1278 lines
52 KiB
C#
1278 lines
52 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Reflection;
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using System.Text;
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using UnityEngine.Assertions;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Rendering.PostProcessing
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{
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using SceneManagement;
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using UnityObject = UnityEngine.Object;
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using LoadAction = RenderBufferLoadAction;
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using StoreAction = RenderBufferStoreAction;
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/// <summary>
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/// A set of runtime utilities used by the post-processing stack.
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/// </summary>
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public static class RuntimeUtilities
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{
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#region Textures
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static Texture2D m_WhiteTexture;
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/// <summary>
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/// A 1x1 white texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture2D whiteTexture
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{
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get
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{
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if (m_WhiteTexture == null)
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{
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m_WhiteTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false) { name = "White Texture" };
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m_WhiteTexture.SetPixel(0, 0, Color.white);
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m_WhiteTexture.Apply();
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}
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return m_WhiteTexture;
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}
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}
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static Texture3D m_WhiteTexture3D;
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/// <summary>
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/// A 1x1x1 white texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture3D whiteTexture3D
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{
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get
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{
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if (m_WhiteTexture3D == null)
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{
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m_WhiteTexture3D = new Texture3D(1, 1, 1, TextureFormat.ARGB32, false) { name = "White Texture 3D" };
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m_WhiteTexture3D.SetPixels(new Color[] { Color.white });
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m_WhiteTexture3D.Apply();
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}
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return m_WhiteTexture3D;
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}
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}
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static Texture2D m_BlackTexture;
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/// <summary>
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/// A 1x1 black texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture2D blackTexture
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{
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get
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{
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if (m_BlackTexture == null)
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{
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m_BlackTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false) { name = "Black Texture" };
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m_BlackTexture.SetPixel(0, 0, Color.black);
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m_BlackTexture.Apply();
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}
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return m_BlackTexture;
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}
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}
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static Texture3D m_BlackTexture3D;
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/// <summary>
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/// A 1x1x1 black texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture3D blackTexture3D
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{
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get
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{
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if (m_BlackTexture3D == null)
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{
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m_BlackTexture3D = new Texture3D(1, 1, 1, TextureFormat.ARGB32, false) { name = "Black Texture 3D" };
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m_BlackTexture3D.SetPixels(new Color[] { Color.black });
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m_BlackTexture3D.Apply();
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}
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return m_BlackTexture3D;
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}
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}
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static Texture2D m_TransparentTexture;
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/// <summary>
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/// A 1x1 transparent texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture2D transparentTexture
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{
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get
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{
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if (m_TransparentTexture == null)
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{
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m_TransparentTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false) { name = "Transparent Texture" };
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m_TransparentTexture.SetPixel(0, 0, Color.clear);
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m_TransparentTexture.Apply();
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}
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return m_TransparentTexture;
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}
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}
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static Texture3D m_TransparentTexture3D;
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/// <summary>
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/// A 1x1x1 transparent texture.
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/// </summary>
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/// <remarks>
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/// This texture is only created once and recycled afterward. You shouldn't modify it.
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/// </remarks>
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public static Texture3D transparentTexture3D
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{
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get
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{
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if (m_TransparentTexture3D == null)
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{
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m_TransparentTexture3D = new Texture3D(1, 1, 1, TextureFormat.ARGB32, false) { name = "Transparent Texture 3D" };
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m_TransparentTexture3D.SetPixels(new Color[] { Color.clear });
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m_TransparentTexture3D.Apply();
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}
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return m_TransparentTexture3D;
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}
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}
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static Dictionary<int, Texture2D> m_LutStrips = new Dictionary<int, Texture2D>();
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/// <summary>
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/// Gets a 2D lookup table for color grading use. Its size will be <c>width = height * height</c>.
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/// </summary>
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/// <param name="size">The height of the lookup table</param>
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/// <returns>A 2D lookup table</returns>
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/// <remarks>
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/// Lookup tables are recycled and only created once per size. You shouldn't modify them.
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/// </remarks>
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public static Texture2D GetLutStrip(int size)
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{
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Texture2D texture;
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if (!m_LutStrips.TryGetValue(size, out texture))
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{
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int width = size * size;
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int height = size;
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var pixels = new Color[width * height];
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float inv = 1f / (size - 1f);
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for (int z = 0; z < size; z++)
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{
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var offset = z * size;
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var b = z * inv;
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for (int y = 0; y < size; y++)
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{
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var g = y * inv;
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for (int x = 0; x < size; x++)
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{
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var r = x * inv;
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pixels[y * width + offset + x] = new Color(r, g, b);
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}
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}
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}
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var format = TextureFormat.RGBAHalf;
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if (!format.IsSupported())
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format = TextureFormat.ARGB32;
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texture = new Texture2D(size * size, size, format, false, true)
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{
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name = "Strip Lut" + size,
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hideFlags = HideFlags.DontSave,
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filterMode = FilterMode.Bilinear,
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wrapMode = TextureWrapMode.Clamp,
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anisoLevel = 0
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};
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texture.SetPixels(pixels);
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texture.Apply();
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m_LutStrips.Add(size, texture);
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}
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return texture;
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}
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#endregion
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#region Rendering
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static PostProcessResources s_Resources;
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static Mesh s_FullscreenTriangle;
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/// <summary>
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/// A fullscreen triangle mesh.
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/// </summary>
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public static Mesh fullscreenTriangle
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{
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get
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{
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if (s_FullscreenTriangle != null)
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return s_FullscreenTriangle;
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s_FullscreenTriangle = new Mesh { name = "Fullscreen Triangle" };
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// Because we have to support older platforms (GLES2/3, DX9 etc) we can't do all of
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// this directly in the vertex shader using vertex ids :(
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s_FullscreenTriangle.SetVertices(new List<Vector3>
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{
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new Vector3(-1f, -1f, 0f),
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new Vector3(-1f, 3f, 0f),
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new Vector3(3f, -1f, 0f)
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});
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s_FullscreenTriangle.SetIndices(new[] { 0, 1, 2 }, MeshTopology.Triangles, 0, false);
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s_FullscreenTriangle.UploadMeshData(false);
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return s_FullscreenTriangle;
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}
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}
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static Material s_CopyStdMaterial;
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/// <summary>
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/// A simple copy material to use with the builtin pipelines.
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/// </summary>
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public static Material copyStdMaterial
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{
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get
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{
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if (s_CopyStdMaterial != null)
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return s_CopyStdMaterial;
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Assert.IsNotNull(s_Resources);
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var shader = s_Resources.shaders.copyStd;
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s_CopyStdMaterial = new Material(shader)
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{
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name = "PostProcess - CopyStd",
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hideFlags = HideFlags.HideAndDontSave
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};
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return s_CopyStdMaterial;
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}
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}
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static Material s_CopyStdFromDoubleWideMaterial;
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/// <summary>
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/// A double-wide copy material to use with VR and the builtin pipelines.
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/// </summary>
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public static Material copyStdFromDoubleWideMaterial
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{
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get
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{
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if (s_CopyStdFromDoubleWideMaterial != null)
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return s_CopyStdFromDoubleWideMaterial;
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Assert.IsNotNull(s_Resources);
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var shader = s_Resources.shaders.copyStdFromDoubleWide;
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s_CopyStdFromDoubleWideMaterial = new Material(shader)
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{
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name = "PostProcess - CopyStdFromDoubleWide",
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hideFlags = HideFlags.HideAndDontSave
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};
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return s_CopyStdFromDoubleWideMaterial;
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}
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}
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static Material s_CopyMaterial;
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/// <summary>
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/// A simple copy material independent from the rendering pipeline.
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/// </summary>
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public static Material copyMaterial
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{
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get
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{
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if (s_CopyMaterial != null)
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return s_CopyMaterial;
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Assert.IsNotNull(s_Resources);
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var shader = s_Resources.shaders.copy;
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s_CopyMaterial = new Material(shader)
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{
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name = "PostProcess - Copy",
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hideFlags = HideFlags.HideAndDontSave
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};
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return s_CopyMaterial;
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}
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}
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static Material s_CopyFromTexArrayMaterial;
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/// <summary>
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/// A copy material with a texture array slice as a source for the builtin pipelines.
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/// </summary>
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public static Material copyFromTexArrayMaterial
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{
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get
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{
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if (s_CopyFromTexArrayMaterial != null)
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return s_CopyFromTexArrayMaterial;
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Assert.IsNotNull(s_Resources);
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var shader = s_Resources.shaders.copyStdFromTexArray;
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s_CopyFromTexArrayMaterial = new Material(shader)
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{
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name = "PostProcess - CopyFromTexArray",
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hideFlags = HideFlags.HideAndDontSave
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};
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return s_CopyFromTexArrayMaterial;
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}
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}
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static PropertySheet s_CopySheet;
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/// <summary>
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/// A pre-configured <see cref="PropertySheet"/> for <see cref="copyMaterial"/>.
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/// </summary>
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public static PropertySheet copySheet
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{
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get
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{
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if (s_CopySheet == null)
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s_CopySheet = new PropertySheet(copyMaterial);
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return s_CopySheet;
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}
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}
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static PropertySheet s_CopyFromTexArraySheet;
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/// <summary>
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/// A pre-configured <see cref="PropertySheet"/> for <see cref="copyFromTexArrayMaterial"/>.
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/// </summary>
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public static PropertySheet copyFromTexArraySheet
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{
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get
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{
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if (s_CopyFromTexArraySheet == null)
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s_CopyFromTexArraySheet = new PropertySheet(copyFromTexArrayMaterial);
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return s_CopyFromTexArraySheet;
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}
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}
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internal static bool isValidResources()
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{
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return s_Resources != null;
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}
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internal static void UpdateResources(PostProcessResources resources)
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{
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Destroy(s_CopyMaterial);
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Destroy(s_CopyStdMaterial);
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Destroy(s_CopyFromTexArrayMaterial);
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Destroy(s_CopyStdFromDoubleWideMaterial);
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s_CopyMaterial = null;
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s_CopyStdMaterial = null;
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s_CopyFromTexArrayMaterial = null;
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s_CopyStdFromDoubleWideMaterial = null;
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s_CopySheet = null;
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s_CopyFromTexArraySheet = null;
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s_Resources = resources;
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}
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/// <summary>
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/// Sets the current render target using specified <see cref="RenderBufferLoadAction"/>.
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/// </summary>
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/// <param name="cmd">The command buffer to set the render target on</param>
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/// <param name="rt">The render target to set</param>
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/// <param name="loadAction">The load action</param>
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/// <param name="storeAction">The store action</param>
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/// <remarks>
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||
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/// <see cref="RenderBufferLoadAction"/> are only used on Unity 2018.2 or newer.
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/// </remarks>
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public static void SetRenderTargetWithLoadStoreAction(this CommandBuffer cmd, RenderTargetIdentifier rt, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction)
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{
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#if UNITY_2018_2_OR_NEWER
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cmd.SetRenderTarget(rt, loadAction, storeAction);
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#else
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cmd.SetRenderTarget(rt);
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#endif
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}
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||
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/// <summary>
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/// Sets the current render target using specified <see cref="RenderBufferLoadAction"/>.
|
||
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/// </summary>
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||
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/// <param name="cmd">The command buffer to set the render target on</param>
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/// <param name="rt">The render target to set</param>
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/// <param name="loadAction">The load action</param>
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/// <param name="storeAction">The store action</param>
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/// <param name="depthLoadAction">The load action for the depth/stencil part of rt</param>
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||
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/// <param name="depthStoreAction">The store action for the depth/stencil part of rt</param>
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||
|
/// <remarks>
|
||
|
/// <see cref="RenderBufferLoadAction"/> are only used on Unity 2018.2 or newer.
|
||
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/// </remarks>
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||
|
public static void SetRenderTargetWithLoadStoreAction(this CommandBuffer cmd, RenderTargetIdentifier rt,
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||
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RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction,
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RenderBufferLoadAction depthLoadAction, RenderBufferStoreAction depthStoreAction)
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||
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{
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#if UNITY_2018_2_OR_NEWER
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cmd.SetRenderTarget(rt, loadAction, storeAction, depthLoadAction, depthStoreAction);
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#else
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cmd.SetRenderTarget(rt);
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#endif
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}
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/// <summary>
|
||
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/// Sets the current render target and its depth using specified <see cref="RenderBufferLoadAction"/>.
|
||
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/// </summary>
|
||
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/// <param name="cmd">The command buffer to set the render target on</param>
|
||
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/// <param name="color">The render target to set as color</param>
|
||
|
/// <param name="colorLoadAction">The load action for the color render target</param>
|
||
|
/// <param name="colorStoreAction">The store action for the color render target</param>
|
||
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/// <param name="depth">The render target to set as depth</param>
|
||
|
/// <param name="depthLoadAction">The load action for the depth render target</param>
|
||
|
/// <param name="depthStoreAction">The store action for the depth render target</param>
|
||
|
public static void SetRenderTargetWithLoadStoreAction(this CommandBuffer cmd,
|
||
|
RenderTargetIdentifier color, RenderBufferLoadAction colorLoadAction, RenderBufferStoreAction colorStoreAction,
|
||
|
RenderTargetIdentifier depth, RenderBufferLoadAction depthLoadAction, RenderBufferStoreAction depthStoreAction)
|
||
|
{
|
||
|
#if UNITY_2018_2_OR_NEWER
|
||
|
cmd.SetRenderTarget(color, colorLoadAction, colorStoreAction, depth, depthLoadAction, depthStoreAction);
|
||
|
#else
|
||
|
cmd.SetRenderTarget(color, depth);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Does a copy of source to destination using a fullscreen triangle.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="viewport">An optional viewport to consider for the blit</param>
|
||
|
/// <param name="preserveDepth">Should the depth buffer be preserved?</param>
|
||
|
public static void BlitFullscreenTriangle(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, bool clear = false, Rect? viewport = null, bool preserveDepth = false)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
var colorLoad = viewport == null ? LoadAction.DontCare : LoadAction.Load;
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, colorLoad, StoreAction.Store, preserveDepth ? LoadAction.Load : colorLoad, StoreAction.Store);
|
||
|
|
||
|
if (viewport != null)
|
||
|
cmd.SetViewport(viewport.Value);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, copyMaterial, 0, 0);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="loadAction">The load action for this blit</param>
|
||
|
/// <param name="viewport">An optional viewport to consider for the blit</param>
|
||
|
/// <param name="preserveDepth">Should the depth buffer be preserved?</param>
|
||
|
public static void BlitFullscreenTriangle(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, PropertySheet propertySheet, int pass, RenderBufferLoadAction loadAction, Rect? viewport = null, bool preserveDepth = false)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
#if UNITY_2018_2_OR_NEWER
|
||
|
bool clear = (loadAction == LoadAction.Clear);
|
||
|
if (clear)
|
||
|
loadAction = LoadAction.DontCare;
|
||
|
#else
|
||
|
bool clear = false;
|
||
|
#endif
|
||
|
if (viewport != null)
|
||
|
loadAction = LoadAction.Load;
|
||
|
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, loadAction, StoreAction.Store, preserveDepth ? LoadAction.Load : loadAction, StoreAction.Store);
|
||
|
|
||
|
if (viewport != null)
|
||
|
cmd.SetViewport(viewport.Value);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="viewport">An optional viewport to consider for the blit</param>
|
||
|
/// <param name="preserveDepth">Should the depth buffer be preserved?</param>
|
||
|
public static void BlitFullscreenTriangle(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, PropertySheet propertySheet, int pass, bool clear = false, Rect? viewport = null, bool preserveDepth = false)
|
||
|
{
|
||
|
#if UNITY_2018_2_OR_NEWER
|
||
|
cmd.BlitFullscreenTriangle(source, destination, propertySheet, pass, clear ? LoadAction.Clear : LoadAction.DontCare, viewport, preserveDepth);
|
||
|
#else
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
var loadAction = viewport == null ? LoadAction.DontCare : LoadAction.Load;
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, loadAction, StoreAction.Store, preserveDepth ? LoadAction.Load : loadAction, StoreAction.Store);
|
||
|
|
||
|
if (viewport != null)
|
||
|
cmd.SetViewport(viewport.Value);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle from a double-wide source.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="material">The material to use for the blit</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="eye">The target eye</param>
|
||
|
public static void BlitFullscreenTriangleFromDoubleWide(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass, int eye)
|
||
|
{
|
||
|
Vector4 uvScaleOffset = new Vector4(0.5f, 1.0f, 0, 0);
|
||
|
|
||
|
if (eye == 1)
|
||
|
uvScaleOffset.z = 0.5f;
|
||
|
cmd.SetGlobalVector(ShaderIDs.UVScaleOffset, uvScaleOffset);
|
||
|
cmd.BuiltinBlit(source, destination, material, pass);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle to a double-wide destination.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="eye">The target eye</param>
|
||
|
public static void BlitFullscreenTriangleToDoubleWide(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, PropertySheet propertySheet, int pass, int eye)
|
||
|
{
|
||
|
Vector4 posScaleOffset = new Vector4(0.5f, 1.0f, -0.5f, 0);
|
||
|
|
||
|
if (eye == 1)
|
||
|
posScaleOffset.z = 0.5f;
|
||
|
propertySheet.EnableKeyword("STEREO_DOUBLEWIDE_TARGET");
|
||
|
propertySheet.properties.SetVector(ShaderIDs.PosScaleOffset, posScaleOffset);
|
||
|
cmd.BlitFullscreenTriangle(source, destination, propertySheet, 0);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source texture array</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="depthSlice">The slice to use for the texture array</param>
|
||
|
public static void BlitFullscreenTriangleFromTexArray(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, PropertySheet propertySheet, int pass, bool clear = false, int depthSlice = -1)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
cmd.SetGlobalFloat(ShaderIDs.DepthSlice, depthSlice);
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="depthSlice">The array slice to consider as a source</param>
|
||
|
public static void BlitFullscreenTriangleToTexArray(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, PropertySheet propertySheet, int pass, bool clear = false, int depthSlice = -1)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
cmd.SetGlobalFloat(ShaderIDs.DepthSlice, depthSlice);
|
||
|
cmd.SetRenderTarget(destination, 0, CubemapFace.Unknown, -1);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="depth">The depth render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="viewport">An optional viewport to consider for the blit</param>
|
||
|
public static void BlitFullscreenTriangle(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderTargetIdentifier depth, PropertySheet propertySheet, int pass, bool clear = false, Rect? viewport = null)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
|
||
|
LoadAction loadAction = viewport == null ? LoadAction.DontCare : LoadAction.Load;
|
||
|
if (clear)
|
||
|
{
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, loadAction, StoreAction.Store, depth, loadAction, StoreAction.Store);
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.SetRenderTargetWithLoadStoreAction(destination, loadAction, StoreAction.Store, depth, LoadAction.Load, StoreAction.Store);
|
||
|
}
|
||
|
|
||
|
if (viewport != null)
|
||
|
cmd.SetViewport(viewport.Value);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen triangle using a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destinations">An array of destinations render targets</param>
|
||
|
/// <param name="depth">The depth render target</param>
|
||
|
/// <param name="propertySheet">The property sheet to use</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
/// <param name="clear">Should the destination target be cleared?</param>
|
||
|
/// <param name="viewport">An optional viewport to consider for the blit</param>
|
||
|
public static void BlitFullscreenTriangle(this CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier[] destinations, RenderTargetIdentifier depth, PropertySheet propertySheet, int pass, bool clear = false, Rect? viewport = null)
|
||
|
{
|
||
|
cmd.SetGlobalTexture(ShaderIDs.MainTex, source);
|
||
|
cmd.SetRenderTarget(destinations, depth);
|
||
|
|
||
|
if (viewport != null)
|
||
|
cmd.SetViewport(viewport.Value);
|
||
|
|
||
|
if (clear)
|
||
|
cmd.ClearRenderTarget(true, true, Color.clear);
|
||
|
|
||
|
cmd.DrawMesh(fullscreenTriangle, Matrix4x4.identity, propertySheet.material, 0, pass, propertySheet.properties);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Does a copy of source to destination using the builtin blit command.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
public static void BuiltinBlit(this CommandBuffer cmd, Rendering.RenderTargetIdentifier source, RenderTargetIdentifier destination)
|
||
|
{
|
||
|
#if UNITY_2018_2_OR_NEWER
|
||
|
cmd.SetRenderTarget(destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
|
||
|
destination = BuiltinRenderTextureType.CurrentActive;
|
||
|
#endif
|
||
|
cmd.Blit(source, destination);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Blits a fullscreen quad using the builtin blit command and a given material.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <param name="mat">The material to use for the blit</param>
|
||
|
/// <param name="pass">The pass from the material to use</param>
|
||
|
public static void BuiltinBlit(this CommandBuffer cmd, Rendering.RenderTargetIdentifier source, RenderTargetIdentifier destination, Material mat, int pass = 0)
|
||
|
{
|
||
|
#if UNITY_2018_2_OR_NEWER
|
||
|
cmd.SetRenderTarget(destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
|
||
|
destination = BuiltinRenderTextureType.CurrentActive;
|
||
|
#endif
|
||
|
cmd.Blit(source, destination, mat, pass);
|
||
|
}
|
||
|
|
||
|
// Fast basic copy texture if available, falls back to blit copy if not
|
||
|
// Assumes that both textures have the exact same type and format
|
||
|
/// <summary>
|
||
|
/// Copies the content of a texture into the other. Both textures must have the same size
|
||
|
/// and format or this method will fail.
|
||
|
/// </summary>
|
||
|
/// <param name="cmd">The command buffer to use</param>
|
||
|
/// <param name="source">The source render target</param>
|
||
|
/// <param name="destination">The destination render target</param>
|
||
|
/// <remarks>
|
||
|
/// If the CopyTexture command isn't supported on the target platform it will revert to a
|
||
|
/// fullscreen blit command instead.
|
||
|
/// </remarks>
|
||
|
public static void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination)
|
||
|
{
|
||
|
if (SystemInfo.copyTextureSupport > CopyTextureSupport.None)
|
||
|
{
|
||
|
cmd.CopyTexture(source, destination);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cmd.BlitFullscreenTriangle(source, destination);
|
||
|
}
|
||
|
|
||
|
// TODO: Generalize the GetTemporaryRT and Blit commands in order to support
|
||
|
// RT Arrays for Stereo Instancing/MultiView
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Unity specifics & misc methods
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if a scriptable render pipeline is currently in use, <c>false</c>
|
||
|
/// otherwise.
|
||
|
/// </summary>
|
||
|
public static bool scriptableRenderPipelineActive
|
||
|
{
|
||
|
#if UNITY_2019_3_OR_NEWER
|
||
|
get { return GraphicsSettings.currentRenderPipeline != null; }
|
||
|
#else
|
||
|
get { return GraphicsSettings.renderPipelineAsset != null; }
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if deferred shading is supported on the target platform,
|
||
|
/// <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
public static bool supportsDeferredShading
|
||
|
{
|
||
|
get { return scriptableRenderPipelineActive || GraphicsSettings.GetShaderMode(BuiltinShaderType.DeferredShading) != BuiltinShaderMode.Disabled; }
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if <see cref="DepthTextureMode.DepthNormals"/> is supported on the
|
||
|
/// target platform, <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
public static bool supportsDepthNormals
|
||
|
{
|
||
|
get { return scriptableRenderPipelineActive || GraphicsSettings.GetShaderMode(BuiltinShaderType.DepthNormals) != BuiltinShaderMode.Disabled; }
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if single-pass stereo rendering is selected, <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This property only works in the editor.
|
||
|
/// </remarks>
|
||
|
public static bool isSinglePassStereoSelected
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
#if (ENABLE_VR_MODULE && ENABLE_VR) && !UNITY_2020_1_OR_NEWER
|
||
|
return UnityEditorInternal.VR.VREditor.GetVREnabledOnTargetGroup(BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget))
|
||
|
&& PlayerSettings.stereoRenderingPath == UnityEditor.StereoRenderingPath.SinglePass;
|
||
|
#else
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if single-pass stereo rendering is active, <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This property only works in the editor.
|
||
|
/// </remarks>
|
||
|
// TODO: Check for SPSR support at runtime
|
||
|
public static bool isSinglePassStereoEnabled
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
return isSinglePassStereoSelected && Application.isPlaying;
|
||
|
#elif !(ENABLE_VR_MODULE && ENABLE_VR)
|
||
|
return false;
|
||
|
#else
|
||
|
return UnityEngine.XR.XRSettings.eyeTextureDesc.vrUsage == VRTextureUsage.TwoEyes;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if VR is enabled, <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
public static bool isVREnabled
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
#if (ENABLE_VR_MODULE && ENABLE_VR) && UNITY_EDITOR && !UNITY_2020_1_OR_NEWER
|
||
|
return UnityEditorInternal.VR.VREditor.GetVREnabledOnTargetGroup(BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
|
||
|
#elif UNITY_XBOXONE || !(ENABLE_VR_MODULE && ENABLE_VR)
|
||
|
return false;
|
||
|
#else
|
||
|
return UnityEngine.XR.XRSettings.enabled;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if the target platform is Android and the selected API is OpenGL,
|
||
|
/// <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
public static bool isAndroidOpenGL
|
||
|
{
|
||
|
get { return Application.platform == RuntimePlatform.Android && SystemInfo.graphicsDeviceType != GraphicsDeviceType.Vulkan; }
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the default HDR render texture format for the current target platform.
|
||
|
/// </summary>
|
||
|
public static RenderTextureFormat defaultHDRRenderTextureFormat
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
#if !UNITY_2019_3_OR_NEWER && (UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_EDITOR)
|
||
|
RenderTextureFormat format = RenderTextureFormat.RGB111110Float;
|
||
|
#if UNITY_EDITOR
|
||
|
var target = EditorUserBuildSettings.activeBuildTarget;
|
||
|
if (target != BuildTarget.Android && target != BuildTarget.iOS && target != BuildTarget.tvOS)
|
||
|
return RenderTextureFormat.DefaultHDR;
|
||
|
#endif // UNITY_EDITOR
|
||
|
if (format.IsSupported())
|
||
|
return format;
|
||
|
#endif // #if !UNITY_2019_3_OR_NEWER && (UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_EDITOR)
|
||
|
return RenderTextureFormat.DefaultHDR;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if a given render texture format is a floating-point format.
|
||
|
/// </summary>
|
||
|
/// <param name="format">The format to test</param>
|
||
|
/// <returns><c>true</c> if the format is floating-point, <c>false</c> otherwise</returns>
|
||
|
public static bool isFloatingPointFormat(RenderTextureFormat format)
|
||
|
{
|
||
|
return format == RenderTextureFormat.DefaultHDR || format == RenderTextureFormat.ARGBHalf || format == RenderTextureFormat.ARGBFloat ||
|
||
|
format == RenderTextureFormat.RGFloat || format == RenderTextureFormat.RGHalf ||
|
||
|
format == RenderTextureFormat.RFloat || format == RenderTextureFormat.RHalf ||
|
||
|
format == RenderTextureFormat.RGB111110Float;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if a given render texture format has an alpha channel.
|
||
|
/// </summary>
|
||
|
/// <param name="format">The format to test</param>
|
||
|
/// <returns><c>true</c> if the format has an alpha channel, <c>false</c> otherwise</returns>
|
||
|
internal static bool hasAlpha(RenderTextureFormat format)
|
||
|
{
|
||
|
UnityEngine.Experimental.Rendering.GraphicsFormat gformat = UnityEngine.Experimental.Rendering.GraphicsFormatUtility.GetGraphicsFormat(format, RenderTextureReadWrite.Default);
|
||
|
return UnityEngine.Experimental.Rendering.GraphicsFormatUtility.HasAlphaChannel(gformat);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Properly destroys a given Unity object.
|
||
|
/// </summary>
|
||
|
/// <param name="obj">The object to destroy</param>
|
||
|
public static void Destroy(UnityObject obj)
|
||
|
{
|
||
|
if (obj != null)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (Application.isPlaying)
|
||
|
UnityObject.Destroy(obj);
|
||
|
else
|
||
|
UnityObject.DestroyImmediate(obj);
|
||
|
#else
|
||
|
UnityObject.Destroy(obj);
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns <c>true</c> if the current color space setting is set to <c>Linear</c>,
|
||
|
/// <c>false</c> otherwise.
|
||
|
/// </summary>
|
||
|
public static bool isLinearColorSpace
|
||
|
{
|
||
|
get { return QualitySettings.activeColorSpace == ColorSpace.Linear; }
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if resolved depth is available on the current target platform.
|
||
|
/// </summary>
|
||
|
/// <param name="camera">A rendering camera</param>
|
||
|
/// <returns><c>true</c> if resolved depth is available, <c>false</c> otherwise</returns>
|
||
|
public static bool IsResolvedDepthAvailable(Camera camera)
|
||
|
{
|
||
|
// AFAIK resolved depth is only available on D3D11/12 via BuiltinRenderTextureType.ResolvedDepth
|
||
|
// TODO: Is there more proper way to determine this? What about SRPs?
|
||
|
var gtype = SystemInfo.graphicsDeviceType;
|
||
|
return camera.actualRenderingPath == RenderingPath.DeferredShading &&
|
||
|
(gtype == GraphicsDeviceType.Direct3D11
|
||
|
|| gtype == GraphicsDeviceType.Direct3D12
|
||
|
#if UNITY_GAMECORE
|
||
|
|| gtype == GraphicsDeviceType.GameCoreXboxSeries
|
||
|
|| gtype == GraphicsDeviceType.GameCoreXboxOne
|
||
|
#endif
|
||
|
|| gtype == GraphicsDeviceType.XboxOne
|
||
|
|| gtype == GraphicsDeviceType.XboxOneD3D12
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Properly destroys a given profile.
|
||
|
/// </summary>
|
||
|
/// <param name="profile">The profile to destroy</param>
|
||
|
/// <param name="destroyEffects">Should we destroy all the embedded settings?</param>
|
||
|
public static void DestroyProfile(PostProcessProfile profile, bool destroyEffects)
|
||
|
{
|
||
|
if (destroyEffects)
|
||
|
{
|
||
|
foreach (var effect in profile.settings)
|
||
|
Destroy(effect);
|
||
|
}
|
||
|
|
||
|
Destroy(profile);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Properly destroys a volume.
|
||
|
/// </summary>
|
||
|
/// <param name="volume">The volume to destroy</param>
|
||
|
/// <param name="destroyProfile">Should we destroy the attached profile?</param>
|
||
|
/// <param name="destroyGameObject">Should we destroy the volume Game Object?</param>
|
||
|
public static void DestroyVolume(PostProcessVolume volume, bool destroyProfile, bool destroyGameObject = false)
|
||
|
{
|
||
|
if (destroyProfile)
|
||
|
DestroyProfile(volume.profileRef, true);
|
||
|
|
||
|
var gameObject = volume.gameObject;
|
||
|
Destroy(volume);
|
||
|
|
||
|
if (destroyGameObject)
|
||
|
Destroy(gameObject);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if a post-processing layer is active.
|
||
|
/// </summary>
|
||
|
/// <param name="layer">The layer to check; can be <c>null</c></param>
|
||
|
/// <returns><c>true</c> if the layer is enabled, <c>false</c> otherwise</returns>
|
||
|
public static bool IsPostProcessingActive(PostProcessLayer layer)
|
||
|
{
|
||
|
return layer != null
|
||
|
&& layer.enabled;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if temporal anti-aliasing is active on a given post-process layer.
|
||
|
/// </summary>
|
||
|
/// <param name="layer">The layer to check</param>
|
||
|
/// <returns><c>true</c> if temporal anti-aliasing is active, <c>false</c> otherwise</returns>
|
||
|
public static bool IsTemporalAntialiasingActive(PostProcessLayer layer)
|
||
|
{
|
||
|
return IsPostProcessingActive(layer)
|
||
|
&& layer.antialiasingMode == PostProcessLayer.Antialiasing.TemporalAntialiasing
|
||
|
&& layer.temporalAntialiasing.IsSupported();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets all scene objects in the hierarchy, including inactive objects. This method is slow
|
||
|
/// on large scenes and should be used with extreme caution.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">The component to look for</typeparam>
|
||
|
/// <returns>A list of all components of type <c>T</c> in the scene</returns>
|
||
|
public static IEnumerable<T> GetAllSceneObjects<T>()
|
||
|
where T : Component
|
||
|
{
|
||
|
var queue = new Queue<Transform>();
|
||
|
var roots = SceneManager.GetActiveScene().GetRootGameObjects();
|
||
|
|
||
|
foreach (var root in roots)
|
||
|
{
|
||
|
queue.Enqueue(root.transform);
|
||
|
var comp = root.GetComponent<T>();
|
||
|
|
||
|
if (comp != null)
|
||
|
yield return comp;
|
||
|
}
|
||
|
|
||
|
while (queue.Count > 0)
|
||
|
{
|
||
|
foreach (Transform child in queue.Dequeue())
|
||
|
{
|
||
|
queue.Enqueue(child);
|
||
|
var comp = child.GetComponent<T>();
|
||
|
|
||
|
if (comp != null)
|
||
|
yield return comp;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates an instance of a class if it's <c>null</c>.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">The type to create</typeparam>
|
||
|
/// <param name="obj">A reference to an instance to check and create if needed</param>
|
||
|
public static void CreateIfNull<T>(ref T obj)
|
||
|
where T : class, new()
|
||
|
{
|
||
|
if (obj == null)
|
||
|
obj = new T();
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Maths
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the base-2 exponential function of <paramref name="x"/>, which is <c>2</c>
|
||
|
/// raised to the power <paramref name="x"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="x">Value of the exponent</param>
|
||
|
/// <returns>The base-2 exponential function of <paramref name="x"/></returns>
|
||
|
public static float Exp2(float x)
|
||
|
{
|
||
|
return Mathf.Exp(x * 0.69314718055994530941723212145818f);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets a jittered perspective projection matrix for a given camera.
|
||
|
/// </summary>
|
||
|
/// <param name="camera">The camera to build the projection matrix for</param>
|
||
|
/// <param name="offset">The jitter offset</param>
|
||
|
/// <returns>A jittered projection matrix</returns>
|
||
|
public static Matrix4x4 GetJitteredPerspectiveProjectionMatrix(Camera camera, Vector2 offset)
|
||
|
{
|
||
|
float near = camera.nearClipPlane;
|
||
|
float far = camera.farClipPlane;
|
||
|
|
||
|
float vertical = Mathf.Tan(0.5f * Mathf.Deg2Rad * camera.fieldOfView) * near;
|
||
|
float horizontal = vertical * camera.aspect;
|
||
|
|
||
|
offset.x *= horizontal / (0.5f * camera.pixelWidth);
|
||
|
offset.y *= vertical / (0.5f * camera.pixelHeight);
|
||
|
|
||
|
var matrix = camera.projectionMatrix;
|
||
|
|
||
|
matrix[0, 2] += offset.x / horizontal;
|
||
|
matrix[1, 2] += offset.y / vertical;
|
||
|
|
||
|
return matrix;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets a jittered orthographic projection matrix for a given camera.
|
||
|
/// </summary>
|
||
|
/// <param name="camera">The camera to build the orthographic matrix for</param>
|
||
|
/// <param name="offset">The jitter offset</param>
|
||
|
/// <returns>A jittered projection matrix</returns>
|
||
|
public static Matrix4x4 GetJitteredOrthographicProjectionMatrix(Camera camera, Vector2 offset)
|
||
|
{
|
||
|
float vertical = camera.orthographicSize;
|
||
|
float horizontal = vertical * camera.aspect;
|
||
|
|
||
|
offset.x *= horizontal / (0.5f * camera.pixelWidth);
|
||
|
offset.y *= vertical / (0.5f * camera.pixelHeight);
|
||
|
|
||
|
float left = offset.x - horizontal;
|
||
|
float right = offset.x + horizontal;
|
||
|
float top = offset.y + vertical;
|
||
|
float bottom = offset.y - vertical;
|
||
|
|
||
|
return Matrix4x4.Ortho(left, right, bottom, top, camera.nearClipPlane, camera.farClipPlane);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets a jittered perspective projection matrix from an original projection matrix.
|
||
|
/// </summary>
|
||
|
/// <param name="context">The current render context</param>
|
||
|
/// <param name="origProj">The original projection matrix</param>
|
||
|
/// <param name="jitter">The jitter offset</param>
|
||
|
/// <returns>A jittered projection matrix</returns>
|
||
|
public static Matrix4x4 GenerateJitteredProjectionMatrixFromOriginal(PostProcessRenderContext context, Matrix4x4 origProj, Vector2 jitter)
|
||
|
{
|
||
|
var planes = origProj.decomposeProjection;
|
||
|
|
||
|
float vertFov = Math.Abs(planes.top) + Math.Abs(planes.bottom);
|
||
|
float horizFov = Math.Abs(planes.left) + Math.Abs(planes.right);
|
||
|
|
||
|
var planeJitter = new Vector2(jitter.x * horizFov / context.screenWidth,
|
||
|
jitter.y * vertFov / context.screenHeight);
|
||
|
|
||
|
planes.left += planeJitter.x;
|
||
|
planes.right += planeJitter.x;
|
||
|
planes.top += planeJitter.y;
|
||
|
planes.bottom += planeJitter.y;
|
||
|
|
||
|
var jitteredMatrix = Matrix4x4.Frustum(planes);
|
||
|
|
||
|
return jitteredMatrix;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Reflection
|
||
|
|
||
|
static IEnumerable<Type> m_AssemblyTypes;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets all currently available assembly types.
|
||
|
/// </summary>
|
||
|
/// <returns>A list of all currently available assembly types</returns>
|
||
|
/// <remarks>
|
||
|
/// This method is slow and should be use with extreme caution. We recommend you use
|
||
|
/// <see cref="GetAllTypesDerivedFrom{T}"/> instead if possible.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="GetAllTypesDerivedFrom{T}"/>
|
||
|
public static IEnumerable<Type> GetAllAssemblyTypes()
|
||
|
{
|
||
|
if (m_AssemblyTypes == null)
|
||
|
{
|
||
|
m_AssemblyTypes = AppDomain.CurrentDomain.GetAssemblies()
|
||
|
.SelectMany(t =>
|
||
|
{
|
||
|
// Ugly hack to handle mis-versioned dlls
|
||
|
var innerTypes = new Type[0];
|
||
|
try
|
||
|
{
|
||
|
innerTypes = t.GetTypes();
|
||
|
}
|
||
|
catch { }
|
||
|
return innerTypes;
|
||
|
});
|
||
|
}
|
||
|
|
||
|
return m_AssemblyTypes;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets all currently available assembly types derived from type <typeparamref name="T"/>.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">The type to look for</typeparam>
|
||
|
/// <returns>A list of all currently available assembly types derived from type <typeparamref name="T"/></returns>
|
||
|
public static IEnumerable<Type> GetAllTypesDerivedFrom<T>()
|
||
|
{
|
||
|
#if UNITY_EDITOR && UNITY_2019_2_OR_NEWER
|
||
|
return UnityEditor.TypeCache.GetTypesDerivedFrom<T>();
|
||
|
#else
|
||
|
return GetAllAssemblyTypes().Where(t => t.IsSubclassOf(typeof(T)));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Helper method to get the first attribute of type <c>T</c> on a given type.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">The attribute type to look for</typeparam>
|
||
|
/// <param name="type">The type to explore</param>
|
||
|
/// <returns>The attribute found</returns>
|
||
|
public static T GetAttribute<T>(this Type type) where T : Attribute
|
||
|
{
|
||
|
Assert.IsTrue(type.IsDefined(typeof(T), false), "Attribute not found");
|
||
|
return (T)type.GetCustomAttributes(typeof(T), false)[0];
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns all attributes set on a specific member.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TType">The class type where the member is defined</typeparam>
|
||
|
/// <typeparam name="TValue">The member type</typeparam>
|
||
|
/// <param name="expr">An expression path to the member</param>
|
||
|
/// <returns>An array of attributes</returns>
|
||
|
/// <remarks>
|
||
|
/// This method doesn't return inherited attributes, only explicit ones.
|
||
|
/// </remarks>
|
||
|
public static Attribute[] GetMemberAttributes<TType, TValue>(Expression<Func<TType, TValue>> expr)
|
||
|
{
|
||
|
Expression body = expr;
|
||
|
|
||
|
if (body is LambdaExpression)
|
||
|
body = ((LambdaExpression)body).Body;
|
||
|
|
||
|
switch (body.NodeType)
|
||
|
{
|
||
|
case ExpressionType.MemberAccess:
|
||
|
var fi = (FieldInfo)((MemberExpression)body).Member;
|
||
|
return fi.GetCustomAttributes(false).Cast<Attribute>().ToArray();
|
||
|
default:
|
||
|
throw new InvalidOperationException();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns a string path from an expression. This is mostly used to retrieve serialized
|
||
|
/// properties without hardcoding the field path as a string and thus allowing proper
|
||
|
/// refactoring features.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="TType">The class type where the member is defined</typeparam>
|
||
|
/// <typeparam name="TValue">The member type</typeparam>
|
||
|
/// <param name="expr">An expression path fo the member</param>
|
||
|
/// <returns>A string representation of the expression path</returns>
|
||
|
public static string GetFieldPath<TType, TValue>(Expression<Func<TType, TValue>> expr)
|
||
|
{
|
||
|
MemberExpression me;
|
||
|
switch (expr.Body.NodeType)
|
||
|
{
|
||
|
case ExpressionType.MemberAccess:
|
||
|
me = expr.Body as MemberExpression;
|
||
|
break;
|
||
|
default:
|
||
|
throw new InvalidOperationException();
|
||
|
}
|
||
|
|
||
|
var members = new List<string>();
|
||
|
while (me != null)
|
||
|
{
|
||
|
members.Add(me.Member.Name);
|
||
|
me = me.Expression as MemberExpression;
|
||
|
}
|
||
|
|
||
|
var sb = new StringBuilder();
|
||
|
for (int i = members.Count - 1; i >= 0; i--)
|
||
|
{
|
||
|
sb.Append(members[i]);
|
||
|
if (i > 0) sb.Append('.');
|
||
|
}
|
||
|
|
||
|
return sb.ToString();
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|