Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/UniversalRendererData.cs

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2023-03-28 13:24:16 -04:00
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using ShaderKeywordFilter = UnityEditor.ShaderKeywordFilter;
#endif
using System;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Defines if Unity will copy the depth that can be bound in shaders as _CameraDepthTexture after the opaques pass or after the transparents pass.
/// </summary>
public enum CopyDepthMode
{
/// <summary>Depth will be copied after the opaques pass</summary>
AfterOpaques = 0,
// Reserve space for after transparent mode
// AfterTransparents = 1,
/// <summary>Depth will be written by a depth prepass</summary>
ForcePrepass = 2
}
[Serializable, ReloadGroup, ExcludeFromPreset]
public class UniversalRendererData : ScriptableRendererData, ISerializationCallbackReceiver
{
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
internal class CreateUniversalRendererAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = UniversalRenderPipelineAsset.CreateRendererAsset(pathName, RendererType.UniversalRenderer, false) as UniversalRendererData;
Selection.activeObject = instance;
}
}
[MenuItem("Assets/Create/Rendering/URP Universal Renderer", priority = CoreUtils.Sections.section3 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority + 2)]
static void CreateUniversalRendererData()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateUniversalRendererAsset>(), "New Custom Universal Renderer Data.asset", null, null);
}
#endif
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/Utils/Blit.shader")]
public Shader blitPS;
[Reload("Shaders/Utils/CopyDepth.shader")]
public Shader copyDepthPS;
[Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature")]
public Shader screenSpaceShadowPS;
[Reload("Shaders/Utils/Sampling.shader")]
public Shader samplingPS;
[Reload("Shaders/Utils/StencilDeferred.shader")]
public Shader stencilDeferredPS;
[Reload("Shaders/Utils/FallbackError.shader")]
public Shader fallbackErrorPS;
[Reload("Shaders/Utils/MaterialError.shader")]
public Shader materialErrorPS;
// Core blitter shaders, adapted from HDRP
// TODO: move to core and share with HDRP
[Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
internal Shader coreBlitPS;
[Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
internal Shader coreBlitColorAndDepthPS;
[Reload("Shaders/CameraMotionVectors.shader")]
public Shader cameraMotionVector;
[Reload("Shaders/ObjectMotionVectors.shader")]
public Shader objectMotionVector;
}
public PostProcessData postProcessData = null;
#if ENABLE_VR && ENABLE_XR_MODULE
[Reload("Runtime/Data/XRSystemData.asset")]
public XRSystemData xrSystemData = null;
#endif
public ShaderResources shaders = null;
const int k_LatestAssetVersion = 2;
[SerializeField] int m_AssetVersion = 0;
[SerializeField] LayerMask m_OpaqueLayerMask = -1;
[SerializeField] LayerMask m_TransparentLayerMask = -1;
[SerializeField] StencilStateData m_DefaultStencilState = new StencilStateData() { passOperation = StencilOp.Replace }; // This default state is compatible with deferred renderer.
[SerializeField] bool m_ShadowTransparentReceive = true;
[SerializeField] RenderingMode m_RenderingMode = RenderingMode.Forward;
[SerializeField] DepthPrimingMode m_DepthPrimingMode = DepthPrimingMode.Disabled; // Default disabled because there are some outstanding issues with Text Mesh rendering.
[SerializeField] CopyDepthMode m_CopyDepthMode = CopyDepthMode.AfterOpaques;
#if UNITY_EDITOR
// Do not strip accurateGbufferNormals on Mobile Vulkan as some GPUs do not support R8G8B8A8_SNorm, which then force us to use accurateGbufferNormals
[ShaderKeywordFilter.ApplyRulesIfNotGraphicsAPI(GraphicsDeviceType.Vulkan)]
[ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings._GBUFFER_NORMALS_OCT)]
#endif
[SerializeField] bool m_AccurateGbufferNormals = false;
//[SerializeField] bool m_TiledDeferredShading = false;
#if UNITY_EDITOR
// NOTE: Atm clustered enabled only makes sense when rendering mode is forward. This filter attribute
// only considers this boolean here. So it is up to the rest of the system to ensure that rendering mode is forward.
// Maybe it would make sense to merge clustered state into the RenderingMode enum by adding ForwardPlus etc there?
[ShaderKeywordFilter.SelectOrRemove(true, keywordNames: ShaderKeywordStrings.ClusteredRendering)]
[ShaderKeywordFilter.RemoveIf(true, overridePriority: true, keywordNames: new string[] {ShaderKeywordStrings.AdditionalLightsVertex, ShaderKeywordStrings.AdditionalLightsPixel})]
#endif
[SerializeField] bool m_ClusteredRendering = false;
const TileSize k_DefaultTileSize = TileSize._32;
[SerializeField] TileSize m_TileSize = k_DefaultTileSize;
[SerializeField] IntermediateTextureMode m_IntermediateTextureMode = IntermediateTextureMode.Always;
protected override ScriptableRenderer Create()
{
if (!Application.isPlaying)
{
ReloadAllNullProperties();
}
return new UniversalRenderer(this);
}
/// <summary>
/// Use this to configure how to filter opaque objects.
/// </summary>
public LayerMask opaqueLayerMask
{
get => m_OpaqueLayerMask;
set
{
SetDirty();
m_OpaqueLayerMask = value;
}
}
/// <summary>
/// Use this to configure how to filter transparent objects.
/// </summary>
public LayerMask transparentLayerMask
{
get => m_TransparentLayerMask;
set
{
SetDirty();
m_TransparentLayerMask = value;
}
}
public StencilStateData defaultStencilState
{
get => m_DefaultStencilState;
set
{
SetDirty();
m_DefaultStencilState = value;
}
}
/// <summary>
/// True if transparent objects receive shadows.
/// </summary>
public bool shadowTransparentReceive
{
get => m_ShadowTransparentReceive;
set
{
SetDirty();
m_ShadowTransparentReceive = value;
}
}
/// <summary>
/// Rendering mode.
/// </summary>
public RenderingMode renderingMode
{
get => m_RenderingMode;
set
{
SetDirty();
m_RenderingMode = value;
}
}
/// <summary>
/// Depth priming mode.
/// </summary>
public DepthPrimingMode depthPrimingMode
{
get => m_DepthPrimingMode;
set
{
SetDirty();
m_DepthPrimingMode = value;
}
}
/// <summary>
/// Copy depth mode.
/// </summary>
public CopyDepthMode copyDepthMode
{
get => m_CopyDepthMode;
set
{
SetDirty();
m_CopyDepthMode = value;
}
}
/// <summary>
/// Use Octaedron Octahedron normal vector encoding for gbuffer normals.
/// The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs.
/// </summary>
public bool accurateGbufferNormals
{
get => m_AccurateGbufferNormals;
set
{
SetDirty();
m_AccurateGbufferNormals = value;
}
}
/*
public bool tiledDeferredShading
{
get => m_TiledDeferredShading;
set
{
SetDirty();
m_TiledDeferredShading = value;
}
}
*/
internal bool clusteredRendering
{
get => m_ClusteredRendering;
set
{
SetDirty();
m_ClusteredRendering = value;
}
}
internal TileSize tileSize
{
get => m_TileSize;
set
{
Assert.IsTrue(value.IsValid());
SetDirty();
m_TileSize = value;
}
}
/// <summary>
/// Controls when URP renders via an intermediate texture.
/// </summary>
public IntermediateTextureMode intermediateTextureMode
{
get => m_IntermediateTextureMode;
set
{
SetDirty();
m_IntermediateTextureMode = value;
}
}
protected override void OnValidate()
{
base.OnValidate();
if (!m_TileSize.IsValid())
{
m_TileSize = k_DefaultTileSize;
}
}
protected override void OnEnable()
{
base.OnEnable();
// Upon asset creation, OnEnable is called and `shaders` reference is not yet initialized
// We need to call the OnEnable for data migration when updating from old versions of UniversalRP that
// serialized resources in a different format. Early returning here when OnEnable is called
// upon asset creation is fine because we guarantee new assets get created with all resources initialized.
if (shaders == null)
return;
ReloadAllNullProperties();
}
private void ReloadAllNullProperties()
{
#if UNITY_EDITOR
ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
#if ENABLE_VR && ENABLE_XR_MODULE
ResourceReloader.TryReloadAllNullIn(xrSystemData, UniversalRenderPipelineAsset.packagePath);
#endif
#endif
}
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
m_AssetVersion = k_LatestAssetVersion;
}
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
if (m_AssetVersion <= 0)
{
// Default to old intermediate texture mode for compatibility reason.
m_IntermediateTextureMode = IntermediateTextureMode.Always;
}
if (m_AssetVersion <= 1)
{
// To avoid breaking existing projects, keep the old AfterOpaques behaviour. The new AfterTransparents default will only apply to new projects.
m_CopyDepthMode = CopyDepthMode.AfterOpaques;
}
m_AssetVersion = k_LatestAssetVersion;
}
}
}