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