Files
PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/ForwardRendererData.cs
2021-06-13 10:28:03 +02:00

200 lines
6.4 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
using System;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
[Serializable, ReloadGroup, ExcludeFromPreset]
[MovedFrom("UnityEngine.Rendering.LWRP")]
public class ForwardRendererData : ScriptableRendererData
{
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
internal class CreateForwardRendererAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = CreateInstance<ForwardRendererData>();
instance.postProcessData = PostProcessData.GetDefaultPostProcessData();
AssetDatabase.CreateAsset(instance, pathName);
ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
Selection.activeObject = instance;
}
}
[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer", priority = CoreUtils.assetCreateMenuPriority2)]
static void CreateForwardRendererData()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateForwardRendererAsset>(), "CustomForwardRendererData.asset", null, null);
}
#endif
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/Utils/Blit.shader")]
public Shader blitPS;
[Reload("Shaders/Utils/CopyDepth.shader")]
public Shader copyDepthPS;
[Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature")]
public Shader screenSpaceShadowPS;
[Reload("Shaders/Utils/Sampling.shader")]
public Shader samplingPS;
[Reload("Shaders/Utils/StencilDeferred.shader")]
public Shader stencilDeferredPS;
[Reload("Shaders/Utils/FallbackError.shader")]
public Shader fallbackErrorPS;
[Reload("Shaders/Utils/MaterialError.shader")]
public Shader materialErrorPS;
}
public PostProcessData postProcessData = null;
#if ENABLE_VR && ENABLE_XR_MODULE
[Reload("Runtime/Data/XRSystemData.asset")]
public XRSystemData xrSystemData = null;
#endif
public ShaderResources shaders = null;
[SerializeField] LayerMask m_OpaqueLayerMask = -1;
[SerializeField] LayerMask m_TransparentLayerMask = -1;
[SerializeField] StencilStateData m_DefaultStencilState = new StencilStateData() { passOperation = StencilOp.Replace }; // This default state is compatible with deferred renderer.
[SerializeField] bool m_ShadowTransparentReceive = true;
[SerializeField] RenderingMode m_RenderingMode = RenderingMode.Forward;
[SerializeField] bool m_AccurateGbufferNormals = false;
//[SerializeField] bool m_TiledDeferredShading = false;
protected override ScriptableRenderer Create()
{
if (!Application.isPlaying)
{
ReloadAllNullProperties();
}
return new ForwardRenderer(this);
}
/// <summary>
/// Use this to configure how to filter opaque objects.
/// </summary>
public LayerMask opaqueLayerMask
{
get => m_OpaqueLayerMask;
set
{
SetDirty();
m_OpaqueLayerMask = value;
}
}
/// <summary>
/// Use this to configure how to filter transparent objects.
/// </summary>
public LayerMask transparentLayerMask
{
get => m_TransparentLayerMask;
set
{
SetDirty();
m_TransparentLayerMask = value;
}
}
public StencilStateData defaultStencilState
{
get => m_DefaultStencilState;
set
{
SetDirty();
m_DefaultStencilState = value;
}
}
/// <summary>
/// True if transparent objects receive shadows.
/// </summary>
public bool shadowTransparentReceive
{
get => m_ShadowTransparentReceive;
set
{
SetDirty();
m_ShadowTransparentReceive = value;
}
}
/// <summary>
/// Rendering mode.
/// </summary>
public RenderingMode renderingMode
{
get => m_RenderingMode;
set
{
SetDirty();
m_RenderingMode = value;
}
}
/// <summary>
/// Use Octaedron Octahedron normal vector encoding for gbuffer normals.
/// The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs.
/// </summary>
public bool accurateGbufferNormals
{
get => m_AccurateGbufferNormals;
set
{
SetDirty();
m_AccurateGbufferNormals = value;
}
}
/*
public bool tiledDeferredShading
{
get => m_TiledDeferredShading;
set
{
SetDirty();
m_TiledDeferredShading = value;
}
}
*/
protected override void OnEnable()
{
base.OnEnable();
// Upon asset creation, OnEnable is called and `shaders` reference is not yet initialized
// We need to call the OnEnable for data migration when updating from old versions of UniversalRP that
// serialized resources in a different format. Early returning here when OnEnable is called
// upon asset creation is fine because we guarantee new assets get created with all resources initialized.
if (shaders == null)
return;
ReloadAllNullProperties();
}
private void ReloadAllNullProperties()
{
#if UNITY_EDITOR
ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
#if ENABLE_VR && ENABLE_XR_MODULE
ResourceReloader.TryReloadAllNullIn(xrSystemData, UniversalRenderPipelineAsset.packagePath);
#endif
#endif
}
}
}