9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
309 lines
12 KiB
C#
309 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using ShadowQuality = UnityEngine.ShadowQuality;
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using ShadowResolution = UnityEngine.ShadowResolution;
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namespace UnityEditor.Rendering.Universal.Converters
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{
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internal class RenderSettingsConverter : RenderPipelineConverter
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{
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public override int priority => -9000;
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public override string name => "Rendering Settings";
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public override string info =>
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"This converter will look at creating Universal Render Pipeline assets and respective Renderer Assets and configure" +
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" their settings based on equivalent settings from builtin renderer.";
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public override Type container => typeof(BuiltInToURPConverterContainer);
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// Used to store settings specific to Graphics Tiers
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GraphicsTierSettings m_GraphicsTierSettings;
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// Settings items, currently tracks Quality settings only
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List<SettingsItem> m_SettingsItems;
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// List of the rendering modes required
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List<RenderingMode> m_RenderingModes;
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const string k_PipelineAssetPath = "Settings";
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public override void OnInitialize(InitializeConverterContext context, Action callback)
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{
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m_SettingsItems = new List<SettingsItem>();
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m_RenderingModes = new List<RenderingMode>();
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// check graphics tiers
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GatherGraphicsTiers();
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// check quality levels
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GatherQualityLevels(ref context);
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callback?.Invoke();
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}
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/// <summary>
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/// Grabs the 3rd tier from the Graphics Tier Settings based off the current build platform
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/// </summary>
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private void GatherGraphicsTiers()
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{
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var targetGrp = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget);
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var tier = EditorGraphicsSettings.GetTierSettings(targetGrp, GraphicsTier.Tier3);
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// Add the Graphic Tier Render Path settings as the first rendering mode
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m_RenderingModes.Add(GetEquivalentRenderMode(tier.renderingPath));
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m_GraphicsTierSettings.RenderingPath = tier.renderingPath;
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m_GraphicsTierSettings.ReflectionProbeBlending = tier.reflectionProbeBlending;
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m_GraphicsTierSettings.ReflectionProbeBoxProjection = tier.reflectionProbeBoxProjection;
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m_GraphicsTierSettings.CascadeShadows = tier.cascadedShadowMaps;
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m_GraphicsTierSettings.HDR = tier.hdr;
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}
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/// <summary>
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/// Iterates over all Quality Settings and saves relevant settings to a RenderSettingsItem.
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/// This will also create the required information for the Render Pipeline Converter UI.
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/// </summary>
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/// <param name="context">Converter context to add elements to.</param>
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private void GatherQualityLevels(ref InitializeConverterContext context)
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{
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var currentQuality = QualitySettings.GetQualityLevel();
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var id = 0;
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foreach (var levelName in QualitySettings.names)
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{
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QualitySettings.SetQualityLevel(id);
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var projectSettings = new RenderSettingItem
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{
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Index = id,
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LevelName = levelName,
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PixelLightCount = QualitySettings.pixelLightCount,
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MSAA = QualitySettings.antiAliasing,
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Shadows = QualitySettings.shadows,
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ShadowResolution = QualitySettings.shadowResolution,
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ShadowDistance = QualitySettings.shadowDistance,
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ShadowCascadeCount = QualitySettings.shadowCascades,
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CascadeSplit2 = QualitySettings.shadowCascade2Split,
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CascadeSplit4 = QualitySettings.shadowCascade4Split,
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SoftParticles = QualitySettings.softParticles,
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};
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m_SettingsItems.Add(projectSettings);
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var setting = QualitySettings.GetRenderPipelineAssetAt(id);
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var item = new ConverterItemDescriptor { name = $"Quality Level {id}: {levelName}" };
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if (setting != null)
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{
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item.warningMessage = setting.GetType() == typeof(UniversalRenderPipelineAsset)
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? "Contains URP Asset, will override existing asset."
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: "Contains SRP Asset, will override existing asset with URP asset.";
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}
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context.AddAssetToConvert(item);
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id++;
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}
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QualitySettings.SetQualityLevel(currentQuality);
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}
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public override void OnRun(ref RunItemContext context)
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{
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var item = context.item;
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// is quality item
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if (m_SettingsItems[item.index].GetType() == typeof(RenderSettingItem))
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{
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GeneratePipelineAsset(m_SettingsItems[item.index] as RenderSettingItem);
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}
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}
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private void GeneratePipelineAsset(RenderSettingItem settings)
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{
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// store current quality level
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var currentQualityLevel = QualitySettings.GetQualityLevel();
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//creating pipeline asset
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var asset =
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ScriptableObject.CreateInstance(typeof(UniversalRenderPipelineAsset)) as UniversalRenderPipelineAsset;
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if (!AssetDatabase.IsValidFolder($"Assets/{k_PipelineAssetPath}"))
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AssetDatabase.CreateFolder("Assets", k_PipelineAssetPath);
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var path = $"Assets/{k_PipelineAssetPath}/{settings.LevelName}_PipelineAsset.asset";
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// Setting Pipeline Asset settings
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SetPipelineSettings(asset, settings);
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// Create Renderers
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var defaultIndex = 0;
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var renderers = new List<ScriptableRendererData>();
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if (m_RenderingModes.Contains(RenderingMode.Forward))
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{
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renderers.Add(CreateRendererDataAsset(path, RenderingPath.Forward, "ForwardRenderer"));
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if (GetEquivalentRenderMode(m_GraphicsTierSettings.RenderingPath) == RenderingMode.Forward)
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defaultIndex = m_RenderingModes.IndexOf(RenderingMode.Forward);
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}
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if (m_RenderingModes.Contains(RenderingMode.Deferred))
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{
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renderers.Add(CreateRendererDataAsset(path, RenderingPath.DeferredShading, "DeferredRenderer"));
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if (GetEquivalentRenderMode(m_GraphicsTierSettings.RenderingPath) == RenderingMode.Deferred)
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defaultIndex = m_RenderingModes.IndexOf(RenderingMode.Deferred);
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}
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asset.m_RendererDataList = renderers.ToArray();
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asset.m_DefaultRendererIndex = defaultIndex;
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// Create Pipeline asset on disk
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AssetDatabase.CreateAsset(asset, path);
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// Assign asset
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QualitySettings.SetQualityLevel(settings.Index);
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QualitySettings.renderPipeline = asset;
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// return to original quality level
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QualitySettings.SetQualityLevel(currentQualityLevel);
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// Set graphics settings
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if (currentQualityLevel == settings.Index || GraphicsSettings.defaultRenderPipeline == null || GraphicsSettings.defaultRenderPipeline.GetType() !=
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typeof(UniversalRenderPipelineAsset))
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{
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GraphicsSettings.defaultRenderPipeline = asset;
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}
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}
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private ScriptableRendererData CreateRendererDataAsset(string assetPath, RenderingPath renderingPath,
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string fileName)
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{
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var rendererAsset =
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UniversalRenderPipelineAsset.CreateRendererAsset(assetPath, RendererType.UniversalRenderer, true, fileName)
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as UniversalRendererData;
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//Missing API to set deferred or forward
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rendererAsset.renderingMode =
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renderingPath == RenderingPath.Forward ? RenderingMode.Forward : RenderingMode.Deferred;
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//missing API to assign to pipeline asset
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return rendererAsset;
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}
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/// <summary>
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/// Sets all relevant RP settings in order they appear in URP
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/// </summary>
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/// <param name="asset">Pipeline asset to set</param>
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/// <param name="settings">The ProjectSettingItem with stored settings</param>
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private void SetPipelineSettings(UniversalRenderPipelineAsset asset, RenderSettingItem settings)
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{
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// General
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asset.supportsCameraDepthTexture = settings.SoftParticles;
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// Quality
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asset.supportsHDR = m_GraphicsTierSettings.HDR;
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asset.msaaSampleCount = settings.MSAA == 0 ? 1 : settings.MSAA;
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// Main Light
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asset.mainLightRenderingMode = settings.PixelLightCount == 0
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? LightRenderingMode.Disabled
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: LightRenderingMode.PerPixel;
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asset.supportsMainLightShadows = settings.Shadows != ShadowQuality.Disable;
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asset.mainLightShadowmapResolution =
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GetEquivalentMainlightShadowResolution((int)settings.ShadowResolution);
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// Additional Lights
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asset.additionalLightsRenderingMode = settings.PixelLightCount == 0
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? LightRenderingMode.PerVertex
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: LightRenderingMode.PerPixel;
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asset.maxAdditionalLightsCount = settings.PixelLightCount != 0 ? Mathf.Max(0, settings.PixelLightCount) : 4;
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asset.supportsAdditionalLightShadows = settings.Shadows != ShadowQuality.Disable;
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asset.additionalLightsShadowmapResolution =
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GetEquivalentAdditionalLightAtlasShadowResolution((int)settings.ShadowResolution);
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// Reflection Probes
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asset.reflectionProbeBlending = m_GraphicsTierSettings.ReflectionProbeBlending;
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asset.reflectionProbeBoxProjection = m_GraphicsTierSettings.ReflectionProbeBoxProjection;
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// Shadows
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asset.shadowDistance = settings.ShadowDistance;
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asset.shadowCascadeCount = m_GraphicsTierSettings.CascadeShadows ? settings.ShadowCascadeCount : 1;
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asset.cascade2Split = settings.CascadeSplit2;
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asset.cascade4Split = settings.CascadeSplit4;
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asset.supportsSoftShadows = settings.Shadows == ShadowQuality.All;
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}
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#region HelperFunctions
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private static int GetEquivalentMainlightShadowResolution(int value)
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{
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return GetEquivalentShadowResolution(value);
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}
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private static int GetEquivalentAdditionalLightAtlasShadowResolution(int value)
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{
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return GetEquivalentShadowResolution(value);
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}
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private static int GetEquivalentShadowResolution(int value)
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{
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switch (value)
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{
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case 0: // low
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return 1024;
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case 1: // med
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return 2048;
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case 2: // high
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return 4096;
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case 3: // very high
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return 4096;
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default: // backup
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return 1024;
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}
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}
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private RenderingMode GetEquivalentRenderMode(RenderingPath path)
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{
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switch (path)
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{
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case RenderingPath.VertexLit:
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case RenderingPath.Forward:
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return RenderingMode.Forward;
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case RenderingPath.DeferredLighting:
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case RenderingPath.DeferredShading:
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return RenderingMode.Deferred;
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default:
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return RenderingMode.Forward;
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}
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}
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#endregion
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#region Data
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private struct GraphicsTierSettings
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{
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public bool ReflectionProbeBoxProjection;
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public bool ReflectionProbeBlending;
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public bool CascadeShadows;
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public bool HDR;
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public RenderingPath RenderingPath;
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}
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private class SettingsItem { }
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private class RenderSettingItem : SettingsItem
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{
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// General
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public int Index;
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public string LevelName;
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// Settings
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public int PixelLightCount;
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public int MSAA;
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public ShadowQuality Shadows;
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public ShadowResolution ShadowResolution;
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public float ShadowDistance;
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public int ShadowCascadeCount;
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public float CascadeSplit2;
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public Vector3 CascadeSplit4;
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public bool SoftParticles;
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}
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#endregion
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}
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}
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