forked from BilalY/Rasagar
108 lines
4.2 KiB
C#
108 lines
4.2 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.HighDefinition.Compositor
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{
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// Holds a list of layers and layer/composition properties. This is serialized and can be shared between projects
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internal class CompositionProfile : ScriptableObject
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{
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[SerializeField] List<ShaderProperty> m_ShaderProperties = new List<ShaderProperty>();
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public void AddPropertiesFromShaderAndMaterial(CompositionManager compositor, Shader shader, Material material)
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{
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// reflect the non-texture shader properties
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List<string> propertyNames = new List<string>();
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int propCount = shader.GetPropertyCount();
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for (int i = 0; i < propCount; i++)
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{
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ShaderProperty sp = ShaderProperty.Create(shader, material, i);
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AddShaderProperty(compositor, sp);
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propertyNames.Add(sp.propertyName);
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}
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// remove any left-over properties that do not appear in the shader anymore
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for (int j = m_ShaderProperties.Count - 1; j >= 0; --j)
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{
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int indx = propertyNames.FindIndex(x => x == m_ShaderProperties[j].propertyName);
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if (indx < 0)
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{
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m_ShaderProperties.RemoveAt(j);
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}
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}
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// Now remove any left-over layers that do not appear in the shader anymore
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for (int j = compositor.layers.Count - 1; j >= 0; --j)
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{
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if (compositor.layers[j].outputTarget != CompositorLayer.OutputTarget.CameraStack)
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{
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int indx = propertyNames.FindIndex(x => x == compositor.layers[j].name);
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if (indx < 0)
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{
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compositor.RemoveLayerAtIndex(j);
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}
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}
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}
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}
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public void AddShaderProperty(CompositionManager compositor, ShaderProperty sp)
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{
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Assert.IsNotNull(sp);
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// Check if property should be shown in the inspector
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bool hide = ((int)sp.flags & (int)ShaderPropertyFlags.NonModifiableTextureData) != 0
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|| ((int)sp.flags & (int)ShaderPropertyFlags.HideInInspector) != 0;
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if (!hide)
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{
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// Check if property already exists / do not add duplicates
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int indx = m_ShaderProperties.FindIndex(s => s.propertyName == sp.propertyName);
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if (indx < 0)
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{
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m_ShaderProperties.Add(sp);
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}
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}
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// For textures, check if we already have this layer in the layer list. If not, add it.
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if (sp.propertyType == ShaderPropertyType.Texture && sp.canBeUsedAsRT)
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{
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int indx = compositor.layers.FindIndex(s => s.name == sp.propertyName);
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if (indx < 0 && !hide)
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{
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var newLayer = CompositorLayer.CreateOutputLayer(sp.propertyName);
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compositor.layers.Add(newLayer);
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}
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else if (indx >= 0 && hide)
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{
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// if a layer that was in the list is now hidden, remove it
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compositor.RemoveLayerAtIndex(indx);
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}
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}
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}
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public void CopyPropertiesToMaterial(Material material)
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{
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foreach (var prop in m_ShaderProperties)
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{
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if (prop.propertyType == ShaderPropertyType.Float)
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{
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material.SetFloat(prop.propertyName, prop.value.x);
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}
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else if (prop.propertyType == ShaderPropertyType.Vector)
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{
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material.SetVector(prop.propertyName, prop.value);
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}
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else if (prop.propertyType == ShaderPropertyType.Range)
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{
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material.SetFloat(prop.propertyName, prop.value.x);
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}
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else if (prop.propertyType == ShaderPropertyType.Color)
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{
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material.SetColor(prop.propertyName, prop.value);
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}
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}
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}
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}
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}
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