forked from BilalY/Rasagar
372 lines
14 KiB
C#
372 lines
14 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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using ShaderKeywordFilter = UnityEditor.ShaderKeywordFilter;
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#endif
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using System;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Assertions;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Defines if Unity will copy the depth that can be bound in shaders as _CameraDepthTexture after the opaques pass or after the transparents pass.
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/// </summary>
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public enum CopyDepthMode
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{
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/// <summary>Depth will be copied after the opaques pass</summary>
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AfterOpaques,
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/// <summary>Depth will be copied after the transparents pass</summary>
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AfterTransparents,
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/// <summary>Depth will be written by a depth prepass</summary>
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ForcePrepass
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}
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/// <summary>
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/// Render path exposed as flags to allow compatibility to be expressed with multiple options.
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/// </summary>
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[Flags]
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public enum RenderPathCompatibility
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{
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/// <summary>Forward Rendering Path</summary>
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Forward = 1 << 0,
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/// <summary>Deferred Rendering Path</summary>
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Deferred = 1 << 1,
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/// <summary>Forward+ Rendering Path</summary>
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ForwardPlus = 1 << 2,
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/// <summary>All Rendering Paths</summary>
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All = Forward | Deferred | ForwardPlus
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}
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[AttributeUsage(AttributeTargets.Field)]
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sealed class RenderPathCompatibleAttribute : Attribute
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{
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public RenderPathCompatibility renderPath;
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public RenderPathCompatibleAttribute(RenderPathCompatibility renderPath)
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{
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this.renderPath = renderPath;
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}
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}
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/// <summary>
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/// Dept format options for the depth texture and depth attachment.
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/// Each option is marked with all the render paths its compatible with.
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/// </summary>
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public enum DepthFormat
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{
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/// <summary>
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/// Default format for Android and Switch platforms is <see cref="GraphicsFormat.D24_UNorm_S8_UInt"/> and <see cref="GraphicsFormat.D32_SFloat_S8_UInt"/> for other platforms
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.All)]
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Default,
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/// <summary>
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/// Format containing 16 unsigned normalized bits in depth component. Corresponds to <see cref="GraphicsFormat.D16_UNorm"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.Forward | RenderPathCompatibility.ForwardPlus)]
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Depth_16 = GraphicsFormat.D16_UNorm,
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/// <summary>
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/// Format containing 24 unsigned normalized bits in depth component. Corresponds to <see cref="GraphicsFormat.D24_UNorm"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.Forward | RenderPathCompatibility.ForwardPlus)]
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Depth_24 = GraphicsFormat.D24_UNorm,
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/// <summary>
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/// Format containing 32 signed float bits in depth component. Corresponds to <see cref="GraphicsFormat.D32_SFloat"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.Forward | RenderPathCompatibility.ForwardPlus)]
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Depth_32 = GraphicsFormat.D32_SFloat,
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/// <summary>
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/// Format containing 16 unsigned normalized bits in depth component and 8 unsigned integer bits in stencil. Corresponds to <see cref="GraphicsFormat.D16_UNorm_S8_UInt"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.All)]
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Depth_16_Stencil_8 = GraphicsFormat.D16_UNorm_S8_UInt,
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/// <summary>
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/// Format containing 24 unsigned normalized bits in depth component and 8 unsigned integer bits in stencil. Corresponds to <see cref="GraphicsFormat.D24_UNorm_S8_UInt"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.All)]
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Depth_24_Stencil_8 = GraphicsFormat.D24_UNorm_S8_UInt,
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/// <summary>
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/// Format containing 32 signed float bits in depth component and 8 unsigned integer bits in stencil. Corresponds to <see cref="GraphicsFormat.D32_SFloat_S8_UInt"/>.
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/// </summary>
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[RenderPathCompatible(RenderPathCompatibility.All)]
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Depth_32_Stencil_8 = GraphicsFormat.D32_SFloat_S8_UInt,
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}
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/// <summary>
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/// Class containing resources needed for the <c>UniversalRenderer</c>.
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/// </summary>
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[Serializable, ReloadGroup, ExcludeFromPreset]
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[URPHelpURL("urp-universal-renderer")]
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public partial class UniversalRendererData : ScriptableRendererData, ISerializationCallbackReceiver
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{
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#if UNITY_EDITOR
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
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internal class CreateUniversalRendererAsset : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var instance = UniversalRenderPipelineAsset.CreateRendererAsset(pathName, RendererType.UniversalRenderer, false) as UniversalRendererData;
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Selection.activeObject = instance;
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}
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}
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[MenuItem("Assets/Create/Rendering/URP Universal Renderer", priority = CoreUtils.Sections.section3 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority + 2)]
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static void CreateUniversalRendererData()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateUniversalRendererAsset>(), "New Custom Universal Renderer Data.asset", null, null);
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}
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#endif
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/// <summary>
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/// Resources needed for Post Processing.
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/// </summary>
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public PostProcessData postProcessData = null;
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const int k_LatestAssetVersion = 2;
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[SerializeField] int m_AssetVersion = 0;
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[SerializeField] LayerMask m_OpaqueLayerMask = -1;
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[SerializeField] LayerMask m_TransparentLayerMask = -1;
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[SerializeField] StencilStateData m_DefaultStencilState = new StencilStateData() { passOperation = StencilOp.Replace }; // This default state is compatible with deferred renderer.
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[SerializeField] bool m_ShadowTransparentReceive = true;
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[SerializeField] RenderingMode m_RenderingMode = RenderingMode.Forward;
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[SerializeField] DepthPrimingMode m_DepthPrimingMode = DepthPrimingMode.Disabled; // Default disabled because there are some outstanding issues with Text Mesh rendering.
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[SerializeField] CopyDepthMode m_CopyDepthMode = CopyDepthMode.AfterTransparents;
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[SerializeField] DepthFormat m_DepthAttachmentFormat = DepthFormat.Default;
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[SerializeField] DepthFormat m_DepthTextureFormat = DepthFormat.Default;
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#if UNITY_EDITOR
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// Do not strip accurateGbufferNormals on Mobile Vulkan as some GPUs do not support R8G8B8A8_SNorm, which then force us to use accurateGbufferNormals
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[ShaderKeywordFilter.ApplyRulesIfNotGraphicsAPI(GraphicsDeviceType.Vulkan)]
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[ShaderKeywordFilter.RemoveIf(false, keywordNames: ShaderKeywordStrings._GBUFFER_NORMALS_OCT)]
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#endif
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[SerializeField] bool m_AccurateGbufferNormals = false;
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[SerializeField] IntermediateTextureMode m_IntermediateTextureMode = IntermediateTextureMode.Always;
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/// <inheritdoc/>
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protected override ScriptableRenderer Create()
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{
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if (!Application.isPlaying)
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{
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ReloadAllNullProperties();
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}
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return new UniversalRenderer(this);
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}
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/// <summary>
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/// Use this to configure how to filter opaque objects.
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/// </summary>
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public LayerMask opaqueLayerMask
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{
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get => m_OpaqueLayerMask;
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set
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{
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SetDirty();
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m_OpaqueLayerMask = value;
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}
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}
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/// <summary>
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/// Use this to configure how to filter transparent objects.
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/// </summary>
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public LayerMask transparentLayerMask
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{
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get => m_TransparentLayerMask;
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set
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{
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SetDirty();
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m_TransparentLayerMask = value;
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}
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}
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/// <summary>
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/// The default stencil state settings.
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/// </summary>
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public StencilStateData defaultStencilState
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{
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get => m_DefaultStencilState;
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set
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{
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SetDirty();
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m_DefaultStencilState = value;
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}
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}
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/// <summary>
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/// True if transparent objects receive shadows.
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/// </summary>
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public bool shadowTransparentReceive
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{
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get => m_ShadowTransparentReceive;
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set
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{
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SetDirty();
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m_ShadowTransparentReceive = value;
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}
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}
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/// <summary>
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/// Rendering mode.
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/// </summary>
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public RenderingMode renderingMode
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{
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get => m_RenderingMode;
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set
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{
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SetDirty();
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m_RenderingMode = value;
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}
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}
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/// <summary>
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/// Depth priming mode.
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/// </summary>
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public DepthPrimingMode depthPrimingMode
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{
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get => m_DepthPrimingMode;
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set
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{
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SetDirty();
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m_DepthPrimingMode = value;
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}
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}
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/// <summary>
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/// Copy depth mode.
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/// </summary>
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public CopyDepthMode copyDepthMode
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{
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get => m_CopyDepthMode;
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set
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{
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SetDirty();
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m_CopyDepthMode = value;
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}
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}
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/// <summary>
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/// Depth format used for CameraDepthAttachment
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/// </summary>
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public DepthFormat depthAttachmentFormat
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{
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get
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{
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if (m_DepthAttachmentFormat != DepthFormat.Default && !SystemInfo.IsFormatSupported((GraphicsFormat)m_DepthAttachmentFormat, GraphicsFormatUsage.Render))
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{
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Debug.LogWarning("Selected Depth Attachment Format is not supported on this platform, falling back to Default");
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return DepthFormat.Default;
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}
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return m_DepthAttachmentFormat;
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}
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set
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{
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SetDirty();
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if (renderingMode == RenderingMode.Deferred && !GraphicsFormatUtility.IsStencilFormat((GraphicsFormat)value))
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{
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Debug.LogWarning("Depth format without stencil is not supported on Deferred renderer, falling back to Default");
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m_DepthAttachmentFormat = DepthFormat.Default;
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}
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else
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{
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m_DepthAttachmentFormat = value;
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}
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}
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}
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/// <summary>
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/// Depth format used for CameraDepthTexture
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/// </summary>
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public DepthFormat depthTextureFormat
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{
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get
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{
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if (m_DepthTextureFormat != DepthFormat.Default && !SystemInfo.IsFormatSupported((GraphicsFormat) m_DepthTextureFormat, GraphicsFormatUsage.Render))
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{
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Debug.LogWarning($"Selected Depth Texture Format {m_DepthTextureFormat.ToString()} is not supported on this platform, falling back to Default");
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return DepthFormat.Default;
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}
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return m_DepthTextureFormat;
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}
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set
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{
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SetDirty();
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m_DepthTextureFormat = value;
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}
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}
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/// <summary>
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/// Use Octahedron normal vector encoding for gbuffer normals.
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/// The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs.
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/// </summary>
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public bool accurateGbufferNormals
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{
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get => m_AccurateGbufferNormals;
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set
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{
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SetDirty();
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m_AccurateGbufferNormals = value;
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}
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}
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/// <summary>
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/// Controls when URP renders via an intermediate texture.
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/// </summary>
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public IntermediateTextureMode intermediateTextureMode
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{
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get => m_IntermediateTextureMode;
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set
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{
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SetDirty();
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m_IntermediateTextureMode = value;
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}
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}
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/// <inheritdoc/>
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protected override void OnEnable()
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{
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base.OnEnable();
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ReloadAllNullProperties();
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}
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private void ReloadAllNullProperties()
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{
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// Upon asset creation, OnEnable is called and `shaders` reference is not yet initialized
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// We need to call the OnEnable for data migration when updating from old versions of UniversalRP that
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// serialized resources in a different format. Early returning here when OnEnable is called
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// upon asset creation is fine because we guarantee new assets get created with all resources initialized.
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#if UNITY_EDITOR
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ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
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if (postProcessData != null)
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ResourceReloader.TryReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath);
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#endif
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}
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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m_AssetVersion = k_LatestAssetVersion;
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}
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (m_AssetVersion <= 1)
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{
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// To avoid breaking existing projects, keep the old AfterOpaques behaviour. The new AfterTransparents default will only apply to new projects.
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m_CopyDepthMode = CopyDepthMode.AfterOpaques;
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}
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m_AssetVersion = k_LatestAssetVersion;
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}
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}
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}
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