81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using System;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// You can add a <c>ScriptableRendererFeature</c> to the <c>ScriptableRenderer</c>. Use this scriptable renderer feature to inject render passes into the renderer.
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/// </summary>
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/// <seealso cref="ScriptableRenderer"/>
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/// <seealso cref="ScriptableRenderPass"/>
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[ExcludeFromPreset]
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public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
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{
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[SerializeField, HideInInspector] private bool m_Active = true;
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/// <summary>
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/// Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable.
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/// </summary>
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public bool isActive => m_Active;
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/// <summary>
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/// Initializes this feature's resources. This is called every time serialization happens.
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/// </summary>
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public abstract void Create();
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/// <summary>
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/// Callback before cull happens in renderer.
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/// </summary>
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/// <param name="renderer">Renderer of callback.</param>
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/// <param name="cameraData">CameraData contains all relevant render target information for the camera.</param>
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public virtual void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData) { }
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/// <summary>
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/// Injects one or multiple <c>ScriptableRenderPass</c> in the renderer.
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/// </summary>
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/// <param name="renderer">Renderer used for adding render passes.</param>
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/// <param name="renderingData">Rendering state. Use this to setup render passes.</param>
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public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData);
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void OnEnable()
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{
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Create();
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}
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void OnValidate()
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{
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Create();
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}
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/// <summary>
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/// Override this method and return true if the feature should use the Native RenderPass API
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/// </summary>
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internal virtual bool SupportsNativeRenderPass()
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{
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return false;
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}
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/// <summary>
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/// Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive).
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/// If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering.
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/// </summary>
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/// <param name="active">The true value activates the ScriptableRenderFeature and the false value deactivates it.</param>
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public void SetActive(bool active)
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{
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m_Active = active;
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}
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/// <summary>
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/// Disposable pattern implementation.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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}
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}
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