forked from BilalY/Rasagar
200 lines
6.6 KiB
C#
200 lines
6.6 KiB
C#
using System;
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using System.Linq;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Options to get a shader path to URP shaders when calling ShaderUtils.GetShaderGUID();
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/// <see cref="ShaderUtils"/>.
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/// </summary>
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public enum ShaderPathID
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{
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/// <summary>
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/// Use this for URP Lit shader.
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/// </summary>
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Lit,
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/// <summary>
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/// Use this for URP Simple Lit shader.
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/// </summary>
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SimpleLit,
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/// <summary>
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/// Use this for URP Unlit shader.
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/// </summary>
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Unlit,
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/// <summary>
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/// Use this for URP Terrain Lit shader.
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/// </summary>
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TerrainLit,
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/// <summary>
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/// Use this for URP Particles Lit shader.
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/// </summary>
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ParticlesLit,
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/// <summary>
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/// Use this for URP Particles Simple Lit shader.
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/// </summary>
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ParticlesSimpleLit,
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/// <summary>
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/// Use this for URP Particles Simple Unlit shader.
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/// </summary>
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ParticlesUnlit,
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/// <summary>
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/// Use this for URP Baked Lit shader.
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/// </summary>
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BakedLit,
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/// <summary>
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/// Use this for URP SpeedTree 7 shader.
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/// </summary>
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SpeedTree7,
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/// <summary>
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/// Use this for URP SpeedTree 7 Billboard shader.
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/// </summary>
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SpeedTree7Billboard,
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/// <summary>
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/// Use this for URP SpeedTree 8 shader.
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/// </summary>
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SpeedTree8,
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/// <summary>
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/// Use this for URP SpeedTree 9 shader.
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/// </summary>
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SpeedTree9,
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// If you add a value here, also add it to ShaderID in Editor/ShaderUtils.cs
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/// <summary>
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/// Use this for URP Complex Lit shader.
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/// </summary>
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ComplexLit,
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}
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/// <summary>
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/// Various utility functions for shaders in URP.
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/// </summary>
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public static class ShaderUtils
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{
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static readonly string[] s_ShaderPaths =
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{
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"Universal Render Pipeline/Lit",
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"Universal Render Pipeline/Simple Lit",
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"Universal Render Pipeline/Unlit",
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"Universal Render Pipeline/Terrain/Lit",
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"Universal Render Pipeline/Particles/Lit",
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"Universal Render Pipeline/Particles/Simple Lit",
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"Universal Render Pipeline/Particles/Unlit",
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"Universal Render Pipeline/Baked Lit",
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"Universal Render Pipeline/Nature/SpeedTree7",
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"Universal Render Pipeline/Nature/SpeedTree7 Billboard",
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"Universal Render Pipeline/Nature/SpeedTree8_PBRLit",
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"Universal Render Pipeline/Complex Lit",
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};
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/// <summary>
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/// Retrieves a shader path for the given URP Shader Path ID.
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/// </summary>
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/// <param name="id">The URP Shader Path ID.</param>
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/// <returns>The path to the URP shader.</returns>
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public static string GetShaderPath(ShaderPathID id)
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{
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int index = (int)id;
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int arrayLength = s_ShaderPaths.Length;
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if (arrayLength > 0 && index >= 0 && index < arrayLength)
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return s_ShaderPaths[index];
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Debug.LogError("Trying to access universal shader path out of bounds: (" + id + ": " + index + ")");
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return "";
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}
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/// <summary>
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/// Retrieves a URP Shader Path ID from a path given.
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/// </summary>
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/// <param name="path">The path to the shader.</param>
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/// <returns>The URP Shader Path ID.</returns>
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public static ShaderPathID GetEnumFromPath(string path)
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{
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var index = Array.FindIndex(s_ShaderPaths, m => m == path);
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return (ShaderPathID)index;
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}
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/// <summary>
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/// Checks if a given shader is a URP shader or not.
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/// </summary>
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/// <param name="shader">The shader.</param>
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/// <returns>True or false if it's a URP shader or not.</returns>
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public static bool IsLWShader(Shader shader)
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{
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return s_ShaderPaths.Contains(shader.name);
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}
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#if UNITY_EDITOR
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private static float s_MostRecentValidDeltaTime = 0.0f;
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#endif
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// A delta time that does not get reset to zero when stepping paused Play Mode or using the FrameDebugger
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// (unless Time.timeScale is zero)
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// * Can be zero on the first frame after domain reload (if Time.deltaTime is also zero)
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// * The value depends on when it was last called
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// * In in practice it should not get stale as it's called at least once during a URP frame
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// * Currently only used when calculating '_LastTimeParameters' for shader upload
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// * Please validate your use case if trying to reuse this somewhere else (as it might not transfer)
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internal static float PersistentDeltaTime
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{
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get
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{
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#if UNITY_EDITOR
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float deltaTime = Time.deltaTime;
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// The only case I'm aware of when a deltaTime of 0 is valid is when Time.timeScale is 0
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if (deltaTime > 0.0f || Time.timeScale == 0.0f)
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s_MostRecentValidDeltaTime = deltaTime;
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return s_MostRecentValidDeltaTime;
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#else
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return Time.deltaTime;
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#endif
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}
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}
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#if UNITY_EDITOR
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static readonly string[] s_ShaderGUIDs =
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{
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"933532a4fcc9baf4fa0491de14d08ed7",
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"8d2bb70cbf9db8d4da26e15b26e74248",
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"650dd9526735d5b46b79224bc6e94025",
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"69c1f799e772cb6438f56c23efccb782",
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"b7839dad95683814aa64166edc107ae2",
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"8516d7a69675844a7a0b7095af7c46af",
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"0406db5a14f94604a8c57ccfbc9f3b46",
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"0ca6dca7396eb48e5849247ffd444914",
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"0f4122b9a743b744abe2fb6a0a88868b",
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"5ec81c81908db34429b4f6ddecadd3bd",
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"9920c1f1781549a46ba081a2a15a16ec",
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"ee7e4c9a5f6364b688a332c67fc32cca",
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};
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/// <summary>
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/// Returns a GUID for a URP shader from Shader Path ID.
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/// </summary>
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/// <param name="id">ID of shader path.</param>
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/// <returns>GUID for the shader.</returns>
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public static string GetShaderGUID(ShaderPathID id)
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{
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int index = (int)id;
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int arrayLength = s_ShaderGUIDs.Length;
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if (arrayLength > 0 && index >= 0 && index < arrayLength)
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return s_ShaderGUIDs[index];
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Debug.LogError("Trying to access universal shader GUID out of bounds: (" + id + ": " + index + ")");
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return "";
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}
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#endif
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}
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}
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