Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Runtime/Utils/PropertySheetFactory.cs
2024-09-27 20:27:46 +03:00

90 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
namespace UnityEngine.Rendering.PostProcessing
{
/// <summary>
/// A <see cref="PropertySheet"/> factory for easy creation and destruction of <see cref="Material"/>
/// and <see cref="MaterialPropertyBlock"/>.
/// </summary>
/// <seealso cref="PropertySheet"/>
public sealed class PropertySheetFactory
{
readonly Dictionary<Shader, PropertySheet> m_Sheets;
/// <summary>
/// Creates a new factory.
/// </summary>
public PropertySheetFactory()
{
m_Sheets = new Dictionary<Shader, PropertySheet>();
}
/// <summary>
/// Gets a <see cref="PropertySheet"/> for a given shader identifier. Sheets are recycled
/// so you can safely call this method on every frame.
/// </summary>
/// <param name="shaderName">The name of the shader to retrieve a sheet for</param>
/// <returns>A sheet for the given shader</returns>
/// <remarks>
/// This method will not work when loading post-processing from an asset bundle. For this
/// reason it is recommended to use <see cref="Get(Shader)"/> instead.
/// </remarks>
/// <exception cref="ArgumentException">Thrown if the shader is invalid</exception>
[Obsolete("Use PropertySheet.Get(Shader) with a direct reference to the Shader instead.")]
public PropertySheet Get(string shaderName)
{
var shader = Shader.Find(shaderName);
if (shader == null)
throw new ArgumentException(string.Format("Invalid shader ({0})", shaderName));
return Get(shader);
}
/// <summary>
/// Gets a <see cref="PropertySheet"/> for a given shader instance. Sheets are recycled so
/// you can safely call this method on every frame.
/// </summary>
/// <param name="shader">A shader instance to retrieve a sheet for</param>
/// <returns>A sheet for the given shader</returns>
/// <exception cref="ArgumentException">Thrown if the shader is invalid</exception>
public PropertySheet Get(Shader shader)
{
PropertySheet sheet;
if (shader == null)
throw new ArgumentException(string.Format("Invalid shader ({0})", shader));
if (m_Sheets.TryGetValue(shader, out sheet))
return sheet;
var shaderName = shader.name;
var material = new Material(shader)
{
name = string.Format("PostProcess - {0}", shaderName.Substring(shaderName.LastIndexOf('/') + 1)),
hideFlags = HideFlags.DontSave
};
sheet = new PropertySheet(material);
m_Sheets.Add(shader, sheet);
return sheet;
}
/// <summary>
/// Releases all resources used by this factory.
/// </summary>
/// <remarks>
/// You don't need to call this method when using the builtin factory from
/// <see cref="PostProcessRenderContext"/>.
/// </remarks>
public void Release()
{
foreach (var sheet in m_Sheets.Values)
sheet.Release();
m_Sheets.Clear();
}
}
}