187 lines
6.5 KiB
C#
187 lines
6.5 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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using UnityEditor.Rendering.Universal;
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#endif
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Deprecated, kept for backward compatibility with existing ForwardRendererData asset files.
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/// Use UniversalRendererData instead.
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/// </summary>
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[System.Obsolete("ForwardRendererData has been deprecated (UnityUpgradable) -> UniversalRendererData", true)]
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[Serializable, ReloadGroup, ExcludeFromPreset]
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public class ForwardRendererData : ScriptableRendererData
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{
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private const string k_ErrorMessage = "ForwardRendererData has been deprecated. Use UniversalRendererData instead";
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/// <summary>
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/// Class containing shader resources used in URP.
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/// </summary>
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[Serializable, ReloadGroup]
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public sealed class ShaderResources
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{
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/// <summary>
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/// Blit shader.
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/// </summary>
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[Reload("Shaders/Utils/Blit.shader")]
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public Shader blitPS;
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/// <summary>
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/// Copy depth shader.
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/// </summary>
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[Reload("Shaders/Utils/CopyDepth.shader")]
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public Shader copyDepthPS;
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/// <summary>
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/// Screen space shadows shader.
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/// </summary>
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[Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature", true)]
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public Shader screenSpaceShadowPS;
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/// <summary>
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/// Sampling shader.
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/// </summary>
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[Reload("Shaders/Utils/Sampling.shader")]
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public Shader samplingPS;
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/// <summary>
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/// Stencil deferred shader.
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/// </summary>
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[Reload("Shaders/Utils/StencilDeferred.shader")]
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public Shader stencilDeferredPS;
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/// <summary>
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/// Fallback error shader.
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/// </summary>
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[Reload("Shaders/Utils/FallbackError.shader")]
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public Shader fallbackErrorPS;
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/// <summary>
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/// Fallback loading shader.
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/// </summary>
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[Reload("Shaders/Utils/FallbackLoading.shader")]
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public Shader fallbackLoadingPS;
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/// <summary>
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/// Material error shader.
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/// </summary>
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[Obsolete("Use fallbackErrorPS instead", true)]
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[Reload("Shaders/Utils/MaterialError.shader")]
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public Shader materialErrorPS;
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// Core blitter shaders, adapted from HDRP
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// TODO: move to core and share with HDRP
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[Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
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internal Shader coreBlitPS;
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[Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
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internal Shader coreBlitColorAndDepthPS;
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/// <summary>
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/// Camera motion vectors shader.
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/// </summary>
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[Reload("Shaders/CameraMotionVectors.shader")]
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public Shader cameraMotionVector;
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/// <summary>
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/// Object motion vectors shader.
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/// </summary>
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[Reload("Shaders/ObjectMotionVectors.shader")]
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public Shader objectMotionVector;
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}
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/// <summary>
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/// Shader resources used in URP.
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/// </summary>
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public ShaderResources shaders;
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/// <summary>
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/// Resources needed for post processing.
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/// </summary>
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public PostProcessData postProcessData;
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#if ENABLE_VR && ENABLE_XR_MODULE
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/// <summary>
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/// Shader resources needed in URP for XR.
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/// </summary>
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//[Reload("Runtime/Data/XRSystemData.asset")]
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public XRSystemData xrSystemData;
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#endif
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[SerializeField] LayerMask m_OpaqueLayerMask;
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[SerializeField] LayerMask m_TransparentLayerMask;
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[SerializeField] StencilStateData m_DefaultStencilState; // This default state is compatible with deferred renderer.
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[SerializeField] bool m_ShadowTransparentReceive;
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[SerializeField] RenderingMode m_RenderingMode;
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[SerializeField] DepthPrimingMode m_DepthPrimingMode; // Default disabled because there are some outstanding issues with Text Mesh rendering.
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[SerializeField] bool m_AccurateGbufferNormals;
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[SerializeField] bool m_ClusteredRendering;
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[SerializeField] TileSize m_TileSize;
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/// <inheritdoc/>
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protected override ScriptableRenderer Create()
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{
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Debug.LogWarning($"Forward Renderer Data has been deprecated, {name} will be upgraded to a {nameof(UniversalRendererData)}.");
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return null;
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}
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/// <summary>
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/// Use this to configure how to filter opaque objects.
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/// </summary>
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public LayerMask opaqueLayerMask
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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/// <summary>
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/// Use this to configure how to filter transparent objects.
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/// </summary>
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public LayerMask transparentLayerMask
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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/// <summary>
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/// The default stencil state settings.
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/// </summary>
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public StencilStateData defaultStencilState
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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/// <summary>
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/// True if transparent objects receive shadows.
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/// </summary>
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public bool shadowTransparentReceive
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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/// <summary>
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/// Rendering mode.
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/// </summary>
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public RenderingMode renderingMode
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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/// <summary>
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/// Use Octahedron normal vector encoding for gbuffer normals.
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/// The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs.
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/// </summary>
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public bool accurateGbufferNormals
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{
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get { throw new NotSupportedException(k_ErrorMessage); }
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set { throw new NotSupportedException(k_ErrorMessage); }
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}
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}
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}
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