Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/ScriptableRendererFeature.cs

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2024-08-26 13:07:20 -07:00
using System;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// You can add a <c>ScriptableRendererFeature</c> to the <c>ScriptableRenderer</c>. Use this scriptable renderer feature to inject render passes into the renderer.
/// </summary>
/// <seealso cref="ScriptableRenderer"/>
/// <seealso cref="ScriptableRenderPass"/>
[ExcludeFromPreset]
public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
{
[SerializeField, HideInInspector] private bool m_Active = true;
/// <summary>
/// Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable.
/// </summary>
public bool isActive => m_Active;
/// <summary>
/// Initializes this feature's resources. This is called every time serialization happens.
/// </summary>
public abstract void Create();
/// <summary>
/// Callback before cull happens in renderer.
/// </summary>
/// <param name="renderer">Renderer of callback.</param>
/// <param name="cameraData">CameraData contains all relevant render target information for the camera.</param>
public virtual void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData) { }
/// <summary>
/// Injects one or multiple <c>ScriptableRenderPass</c> in the renderer.
/// </summary>
/// <param name="renderer">Renderer used for adding render passes.</param>
/// <param name="renderingData">Rendering state. Use this to setup render passes.</param>
public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData);
/// <summary>
/// Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready.
/// </summary>
/// <param name="renderer">Renderer used for adding render passes.</param>
/// <param name="renderingData">Rendering state. Use this to setup render passes.</param>
public virtual void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { }
void OnEnable()
{
// UUM-44048: If the pipeline is not created, don't call Create() as it may allocate RTHandles or do other
// things that require the pipeline to be constructed. This is safe because once the pipeline is constructed,
// ScriptableRendererFeature.Create() will be called by ScriptableRenderer constructor.
if (RenderPipelineManager.currentPipeline is UniversalRenderPipeline)
Create();
}
void OnValidate()
{
// See comment in OnEnable.
if (RenderPipelineManager.currentPipeline is UniversalRenderPipeline)
Create();
}
/// <summary>
/// Override this method and return true if the feature should use the Native RenderPass API
/// </summary>
internal virtual bool SupportsNativeRenderPass()
{
return false;
}
/// <summary>
/// Override this method and return true that renderer would produce rendering layers texture.
/// </summary>
/// <param name="isDeferred">True if renderer is using deferred rendering mode</param>
/// <param name="needsGBufferAccurateNormals">True if renderer has Accurate G-Buffer Normals enabled</param>
/// <param name="atEvent">Requeted event at which rendering layers texture will be produced</param>
/// <param name="maskSize">Requested bit size of rendering layers texture</param>
/// <returns></returns>
internal virtual bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize)
{
atEvent = RenderingLayerUtils.Event.DepthNormalPrePass;
maskSize = RenderingLayerUtils.MaskSize.Bits8;
return false;
}
/// <summary>
/// Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive).
/// If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering.
/// </summary>
/// <param name="active">The true value activates the ScriptableRenderFeature and the false value deactivates it.</param>
public void SetActive(bool active)
{
m_Active = active;
}
/// <summary>
/// Disposable pattern implementation.
/// Cleans up resources used by the renderer.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Called by Dispose().
/// Override this function to clean up resources in your renderer.
/// </summary>
/// <param name="disposing"></param>
protected virtual void Dispose(bool disposing)
{
}
}
}