namespace UnityEngine.Rendering.HighDefinition
{
///
/// Base class for sky rendering.
///
public abstract class SkyRenderer
{
int m_LastFrameUpdate = -1;
/// Determines if the sky should be rendered when the sun light changes.
public bool SupportDynamicSunLight = true;
///
/// Called on startup. Create resources used by the renderer (shaders, materials, etc).
///
public abstract void Build();
///
/// Called on cleanup. Release resources used by the renderer.
///
public abstract void Cleanup();
///
/// HDRP calls this function once every frame. Implement it if your SkyRenderer needs to iterate independently of the user defined update frequency (see SkySettings UpdateMode).
///
/// Engine parameters that you can use to update the sky.
/// True if the update determines that sky lighting needs to be re-rendered. False otherwise.
protected virtual bool Update(BuiltinSkyParameters builtinParams) { return false; }
///
/// Preprocess for rendering the sky. Called before the DepthPrePass operations
///
/// Engine parameters that you can use to render the sky.
/// Pass in true if you want to render the sky into a cubemap for lighting. This is useful when the sky renderer needs a different implementation in this case.
/// If the sky renderer supports the rendering of a sun disk, it must not render it if this is set to false.
[System.Obsolete("Please override PreRenderSky(BuiltinSkyParameters) instead.")]
public virtual void PreRenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk)
{
PreRenderSky(builtinParams);
}
///
/// Preprocess for rendering the sky. Called before the DepthPrePass operations
///
/// Engine parameters that you can use to render the sky.
public virtual void PreRenderSky(BuiltinSkyParameters builtinParams) {}
///
/// Whether the PreRenderSky step is required.
///
/// Engine parameters that you can use to render the sky.
/// True if the PreRenderSky step is required.
public virtual bool RequiresPreRenderSky(BuiltinSkyParameters builtinParams) { return false; }
///
/// Implements actual rendering of the sky. HDRP calls this when rendering the sky into a cubemap (for lighting) and also during main frame rendering.
///
/// Engine parameters that you can use to render the sky.
/// Pass in true if you want to render the sky into a cubemap for lighting. This is useful when the sky renderer needs a different implementation in this case.
/// If the sky renderer supports the rendering of a sun disk, it must not render it if this is set to false.
public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk);
///
/// Returns exposure setting for the provided SkySettings.
///
/// SkySettings for which exposure is required.
/// Current debug display settings
/// Returns SkySetting exposure.
protected static float GetSkyIntensity(SkySettings skySettings, DebugDisplaySettings debugSettings)
{
return skySettings.GetIntensityFromSettings();
}
///
/// Setup global parameters for the sky renderer.
///
/// Command buffer provided to setup shader constants.
/// Sky system builtin parameters.
public virtual void SetGlobalSkyData(CommandBuffer cmd, BuiltinSkyParameters builtinParams)
{
}
internal bool DoUpdate(BuiltinSkyParameters parameters)
{
if (m_LastFrameUpdate < parameters.frameIndex)
{
m_LastFrameUpdate = parameters.frameIndex;
return Update(parameters);
}
return false;
}
}
}