forked from BilalY/Rasagar
87 lines
3.7 KiB
C#
87 lines
3.7 KiB
C#
using System;
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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.Rendering.HighDefinition;
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namespace UnityEditor.Rendering.HighDefinition
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{
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internal class HDRPBuildData : IDisposable
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{
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static HDRPBuildData m_Instance = null;
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public static HDRPBuildData instance => m_Instance ??= new(EditorUserBuildSettings.activeBuildTarget, Debug.isDebugBuild);
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public bool buildingPlayerForHDRenderPipeline { get; private set; }
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public List<HDRenderPipelineAsset> renderPipelineAssets { get; private set; } = new List<HDRenderPipelineAsset>();
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public bool playerNeedRaytracing { get; private set; }
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public bool stripDebugVariants { get; private set; } = true;
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public bool waterDecalMaskAndCurrent { get; private set; }
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public Dictionary<int, ComputeShader> rayTracingComputeShaderCache { get; private set; } = new();
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public Dictionary<int, ComputeShader> computeShaderCache { get; private set; } = new();
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public HDRenderPipelineRuntimeShaders runtimeShaders { get; private set; }
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public HDRenderPipelineRuntimeMaterials materialResources { get; private set; }
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public HDRPBuildData()
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{
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}
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public HDRPBuildData(BuildTarget buildTarget, bool isDevelopmentBuild)
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{
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buildingPlayerForHDRenderPipeline = false;
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if (buildTarget.TryGetRenderPipelineAssets<HDRenderPipelineAsset>(renderPipelineAssets))
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{
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buildingPlayerForHDRenderPipeline = true;
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foreach (var hdrpAsset in renderPipelineAssets)
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{
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if (hdrpAsset.currentPlatformRenderPipelineSettings.supportRayTracing)
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{
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playerNeedRaytracing = true;
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break;
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}
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}
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var hdrpGlobalSettingsInstance = HDRenderPipelineGlobalSettings.instance;
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if (hdrpGlobalSettingsInstance == null)
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hdrpGlobalSettingsInstance = HDRenderPipelineGlobalSettings.Ensure();
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if (hdrpGlobalSettingsInstance != null)
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{
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GraphicsSettings.GetRenderPipelineSettings<HDRPRayTracingResources>()
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.ForEachFieldOfType<ComputeShader>(computeShader => rayTracingComputeShaderCache.Add(computeShader.GetInstanceID(), computeShader));
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runtimeShaders = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeShaders>();
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runtimeShaders?.ForEachFieldOfType<ComputeShader>(computeShader => computeShaderCache.Add(computeShader.GetInstanceID(), computeShader));
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materialResources = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeMaterials>();
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stripDebugVariants = !isDevelopmentBuild || GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().stripRuntimeDebugShaders;
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}
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var waterSettings = GraphicsSettings.GetRenderPipelineSettings<WaterSystemGlobalSettings>();
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if (waterSettings != null)
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waterDecalMaskAndCurrent = waterSettings.waterDecalMaskAndCurrent;
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}
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m_Instance = this;
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}
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public void Dispose()
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{
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renderPipelineAssets?.Clear();
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rayTracingComputeShaderCache?.Clear();
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computeShaderCache?.Clear();
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playerNeedRaytracing = false;
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stripDebugVariants = true;
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waterDecalMaskAndCurrent = false;
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buildingPlayerForHDRenderPipeline = false;
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runtimeShaders = null;
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materialResources = null;
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m_Instance = null;
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}
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}
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}
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