b486678290
Library -Artifacts
336 lines
11 KiB
C#
336 lines
11 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.ProjectWindowCallback;
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using ShaderKeywordFilter = UnityEditor.ShaderKeywordFilter;
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#endif
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using System;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Defines if Unity will copy the depth that can be bound in shaders as _CameraDepthTexture after the opaques pass or after the transparents pass.
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/// </summary>
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public enum CopyDepthMode
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{
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/// <summary>Depth will be copied after the opaques pass</summary>
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AfterOpaques = 0,
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// Reserve space for after transparent mode
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// AfterTransparents = 1,
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/// <summary>Depth will be written by a depth prepass</summary>
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ForcePrepass = 2
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}
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[Serializable, ReloadGroup, ExcludeFromPreset]
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public class UniversalRendererData : ScriptableRendererData, ISerializationCallbackReceiver
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{
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#if UNITY_EDITOR
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
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internal class CreateUniversalRendererAsset : EndNameEditAction
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{
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var instance = UniversalRenderPipelineAsset.CreateRendererAsset(pathName, RendererType.UniversalRenderer, false) as UniversalRendererData;
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Selection.activeObject = instance;
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}
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}
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[MenuItem("Assets/Create/Rendering/URP Universal Renderer", priority = CoreUtils.Sections.section3 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority + 2)]
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static void CreateUniversalRendererData()
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{
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreateUniversalRendererAsset>(), "New Custom Universal Renderer Data.asset", null, null);
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}
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#endif
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[Serializable, ReloadGroup]
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public sealed class ShaderResources
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{
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[Reload("Shaders/Utils/Blit.shader")]
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public Shader blitPS;
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[Reload("Shaders/Utils/CopyDepth.shader")]
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public Shader copyDepthPS;
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[Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature")]
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public Shader screenSpaceShadowPS;
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[Reload("Shaders/Utils/Sampling.shader")]
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public Shader samplingPS;
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[Reload("Shaders/Utils/StencilDeferred.shader")]
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public Shader stencilDeferredPS;
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[Reload("Shaders/Utils/FallbackError.shader")]
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public Shader fallbackErrorPS;
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[Reload("Shaders/Utils/MaterialError.shader")]
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public Shader materialErrorPS;
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// Core blitter shaders, adapted from HDRP
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// TODO: move to core and share with HDRP
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[Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
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internal Shader coreBlitPS;
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[Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
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internal Shader coreBlitColorAndDepthPS;
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[Reload("Shaders/CameraMotionVectors.shader")]
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public Shader cameraMotionVector;
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[Reload("Shaders/ObjectMotionVectors.shader")]
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public Shader objectMotionVector;
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}
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public PostProcessData postProcessData = null;
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#if ENABLE_VR && ENABLE_XR_MODULE
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[Reload("Runtime/Data/XRSystemData.asset")]
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public XRSystemData xrSystemData = null;
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#endif
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public ShaderResources shaders = null;
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const int k_LatestAssetVersion = 2;
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[SerializeField] int m_AssetVersion = 0;
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[SerializeField] LayerMask m_OpaqueLayerMask = -1;
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[SerializeField] LayerMask m_TransparentLayerMask = -1;
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[SerializeField] StencilStateData m_DefaultStencilState = new StencilStateData() { passOperation = StencilOp.Replace }; // This default state is compatible with deferred renderer.
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[SerializeField] bool m_ShadowTransparentReceive = true;
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[SerializeField] RenderingMode m_RenderingMode = RenderingMode.Forward;
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[SerializeField] DepthPrimingMode m_DepthPrimingMode = DepthPrimingMode.Disabled; // Default disabled because there are some outstanding issues with Text Mesh rendering.
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[SerializeField] CopyDepthMode m_CopyDepthMode = CopyDepthMode.AfterOpaques;
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#if UNITY_EDITOR
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// Do not strip accurateGbufferNormals on Mobile Vulkan as some GPUs do not support R8G8B8A8_SNorm, which then force us to use accurateGbufferNormals
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[ShaderKeywordFilter.ApplyRulesIfNotGraphicsAPI(GraphicsDeviceType.Vulkan)]
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[ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings._GBUFFER_NORMALS_OCT)]
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#endif
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[SerializeField] bool m_AccurateGbufferNormals = false;
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//[SerializeField] bool m_TiledDeferredShading = false;
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#if UNITY_EDITOR
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// NOTE: Atm clustered enabled only makes sense when rendering mode is forward. This filter attribute
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// only considers this boolean here. So it is up to the rest of the system to ensure that rendering mode is forward.
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// Maybe it would make sense to merge clustered state into the RenderingMode enum by adding ForwardPlus etc there?
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[ShaderKeywordFilter.SelectOrRemove(true, keywordNames: ShaderKeywordStrings.ClusteredRendering)]
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[ShaderKeywordFilter.RemoveIf(true, overridePriority: true, keywordNames: new string[] {ShaderKeywordStrings.AdditionalLightsVertex, ShaderKeywordStrings.AdditionalLightsPixel})]
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#endif
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[SerializeField] bool m_ClusteredRendering = false;
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const TileSize k_DefaultTileSize = TileSize._32;
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[SerializeField] TileSize m_TileSize = k_DefaultTileSize;
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[SerializeField] IntermediateTextureMode m_IntermediateTextureMode = IntermediateTextureMode.Always;
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protected override ScriptableRenderer Create()
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{
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if (!Application.isPlaying)
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{
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ReloadAllNullProperties();
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}
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return new UniversalRenderer(this);
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}
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/// <summary>
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/// Use this to configure how to filter opaque objects.
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/// </summary>
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public LayerMask opaqueLayerMask
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{
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get => m_OpaqueLayerMask;
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set
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{
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SetDirty();
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m_OpaqueLayerMask = value;
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}
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}
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/// <summary>
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/// Use this to configure how to filter transparent objects.
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/// </summary>
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public LayerMask transparentLayerMask
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{
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get => m_TransparentLayerMask;
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set
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{
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SetDirty();
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m_TransparentLayerMask = value;
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}
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}
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public StencilStateData defaultStencilState
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{
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get => m_DefaultStencilState;
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set
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{
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SetDirty();
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m_DefaultStencilState = value;
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}
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}
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/// <summary>
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/// True if transparent objects receive shadows.
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/// </summary>
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public bool shadowTransparentReceive
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{
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get => m_ShadowTransparentReceive;
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set
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{
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SetDirty();
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m_ShadowTransparentReceive = value;
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}
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}
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/// <summary>
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/// Rendering mode.
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/// </summary>
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public RenderingMode renderingMode
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{
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get => m_RenderingMode;
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set
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{
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SetDirty();
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m_RenderingMode = value;
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}
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}
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/// <summary>
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/// Depth priming mode.
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/// </summary>
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public DepthPrimingMode depthPrimingMode
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{
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get => m_DepthPrimingMode;
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set
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{
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SetDirty();
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m_DepthPrimingMode = value;
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}
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}
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/// <summary>
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/// Copy depth mode.
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/// </summary>
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public CopyDepthMode copyDepthMode
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{
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get => m_CopyDepthMode;
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set
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{
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SetDirty();
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m_CopyDepthMode = value;
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}
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}
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/// <summary>
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/// Use Octaedron Octahedron normal vector encoding for gbuffer normals.
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/// The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs.
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/// </summary>
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public bool accurateGbufferNormals
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{
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get => m_AccurateGbufferNormals;
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set
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{
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SetDirty();
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m_AccurateGbufferNormals = value;
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}
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}
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/*
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public bool tiledDeferredShading
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{
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get => m_TiledDeferredShading;
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set
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{
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SetDirty();
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m_TiledDeferredShading = value;
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}
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}
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*/
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internal bool clusteredRendering
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{
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get => m_ClusteredRendering;
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set
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{
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SetDirty();
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m_ClusteredRendering = value;
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}
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}
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internal TileSize tileSize
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{
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get => m_TileSize;
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set
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{
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Assert.IsTrue(value.IsValid());
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SetDirty();
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m_TileSize = value;
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}
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}
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/// <summary>
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/// Controls when URP renders via an intermediate texture.
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/// </summary>
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public IntermediateTextureMode intermediateTextureMode
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{
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get => m_IntermediateTextureMode;
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set
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{
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SetDirty();
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m_IntermediateTextureMode = value;
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}
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}
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protected override void OnValidate()
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{
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base.OnValidate();
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if (!m_TileSize.IsValid())
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{
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m_TileSize = k_DefaultTileSize;
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}
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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// Upon asset creation, OnEnable is called and `shaders` reference is not yet initialized
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// We need to call the OnEnable for data migration when updating from old versions of UniversalRP that
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// serialized resources in a different format. Early returning here when OnEnable is called
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// upon asset creation is fine because we guarantee new assets get created with all resources initialized.
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if (shaders == null)
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return;
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ReloadAllNullProperties();
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}
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private void ReloadAllNullProperties()
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{
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#if UNITY_EDITOR
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ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath);
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#if ENABLE_VR && ENABLE_XR_MODULE
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ResourceReloader.TryReloadAllNullIn(xrSystemData, UniversalRenderPipelineAsset.packagePath);
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#endif
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#endif
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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m_AssetVersion = k_LatestAssetVersion;
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (m_AssetVersion <= 0)
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{
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// Default to old intermediate texture mode for compatibility reason.
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m_IntermediateTextureMode = IntermediateTextureMode.Always;
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}
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if (m_AssetVersion <= 1)
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{
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// To avoid breaking existing projects, keep the old AfterOpaques behaviour. The new AfterTransparents default will only apply to new projects.
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m_CopyDepthMode = CopyDepthMode.AfterOpaques;
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}
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m_AssetVersion = k_LatestAssetVersion;
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}
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}
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}
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