b486678290
Library -Artifacts
188 lines
7.3 KiB
C#
188 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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#endif
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class <c>Renderer2DData</c> contains resources for a <c>Renderer2D</c>.
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/// </summary>
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[Serializable, ReloadGroup, ExcludeFromPreset]
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[MovedFrom("UnityEngine.Experimental.Rendering.Universal")]
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[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2DRendererData_overview.html")]
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public partial class Renderer2DData : ScriptableRendererData
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{
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internal enum Renderer2DDefaultMaterialType
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{
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Lit,
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Unlit,
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Custom
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}
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[SerializeField]
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TransparencySortMode m_TransparencySortMode = TransparencySortMode.Default;
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[SerializeField]
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Vector3 m_TransparencySortAxis = Vector3.up;
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[SerializeField]
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float m_HDREmulationScale = 1;
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[SerializeField, Range(0.01f, 1.0f)]
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float m_LightRenderTextureScale = 0.5f;
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[SerializeField, FormerlySerializedAs("m_LightOperations")]
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Light2DBlendStyle[] m_LightBlendStyles = null;
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[SerializeField]
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bool m_UseDepthStencilBuffer = true;
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[SerializeField]
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bool m_UseCameraSortingLayersTexture = false;
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[SerializeField]
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int m_CameraSortingLayersTextureBound = 0;
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[SerializeField]
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Downsampling m_CameraSortingLayerDownsamplingMethod = Downsampling.None;
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[SerializeField]
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uint m_MaxLightRenderTextureCount = 16;
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[SerializeField]
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uint m_MaxShadowRenderTextureCount = 1;
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[SerializeField, Reload("Shaders/2D/Light2D-Shape.shader")]
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Shader m_ShapeLightShader = null;
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[SerializeField, Reload("Shaders/2D/Light2D-Shape-Volumetric.shader")]
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Shader m_ShapeLightVolumeShader = null;
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[SerializeField, Reload("Shaders/2D/Light2D-Point.shader")]
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Shader m_PointLightShader = null;
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[SerializeField, Reload("Shaders/2D/Light2D-Point-Volumetric.shader")]
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Shader m_PointLightVolumeShader = null;
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[SerializeField, Reload("Shaders/Utils/Blit.shader")]
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Shader m_BlitShader = null;
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[SerializeField, Reload("Shaders/Utils/Sampling.shader")]
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Shader m_SamplingShader = null;
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[SerializeField, Reload("Shaders/2D/Shadow2D-Projected.shader")]
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Shader m_ProjectedShadowShader = null;
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[SerializeField, Reload("Shaders/2D/Shadow2D-Shadow-Sprite.shader")]
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Shader m_SpriteShadowShader = null;
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[SerializeField, Reload("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")]
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Shader m_SpriteUnshadowShader = null;
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[SerializeField, Reload("Shaders/2D/Shadow2D-Unshadow-Geometry.shader")]
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Shader m_GeometryUnshadowShader = null;
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[SerializeField, Reload("Shaders/Utils/FallbackError.shader")]
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Shader m_FallbackErrorShader;
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[SerializeField]
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PostProcessData m_PostProcessData = null;
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[SerializeField, Reload("Runtime/2D/Data/Textures/FalloffLookupTexture.png")]
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[HideInInspector]
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private Texture2D m_FallOffLookup = null;
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/// <summary>
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/// HDR Emulation Scale allows platforms to use HDR lighting by compressing the number of expressible colors in exchange for extra intensity range.
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/// Scale describes this extra intensity range. Increasing this value too high may cause undesirable banding to occur.
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/// </summary>
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public float hdrEmulationScale => m_HDREmulationScale;
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internal float lightRenderTextureScale => m_LightRenderTextureScale;
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/// <summary>
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/// Returns a list Light2DBlendStyle
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/// </summary>
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public Light2DBlendStyle[] lightBlendStyles => m_LightBlendStyles;
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internal bool useDepthStencilBuffer => m_UseDepthStencilBuffer;
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internal Texture2D fallOffLookup => m_FallOffLookup;
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internal Shader shapeLightShader => m_ShapeLightShader;
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internal Shader shapeLightVolumeShader => m_ShapeLightVolumeShader;
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internal Shader pointLightShader => m_PointLightShader;
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internal Shader pointLightVolumeShader => m_PointLightVolumeShader;
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internal Shader blitShader => m_BlitShader;
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internal Shader samplingShader => m_SamplingShader;
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internal PostProcessData postProcessData { get => m_PostProcessData; set { m_PostProcessData = value; } }
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internal Shader spriteShadowShader => m_SpriteShadowShader;
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internal Shader spriteUnshadowShader => m_SpriteUnshadowShader;
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internal Shader geometryUnshadowShader => m_GeometryUnshadowShader;
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internal Shader projectedShadowShader => m_ProjectedShadowShader;
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internal TransparencySortMode transparencySortMode => m_TransparencySortMode;
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internal Vector3 transparencySortAxis => m_TransparencySortAxis;
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internal uint lightRenderTextureMemoryBudget => m_MaxLightRenderTextureCount;
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internal uint shadowRenderTextureMemoryBudget => m_MaxShadowRenderTextureCount;
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internal bool useCameraSortingLayerTexture => m_UseCameraSortingLayersTexture;
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internal int cameraSortingLayerTextureBound => m_CameraSortingLayersTextureBound;
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internal Downsampling cameraSortingLayerDownsamplingMethod => m_CameraSortingLayerDownsamplingMethod;
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/// <summary>
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/// Creates the instance of the Renderer2D.
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/// </summary>
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/// <returns>The instance of Renderer2D</returns>
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protected override ScriptableRenderer Create()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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ReloadAllNullProperties();
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}
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#endif
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return new Renderer2D(this);
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}
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/// <summary>
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/// OnEnable implementation.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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for (var i = 0; i < m_LightBlendStyles.Length; ++i)
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{
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m_LightBlendStyles[i].renderTargetHandle.Init($"_ShapeLightTexture{i}");
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}
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normalsRenderTarget.Init("_NormalMap");
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shadowsRenderTarget.Init("_ShadowTex");
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spriteSelfShadowMaterial = null;
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spriteUnshadowMaterial = null;
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projectedShadowMaterial = null;
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stencilOnlyShadowMaterial = null;
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}
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// transient data
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internal Dictionary<uint, Material> lightMaterials { get; } = new Dictionary<uint, Material>();
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internal Material[] spriteSelfShadowMaterial { get; set; }
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internal Material[] spriteUnshadowMaterial { get; set; }
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internal Material[] geometryUnshadowMaterial { get; set; }
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internal Material[] projectedShadowMaterial { get; set; }
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internal Material[] stencilOnlyShadowMaterial { get; set; }
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internal bool isNormalsRenderTargetValid { get; set; }
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internal float normalsRenderTargetScale { get; set; }
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internal RenderTargetHandle normalsRenderTarget;
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internal RenderTargetHandle shadowsRenderTarget;
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internal RenderTargetHandle cameraSortingLayerRenderTarget;
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// this shouldn've been in RenderingData along with other cull results
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internal ILight2DCullResult lightCullResult { get; set; }
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}
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}
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