b486678290
Library -Artifacts
350 lines
15 KiB
C#
350 lines
15 KiB
C#
using System;
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using UnityEditor;
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using UnityEngine.Serialization;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Universal Render Pipeline's Global Settings.
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/// Global settings are unique per Render Pipeline type. In URP, Global Settings contain:
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/// - light layer names
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/// </summary>
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[URPHelpURL("URP-Global-Settings")]
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partial class UniversalRenderPipelineGlobalSettings : RenderPipelineGlobalSettings, ISerializationCallbackReceiver
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{
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#region Version system
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#pragma warning disable CS0414
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[SerializeField] int k_AssetVersion = 2;
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#pragma warning restore CS0414
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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#if UNITY_EDITOR
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if (k_AssetVersion != 2)
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{
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EditorApplication.delayCall += () => UpgradeAsset(this.GetInstanceID());
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}
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#endif
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}
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#if UNITY_EDITOR
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static void UpgradeAsset(int assetInstanceID)
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{
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UniversalRenderPipelineGlobalSettings asset = EditorUtility.InstanceIDToObject(assetInstanceID) as UniversalRenderPipelineGlobalSettings;
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if (asset.k_AssetVersion < 2)
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{
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#pragma warning disable 618 // Obsolete warning
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// Renamed supportRuntimeDebugDisplay => stripDebugVariants, which results in inverted logic
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asset.m_StripDebugVariants = !asset.supportRuntimeDebugDisplay;
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asset.k_AssetVersion = 2;
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#pragma warning restore 618 // Obsolete warning
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// For old test projects lets keep post processing stripping enabled, as huge chance they did not used runtime profile creating
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#if UNITY_INCLUDE_TESTS
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asset.m_StripUnusedPostProcessingVariants = true;
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#endif
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}
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EditorUtility.SetDirty(asset);
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}
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#endif
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#endregion
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private static UniversalRenderPipelineGlobalSettings cachedInstance = null;
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/// <summary>
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/// Active URP Global Settings asset. If the value is null then no UniversalRenderPipelineGlobalSettings has been registered to the Graphics Settings with the UniversalRenderPipeline.
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/// </summary>
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public static UniversalRenderPipelineGlobalSettings instance
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{
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get
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{
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#if !UNITY_EDITOR
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// The URP Global Settings could have been changed by script, undo/redo (case 1342987), or file update - file versioning, let us make sure we display the correct one
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// In a Player, we do not need to worry about those changes as we only support loading one
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if (cachedInstance == null)
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#endif
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cachedInstance = GraphicsSettings.GetSettingsForRenderPipeline<UniversalRenderPipeline>() as UniversalRenderPipelineGlobalSettings;
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return cachedInstance;
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}
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}
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static internal void UpdateGraphicsSettings(UniversalRenderPipelineGlobalSettings newSettings)
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{
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if (newSettings == cachedInstance)
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return;
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if (newSettings != null)
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GraphicsSettings.RegisterRenderPipelineSettings<UniversalRenderPipeline>(newSettings as RenderPipelineGlobalSettings);
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else
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GraphicsSettings.UnregisterRenderPipelineSettings<UniversalRenderPipeline>();
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cachedInstance = newSettings;
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}
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/// <summary>Default name when creating an URP Global Settings asset.</summary>
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public static readonly string defaultAssetName = "UniversalRenderPipelineGlobalSettings";
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#if UNITY_EDITOR
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//Making sure there is at least one UniversalRenderPipelineGlobalSettings instance in the project
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internal static UniversalRenderPipelineGlobalSettings Ensure(string folderPath = "", bool canCreateNewAsset = true)
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{
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if (UniversalRenderPipelineGlobalSettings.instance)
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return UniversalRenderPipelineGlobalSettings.instance;
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UniversalRenderPipelineGlobalSettings assetCreated = null;
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string path = $"Assets/{folderPath}/{defaultAssetName}.asset";
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assetCreated = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineGlobalSettings>(path);
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if (assetCreated == null)
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{
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var guidGlobalSettingsAssets = AssetDatabase.FindAssets("t:UniversalRenderPipelineGlobalSettings");
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//If we could not find the asset at the default path, find the first one
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if (guidGlobalSettingsAssets.Length > 0)
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{
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var curGUID = guidGlobalSettingsAssets[0];
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path = AssetDatabase.GUIDToAssetPath(curGUID);
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assetCreated = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineGlobalSettings>(path);
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}
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else if (canCreateNewAsset)// or create one altogether
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{
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if (!AssetDatabase.IsValidFolder("Assets/" + folderPath))
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AssetDatabase.CreateFolder("Assets", folderPath);
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assetCreated = Create(path);
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// TODO: Reenable after next urp template is published
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//Debug.LogWarning("No URP Global Settings Asset is assigned. One will be created for you. If you want to modify it, go to Project Settings > Graphics > URP Settings.");
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}
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else
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{
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Debug.LogError("If you are building a Player, make sure to save an URP Global Settings asset by opening the project in the Editor first.");
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return null;
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}
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}
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Debug.Assert(assetCreated, "Could not create URP's Global Settings - URP may not work correctly - Open Project Settings > Graphics > URP Settings for additional help.");
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UpdateGraphicsSettings(assetCreated);
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return UniversalRenderPipelineGlobalSettings.instance;
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}
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internal static UniversalRenderPipelineGlobalSettings Create(string path, UniversalRenderPipelineGlobalSettings src = null)
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{
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UniversalRenderPipelineGlobalSettings assetCreated = null;
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// make sure the asset does not already exists
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assetCreated = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineGlobalSettings>(path);
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if (assetCreated == null)
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{
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assetCreated = ScriptableObject.CreateInstance<UniversalRenderPipelineGlobalSettings>();
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if (assetCreated != null)
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{
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assetCreated.name = System.IO.Path.GetFileName(path);
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}
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AssetDatabase.CreateAsset(assetCreated, path);
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Debug.Assert(assetCreated);
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}
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if (assetCreated)
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{
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if (src != null)
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{
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assetCreated.lightLayerName0 = System.String.Copy(src.lightLayerName0);
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assetCreated.lightLayerName1 = System.String.Copy(src.lightLayerName1);
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assetCreated.lightLayerName2 = System.String.Copy(src.lightLayerName2);
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assetCreated.lightLayerName3 = System.String.Copy(src.lightLayerName3);
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assetCreated.lightLayerName4 = System.String.Copy(src.lightLayerName4);
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assetCreated.lightLayerName5 = System.String.Copy(src.lightLayerName5);
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assetCreated.lightLayerName6 = System.String.Copy(src.lightLayerName6);
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assetCreated.lightLayerName7 = System.String.Copy(src.lightLayerName7);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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return assetCreated;
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}
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#endif
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void Reset()
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{
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UpdateRenderingLayerNames();
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}
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[System.NonSerialized]
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string[] m_RenderingLayerNames;
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string[] renderingLayerNames
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{
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get
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{
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if (m_RenderingLayerNames == null)
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UpdateRenderingLayerNames();
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return m_RenderingLayerNames;
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}
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}
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[System.NonSerialized]
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string[] m_PrefixedRenderingLayerNames;
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string[] prefixedRenderingLayerNames
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{
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get
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{
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if (m_PrefixedRenderingLayerNames == null)
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UpdateRenderingLayerNames();
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return m_PrefixedRenderingLayerNames;
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}
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}
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/// <summary>Names used for display of rendering layer masks.</summary>
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public string[] renderingLayerMaskNames => renderingLayerNames;
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/// <summary>Names used for display of rendering layer masks with a prefix.</summary>
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public string[] prefixedRenderingLayerMaskNames => prefixedRenderingLayerNames;
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/// <summary>Regenerate Rendering Layer names and their prefixed versions.</summary>
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internal void UpdateRenderingLayerNames()
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{
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if (m_RenderingLayerNames == null)
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m_RenderingLayerNames = new string[32];
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int index = 0;
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m_RenderingLayerNames[index++] = lightLayerName0;
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m_RenderingLayerNames[index++] = lightLayerName1;
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m_RenderingLayerNames[index++] = lightLayerName2;
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m_RenderingLayerNames[index++] = lightLayerName3;
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m_RenderingLayerNames[index++] = lightLayerName4;
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m_RenderingLayerNames[index++] = lightLayerName5;
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m_RenderingLayerNames[index++] = lightLayerName6;
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m_RenderingLayerNames[index++] = lightLayerName7;
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// Unused
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for (int i = index; i < m_RenderingLayerNames.Length; ++i)
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{
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m_RenderingLayerNames[i] = string.Format("Unused {0}", i);
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}
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// Update prefixed
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if (m_PrefixedRenderingLayerNames == null)
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m_PrefixedRenderingLayerNames = new string[32];
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if (m_PrefixedLightLayerNames == null)
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m_PrefixedLightLayerNames = new string[8];
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for (int i = 0; i < m_PrefixedRenderingLayerNames.Length; ++i)
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{
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m_PrefixedRenderingLayerNames[i] = string.Format("{0}: {1}", i, m_RenderingLayerNames[i]);
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if (i < 8)
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m_PrefixedLightLayerNames[i] = m_PrefixedRenderingLayerNames[i];
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}
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}
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[System.NonSerialized]
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string[] m_PrefixedLightLayerNames = null;
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/// <summary>
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/// Names used for display of light layers with Layer's index as prefix.
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/// For example: "0: Light Layer Default"
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/// </summary>
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public string[] prefixedLightLayerNames
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{
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get
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{
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if (m_PrefixedLightLayerNames == null)
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UpdateRenderingLayerNames();
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return m_PrefixedLightLayerNames;
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}
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}
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#region Light Layer Names [3D]
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static readonly string[] k_DefaultLightLayerNames = { "Light Layer default", "Light Layer 1", "Light Layer 2", "Light Layer 3", "Light Layer 4", "Light Layer 5", "Light Layer 6", "Light Layer 7" };
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/// <summary>Name for light layer 0.</summary>
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public string lightLayerName0 = k_DefaultLightLayerNames[0];
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/// <summary>Name for light layer 1.</summary>
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public string lightLayerName1 = k_DefaultLightLayerNames[1];
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/// <summary>Name for light layer 2.</summary>
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public string lightLayerName2 = k_DefaultLightLayerNames[2];
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/// <summary>Name for light layer 3.</summary>
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public string lightLayerName3 = k_DefaultLightLayerNames[3];
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/// <summary>Name for light layer 4.</summary>
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public string lightLayerName4 = k_DefaultLightLayerNames[4];
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/// <summary>Name for light layer 5.</summary>
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public string lightLayerName5 = k_DefaultLightLayerNames[5];
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/// <summary>Name for light layer 6.</summary>
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public string lightLayerName6 = k_DefaultLightLayerNames[6];
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/// <summary>Name for light layer 7.</summary>
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public string lightLayerName7 = k_DefaultLightLayerNames[7];
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[System.NonSerialized]
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string[] m_LightLayerNames = null;
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/// <summary>
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/// Names used for display of light layers.
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/// </summary>
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public string[] lightLayerNames
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{
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get
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{
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if (m_LightLayerNames == null)
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{
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m_LightLayerNames = new string[8];
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}
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m_LightLayerNames[0] = lightLayerName0;
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m_LightLayerNames[1] = lightLayerName1;
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m_LightLayerNames[2] = lightLayerName2;
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m_LightLayerNames[3] = lightLayerName3;
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m_LightLayerNames[4] = lightLayerName4;
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m_LightLayerNames[5] = lightLayerName5;
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m_LightLayerNames[6] = lightLayerName6;
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m_LightLayerNames[7] = lightLayerName7;
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return m_LightLayerNames;
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}
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}
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internal void ResetRenderingLayerNames()
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{
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lightLayerName0 = k_DefaultLightLayerNames[0];
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lightLayerName1 = k_DefaultLightLayerNames[1];
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lightLayerName2 = k_DefaultLightLayerNames[2];
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lightLayerName3 = k_DefaultLightLayerNames[3];
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lightLayerName4 = k_DefaultLightLayerNames[4];
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lightLayerName5 = k_DefaultLightLayerNames[5];
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lightLayerName6 = k_DefaultLightLayerNames[6];
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lightLayerName7 = k_DefaultLightLayerNames[7];
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}
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#endregion
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#region Misc Settings
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[SerializeField] bool m_StripDebugVariants = true;
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[SerializeField] bool m_StripUnusedPostProcessingVariants = false;
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[SerializeField] bool m_StripUnusedVariants = true;
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/// <summary>
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/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
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/// </summary>
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[Obsolete("Please use stripRuntimeDebugShaders instead.", false)]
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public bool supportRuntimeDebugDisplay = false;
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/// <summary>
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/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
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/// </summary>
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public bool stripDebugVariants { get => m_StripDebugVariants; set { m_StripDebugVariants = value; } }
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/// <summary>
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/// Controls whether strips automatically post processing shader variants based on <see cref="VolumeProfile"/> components.
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/// It strips based on VolumeProfiles in project and not scenes that actually uses it.
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/// </summary>
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public bool stripUnusedPostProcessingVariants { get => m_StripUnusedPostProcessingVariants; set { m_StripUnusedPostProcessingVariants = value; } }
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/// <summary>
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/// Controls whether strip off variants if the feature is enabled.
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/// </summary>
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public bool stripUnusedVariants { get => m_StripUnusedVariants; set { m_StripUnusedVariants = value; } }
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#endregion
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}
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}
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