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

457 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Serialization;
using UnityEngine.Rendering;
using System.ComponentModel;
namespace UnityEngine.Rendering.LWRP
{
[Obsolete("LWRP -> Universal (UnityUpgradable) -> UnityEngine.Rendering.Universal.UniversalAdditionalCameraData", true)]
public class LWRPAdditionalCameraData
{
}
}
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Holds information about whether to override certain camera rendering options from the render pipeline asset.
/// When set to <c>Off</c> option will be disabled regardless of what is set on the pipeline asset.
/// When set to <c>On</c> option will be enabled regardless of what is set on the pipeline asset.
/// When set to <c>UsePipelineSetting</c> value set in the <see cref="UniversalRenderPipelineAsset"/>.
/// </summary>
[MovedFrom("UnityEngine.Rendering.LWRP")] public enum CameraOverrideOption
{
Off,
On,
UsePipelineSettings,
}
//[Obsolete("Renderer override is no longer used, renderers are referenced by index on the pipeline asset.")]
[MovedFrom("UnityEngine.Rendering.LWRP")] public enum RendererOverrideOption
{
Custom,
UsePipelineSettings,
}
/// <summary>
/// Holds information about the post-processing anti-aliasing mode.
/// When set to <c>None</c> no post-processing anti-aliasing pass will be performed.
/// When set to <c>Fast</c> a fast approximated anti-aliasing pass will render when resolving the camera to screen.
/// When set to <c>SubpixelMorphologicalAntiAliasing</c> SMAA pass will render when resolving the camera to screen. You can choose the SMAA quality by setting <seealso cref="AntialiasingQuality"/>
/// </summary>
public enum AntialiasingMode
{
None,
FastApproximateAntialiasing,
SubpixelMorphologicalAntiAliasing,
//TemporalAntialiasing
}
/// <summary>
/// Holds information about the render type of a camera. Options are Base or Overlay.
/// Base rendering type allows the camera to render to either the screen or to a texture.
/// Overlay rendering type allows the camera to render on top of a previous camera output, thus compositing camera results.
/// </summary>
public enum CameraRenderType
{
Base,
Overlay,
}
/// <summary>
/// Controls SMAA anti-aliasing quality.
/// </summary>
public enum AntialiasingQuality
{
Low,
Medium,
High
}
/// <summary>
/// Contains extension methods for Camera class.
/// </summary>
public static class CameraExtensions
{
/// <summary>
/// Universal Render Pipeline exposes additional rendering data in a separate component.
/// This method returns the additional data component for the given camera or create one if it doesn't exists yet.
/// </summary>
/// <param name="camera"></param>
/// <returns>The <c>UniversalAdditinalCameraData</c> for this camera.</returns>
/// <see cref="UniversalAdditionalCameraData"/>
public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(this Camera camera)
{
var gameObject = camera.gameObject;
bool componentExists = gameObject.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData);
if (!componentExists)
cameraData = gameObject.AddComponent<UniversalAdditionalCameraData>();
return cameraData;
}
}
static class CameraTypeUtility
{
static string[] s_CameraTypeNames = Enum.GetNames(typeof(CameraRenderType)).ToArray();
public static string GetName(this CameraRenderType type)
{
int typeInt = (int)type;
if (typeInt < 0 || typeInt >= s_CameraTypeNames.Length)
typeInt = (int)CameraRenderType.Base;
return s_CameraTypeNames[typeInt];
}
}
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
[ImageEffectAllowedInSceneView]
[MovedFrom("UnityEngine.Rendering.LWRP")] public class UniversalAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver
{
[FormerlySerializedAs("renderShadows"), SerializeField]
bool m_RenderShadows = true;
[SerializeField]
CameraOverrideOption m_RequiresDepthTextureOption = CameraOverrideOption.UsePipelineSettings;
[SerializeField]
CameraOverrideOption m_RequiresOpaqueTextureOption = CameraOverrideOption.UsePipelineSettings;
[SerializeField] CameraRenderType m_CameraType = CameraRenderType.Base;
[SerializeField] List<Camera> m_Cameras = new List<Camera>();
[SerializeField] int m_RendererIndex = -1;
[SerializeField] LayerMask m_VolumeLayerMask = 1; // "Default"
[SerializeField] Transform m_VolumeTrigger = null;
[SerializeField] bool m_RenderPostProcessing = false;
[SerializeField] AntialiasingMode m_Antialiasing = AntialiasingMode.None;
[SerializeField] AntialiasingQuality m_AntialiasingQuality = AntialiasingQuality.High;
[SerializeField] bool m_StopNaN = false;
[SerializeField] bool m_Dithering = false;
[SerializeField] bool m_ClearDepth = true;
[SerializeField] bool m_AllowXRRendering = true;
[NonSerialized] Camera m_Camera;
// Deprecated:
[FormerlySerializedAs("requiresDepthTexture"), SerializeField]
bool m_RequiresDepthTexture = false;
[FormerlySerializedAs("requiresColorTexture"), SerializeField]
bool m_RequiresColorTexture = false;
[HideInInspector][SerializeField] float m_Version = 2;
public float version => m_Version;
static UniversalAdditionalCameraData s_DefaultAdditionalCameraData = null;
internal static UniversalAdditionalCameraData defaultAdditionalCameraData
{
get
{
if (s_DefaultAdditionalCameraData == null)
s_DefaultAdditionalCameraData = new UniversalAdditionalCameraData();
return s_DefaultAdditionalCameraData;
}
}
#if UNITY_EDITOR
internal new Camera camera
#else
internal Camera camera
#endif
{
get
{
if (!m_Camera)
{
gameObject.TryGetComponent<Camera>(out m_Camera);
}
return m_Camera;
}
}
/// <summary>
/// Controls if this camera should render shadows.
/// </summary>
public bool renderShadows
{
get => m_RenderShadows;
set => m_RenderShadows = value;
}
/// <summary>
/// Controls if a camera should render depth.
/// The depth is available to be bound in shaders as _CameraDepthTexture.
/// <seealso cref="CameraOverrideOption"/>
/// </summary>
public CameraOverrideOption requiresDepthOption
{
get => m_RequiresDepthTextureOption;
set => m_RequiresDepthTextureOption = value;
}
/// <summary>
/// Controls if a camera should copy the color contents of a camera after rendering opaques.
/// The color texture is available to be bound in shaders as _CameraOpaqueTexture.
/// </summary>
public CameraOverrideOption requiresColorOption
{
get => m_RequiresOpaqueTextureOption;
set => m_RequiresOpaqueTextureOption = value;
}
/// <summary>
/// Returns the camera renderType.
/// <see cref="CameraRenderType"/>.
/// </summary>
public CameraRenderType renderType
{
get => m_CameraType;
set => m_CameraType = value;
}
/// <summary>
/// Returns the camera stack. Only valid for Base cameras.
/// Overlay cameras have no stack and will return null.
/// <seealso cref="CameraRenderType"/>.
/// </summary>
public List<Camera> cameraStack
{
get
{
if (renderType != CameraRenderType.Base)
{
var camera = gameObject.GetComponent<Camera>();
Debug.LogWarning(string.Format("{0}: This camera is of {1} type. Only Base cameras can have a camera stack.", camera.name, renderType));
return null;
}
if (scriptableRenderer.supportedRenderingFeatures.cameraStacking == false)
{
var camera = gameObject.GetComponent<Camera>();
Debug.LogWarning(string.Format("{0}: This camera has a ScriptableRenderer that doesn't support camera stacking. Camera stack is null.", camera.name));
return null;
}
return m_Cameras;
}
}
internal void UpdateCameraStack()
{
#if UNITY_EDITOR
Undo.RecordObject(this, "Update camera stack");
#endif
int prev = m_Cameras.Count;
m_Cameras.RemoveAll(cam => cam == null);
int curr = m_Cameras.Count;
int removedCamsCount = prev - curr;
if (removedCamsCount != 0)
{
Debug.LogWarning(name + ": " + removedCamsCount + " camera overlay" + (removedCamsCount > 1 ? "s" : "") + " no longer exists and will be removed from the camera stack.");
}
}
/// <summary>
/// If true, this camera will clear depth value before rendering. Only valid for Overlay cameras.
/// </summary>
public bool clearDepth
{
get => m_ClearDepth;
}
/// <summary>
/// Returns true if this camera needs to render depth information in a texture.
/// If enabled, depth texture is available to be bound and read from shaders as _CameraDepthTexture after rendering skybox.
/// </summary>
public bool requiresDepthTexture
{
get
{
if (m_RequiresDepthTextureOption == CameraOverrideOption.UsePipelineSettings)
{
return UniversalRenderPipeline.asset.supportsCameraDepthTexture;
}
else
{
return m_RequiresDepthTextureOption == CameraOverrideOption.On;
}
}
set { m_RequiresDepthTextureOption = (value) ? CameraOverrideOption.On : CameraOverrideOption.Off; }
}
/// <summary>
/// Returns true if this camera requires to color information in a texture.
/// If enabled, color texture is available to be bound and read from shaders as _CameraOpaqueTexture after rendering skybox.
/// </summary>
public bool requiresColorTexture
{
get
{
if (m_RequiresOpaqueTextureOption == CameraOverrideOption.UsePipelineSettings)
{
return UniversalRenderPipeline.asset.supportsCameraOpaqueTexture;
}
else
{
return m_RequiresOpaqueTextureOption == CameraOverrideOption.On;
}
}
set { m_RequiresOpaqueTextureOption = (value) ? CameraOverrideOption.On : CameraOverrideOption.Off; }
}
/// <summary>
/// Returns the <see cref="ScriptableRenderer"/> that is used to render this camera.
/// </summary>
public ScriptableRenderer scriptableRenderer
{
get
{
if (UniversalRenderPipeline.asset is null)
return null;
if (!UniversalRenderPipeline.asset.ValidateRendererData(m_RendererIndex))
{
int defaultIndex = UniversalRenderPipeline.asset.m_DefaultRendererIndex;
Debug.LogWarning(
$"Renderer at <b>index {m_RendererIndex.ToString()}</b> is missing for camera <b>{camera.name}</b>, falling back to Default Renderer. <b>{UniversalRenderPipeline.asset.m_RendererDataList[defaultIndex].name}</b>",
UniversalRenderPipeline.asset);
return UniversalRenderPipeline.asset.GetRenderer(defaultIndex);
}
return UniversalRenderPipeline.asset.GetRenderer(m_RendererIndex);
}
}
/// <summary>
/// Use this to set this Camera's current <see cref="ScriptableRenderer"/> to one listed on the Render Pipeline Asset. Takes an index that maps to the list on the Render Pipeline Asset.
/// </summary>
/// <param name="index">The index that maps to the RendererData list on the currently assigned Render Pipeline Asset</param>
public void SetRenderer(int index)
{
m_RendererIndex = index;
}
public LayerMask volumeLayerMask
{
get => m_VolumeLayerMask;
set => m_VolumeLayerMask = value;
}
public Transform volumeTrigger
{
get => m_VolumeTrigger;
set => m_VolumeTrigger = value;
}
/// <summary>
/// Returns true if this camera should render post-processing.
/// </summary>
public bool renderPostProcessing
{
get => m_RenderPostProcessing;
set => m_RenderPostProcessing = value;
}
/// <summary>
/// Returns the current anti-aliasing mode used by this camera.
/// <see cref="AntialiasingMode"/>.
/// </summary>
public AntialiasingMode antialiasing
{
get => m_Antialiasing;
set => m_Antialiasing = value;
}
/// <summary>
/// Returns the current anti-aliasing quality used by this camera.
/// <seealso cref="antialiasingQuality"/>.
/// </summary>
public AntialiasingQuality antialiasingQuality
{
get => m_AntialiasingQuality;
set => m_AntialiasingQuality = value;
}
public bool stopNaN
{
get => m_StopNaN;
set => m_StopNaN = value;
}
public bool dithering
{
get => m_Dithering;
set => m_Dithering = value;
}
/// <summary>
/// Returns true if this camera allows render in XR.
/// </summary>
public bool allowXRRendering
{
get => m_AllowXRRendering;
set => m_AllowXRRendering = value;
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
if (version <= 1)
{
m_RequiresDepthTextureOption = (m_RequiresDepthTexture) ? CameraOverrideOption.On : CameraOverrideOption.Off;
m_RequiresOpaqueTextureOption = (m_RequiresColorTexture) ? CameraOverrideOption.On : CameraOverrideOption.Off;
}
}
public void OnDrawGizmos()
{
string path = "Packages/com.unity.render-pipelines.universal/Editor/Gizmos/";
string gizmoName = "";
Color tint = Color.white;
if (m_CameraType == CameraRenderType.Base)
{
gizmoName = $"{path}Camera_Base.png";
}
else if (m_CameraType == CameraRenderType.Overlay)
{
gizmoName = $"{path}Camera_Overlay.png";
}
#if UNITY_2019_2_OR_NEWER
#if UNITY_EDITOR
if (Selection.activeObject == gameObject)
{
// Get the preferences selection color
tint = SceneView.selectedOutlineColor;
}
#endif
if (!string.IsNullOrEmpty(gizmoName))
{
Gizmos.DrawIcon(transform.position, gizmoName, true, tint);
}
if (renderPostProcessing)
{
Gizmos.DrawIcon(transform.position, $"{path}Camera_PostProcessing.png", true, tint);
}
#else
if (renderPostProcessing)
{
Gizmos.DrawIcon(transform.position, $"{path}Camera_PostProcessing.png");
}
Gizmos.DrawIcon(transform.position, gizmoName);
#endif
}
}
}