI.enabled = true;
m_Intensity.floatValue = EditorGUILayout.Slider(Styles.Intensity, m_Intensity.floatValue, 0f, 10f);
m_DirectLightingStrength.floatValue = EditorGUILayout.Slider(Styles.DirectLightingStrength, m_DirectLightingStrength.floatValue, 0f, 1f);
EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
m_Radius.floatValue = Mathf.Clamp(m_Radius.floatValue, 0f, m_Radius.floatValue);
m_SampleCount.intValue = EditorGUILayout.IntSlider(Styles.SampleCount, m_SampleCount.intValue, 4, 20);
}
}
}