54 lines
2.0 KiB
C#
54 lines
2.0 KiB
C#
|
using System;
|
||
|
|
||
|
// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
|
||
|
// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
|
||
|
|
||
|
namespace UnityEngine.Rendering.HighDefinition
|
||
|
{
|
||
|
[Serializable]
|
||
|
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
|
||
|
[Categorization.CategoryInfo(Name = "Frame Settings (Default Values)", Order = 10)]
|
||
|
class RenderingPathFrameSettings : IRenderPipelineGraphicsSettings
|
||
|
{
|
||
|
#region Version
|
||
|
internal enum Version : int
|
||
|
{
|
||
|
Initial = 0,
|
||
|
}
|
||
|
|
||
|
[SerializeField][HideInInspector]
|
||
|
private Version m_Version;
|
||
|
|
||
|
/// <summary>Current version.</summary>
|
||
|
public int version => (int)m_Version;
|
||
|
#endregion
|
||
|
|
||
|
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
|
||
|
|
||
|
#region SerializeFields
|
||
|
[SerializeField] FrameSettings m_Camera = FrameSettingsDefaults.Get(FrameSettingsRenderType.Camera);
|
||
|
[SerializeField] FrameSettings m_CustomOrBakedReflection = FrameSettingsDefaults.Get(FrameSettingsRenderType.CustomOrBakedReflection);
|
||
|
[SerializeField] FrameSettings m_RealtimeReflection = FrameSettingsDefaults.Get(FrameSettingsRenderType.RealtimeReflection);
|
||
|
#endregion
|
||
|
|
||
|
#region Data Accessors
|
||
|
|
||
|
internal ref FrameSettings GetDefaultFrameSettings(FrameSettingsRenderType type)
|
||
|
{
|
||
|
switch (type)
|
||
|
{
|
||
|
case FrameSettingsRenderType.Camera:
|
||
|
return ref m_Camera;
|
||
|
case FrameSettingsRenderType.CustomOrBakedReflection:
|
||
|
return ref m_CustomOrBakedReflection;
|
||
|
case FrameSettingsRenderType.RealtimeReflection:
|
||
|
return ref m_RealtimeReflection;
|
||
|
default:
|
||
|
throw new ArgumentException($"Unknown {nameof(FrameSettingsRenderType)}");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|