311 lines
15 KiB
C#

using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
// RenderPipelineSettings define settings that can't be change during runtime. It is equivalent to the GraphicsSettings of Unity (Tiers + shader variant removal).
// This allow to allocate resource or not for a given feature.
// FrameSettings control within a frame what is enable or not(enableShadow, enableDistortion...).
// HDRenderPipelineAsset reference the current RenderPipelineSettings used, there is one per supported platform(Currently this feature is not implemented and only one GlobalFrameSettings is available).
// A Camera with HDAdditionalData has one FrameSettings that configures how it will render. For example a camera used for reflection will disable distortion and post-process.
// Additionally, on a Camera there is another FrameSettings called ActiveFrameSettings that is created on the fly based on FrameSettings and allows modifications for debugging purpose at runtime without being serialized on disk.
// The ActiveFrameSettings is registered in the debug windows at the creation of the camera.
// A Camera with HDAdditionalData has a RenderPath that defines if it uses a "Default" FrameSettings, a preset of FrameSettings or a custom one.
// HDRenderPipelineAsset contains a "Default" FrameSettings that can be referenced by any camera with RenderPath.Defaut or when the camera doesn't have HDAdditionalData like the camera of the Editor.
// It also contains a DefaultActiveFrameSettings
// RenderPipelineSettings represents settings that are immutable at runtime.
// There is a dedicated RenderPipelineSettings for each platform
/// <summary>
/// HDRP Render Pipeline Settings.
/// </summary>
[Serializable]
public struct RenderPipelineSettings
{
/// <summary>
/// Supported Lit Shader Mode.
/// </summary>
public enum SupportedLitShaderMode
{
/// <summary>Forward shading only.</summary>
ForwardOnly = 1 << 0,
/// <summary>Deferred shading only.</summary>
DeferredOnly = 1 << 1,
/// <summary>Both Forward and Deferred shading.</summary>
Both = ForwardOnly | DeferredOnly
}
/// <summary>
/// Color Buffer format.
/// </summary>
public enum ColorBufferFormat
{
/// <summary>R11G11B10 for faster rendering.</summary>
R11G11B10 = GraphicsFormat.B10G11R11_UFloatPack32,
/// <summary>R16G16B16A16 for better quality.</summary>
R16G16B16A16 = GraphicsFormat.R16G16B16A16_SFloat
}
/// <summary>
/// Custom Buffers format.
/// </summary>
public enum CustomBufferFormat
{
/// <summary>Regular R8G8B8A8 format.</summary>
R8G8B8A8 = GraphicsFormat.R8G8B8A8_SNorm,
/// <summary>R16G16B16A16 high quality HDR format.</summary>
R16G16B16A16 = GraphicsFormat.R16G16B16A16_SFloat,
/// <summary>R11G11B10 medium quality HDR format.</summary>
R11G11B10 = GraphicsFormat.B10G11R11_UFloatPack32,
}
/// <summary>
/// Supported Ray Tracing Mode.
/// </summary>
public enum SupportedRayTracingMode
{
/// <summary>Performance mode only.</summary>
Performance = 1 << 0,
/// <summary>Quality mode only.</summary>
Quality = 1 << 1,
/// <summary>Both Performance and Quality modes.</summary>
Both = Performance | Quality
}
internal static RenderPipelineSettings NewDefault()
{
RenderPipelineSettings settings = new RenderPipelineSettings()
{
supportShadowMask = true,
supportSSAO = true,
supportSubsurfaceScattering = true,
sssSampleBudget = new IntScalableSetting(new[] { (int)DefaultSssSampleBudgetForQualityLevel.Low,
(int)DefaultSssSampleBudgetForQualityLevel.Medium,
(int)DefaultSssSampleBudgetForQualityLevel.High }, ScalableSettingSchemaId.With3Levels),
supportVolumetrics = true,
supportDistortion = true,
supportTransparentBackface = true,
supportTransparentDepthPrepass = true,
supportTransparentDepthPostpass = true,
colorBufferFormat = ColorBufferFormat.R11G11B10,
supportCustomPass = true,
customBufferFormat = CustomBufferFormat.R8G8B8A8,
supportedLitShaderMode = SupportedLitShaderMode.DeferredOnly,
supportDecals = true,
supportDecalLayers = false,
decalLayerName0 = "Decal Layer default",
decalLayerName1 = "Decal Layer 1",
decalLayerName2 = "Decal Layer 2",
decalLayerName3 = "Decal Layer 3",
decalLayerName4 = "Decal Layer 4",
decalLayerName5 = "Decal Layer 5",
decalLayerName6 = "Decal Layer 6",
decalLayerName7 = "Decal Layer 7",
msaaSampleCount = MSAASamples.None,
supportMotionVectors = true,
supportRuntimeDebugDisplay = false,
supportRuntimeAOVAPI = false,
supportDitheringCrossFade = true,
supportTerrainHole = false,
planarReflectionResolution = new PlanarReflectionAtlasResolutionScalableSetting(new[] { PlanarReflectionAtlasResolution.Resolution256,
PlanarReflectionAtlasResolution.Resolution1024,
PlanarReflectionAtlasResolution.Resolution2048 },
ScalableSettingSchemaId.With3Levels),
lightLoopSettings = GlobalLightLoopSettings.NewDefault(),
hdShadowInitParams = HDShadowInitParameters.NewDefault(),
decalSettings = GlobalDecalSettings.NewDefault(),
postProcessSettings = GlobalPostProcessSettings.NewDefault(),
dynamicResolutionSettings = GlobalDynamicResolutionSettings.NewDefault(),
lowresTransparentSettings = GlobalLowResolutionTransparencySettings.NewDefault(),
xrSettings = GlobalXRSettings.NewDefault(),
postProcessQualitySettings = GlobalPostProcessingQualitySettings.NewDefault(),
lightingQualitySettings = GlobalLightingQualitySettings.NewDefault(),
lightSettings = LightSettings.NewDefault(),
supportRayTracing = false,
supportedRayTracingMode = SupportedRayTracingMode.Both,
lodBias = new FloatScalableSetting(new[] { 1.0f, 1, 1 }, ScalableSettingSchemaId.With3Levels),
maximumLODLevel = new IntScalableSetting(new[] { 0, 0, 0 }, ScalableSettingSchemaId.With3Levels),
lightLayerName0 = "Light Layer default",
lightLayerName1 = "Light Layer 1",
lightLayerName2 = "Light Layer 2",
lightLayerName3 = "Light Layer 3",
lightLayerName4 = "Light Layer 4",
lightLayerName5 = "Light Layer 5",
lightLayerName6 = "Light Layer 6",
lightLayerName7 = "Light Layer 7",
supportProbeVolume = false,
probeVolumeSettings = GlobalProbeVolumeSettings.@default,
};
return settings;
}
/// <summary>
/// Light Settings.
/// </summary>
[Serializable]
public struct LightSettings
{
/// <summary>Enable contact shadows.</summary>
public BoolScalableSetting useContactShadow;
internal static LightSettings NewDefault() => new LightSettings()
{
useContactShadow = new BoolScalableSetting(new[] { false, false, true }, ScalableSettingSchemaId.With3Levels)
};
}
/// <summary>
/// Represents resolution settings for planar reflections.
/// </summary>
[Serializable]
public class PlanarReflectionAtlasResolutionScalableSetting : ScalableSetting<PlanarReflectionAtlasResolution>
{
/// <summary>
/// Instantiate a new PlanarReflectionAtlasResolution scalable setting.
/// </summary>
/// <param name="values">The values of the settings</param>
/// <param name="schemaId">The schema of the setting.</param>
public PlanarReflectionAtlasResolutionScalableSetting(PlanarReflectionAtlasResolution[] values, ScalableSettingSchemaId schemaId)
: base(values, schemaId)
{
}
}
// Lighting
/// <summary>Support shadow masks.</summary>
public bool supportShadowMask;
/// <summary>Support screen space reflections.</summary>
public bool supportSSR;
/// <summary>Support transparent screen space reflections.</summary>
public bool supportSSRTransparent;
/// <summary>Support screen space ambient occlusion.</summary>
public bool supportSSAO;
/// <summary>Support screen space global illumination.</summary>
public bool supportSSGI;
/// <summary>Support subsurface scattering.</summary>
public bool supportSubsurfaceScattering;
/// <summary>Sample budget for the Subsurface Scattering algorithm.</summary>
public IntScalableSetting sssSampleBudget;
/// <summary>Support volumetric lighting.</summary>
public bool supportVolumetrics;
/// <summary>Support light layers.</summary>
public bool supportLightLayers;
/// <summary>Name for light layer 0.</summary>
public string lightLayerName0;
/// <summary>Name for light layer 1.</summary>
public string lightLayerName1;
/// <summary>Name for light layer 2.</summary>
public string lightLayerName2;
/// <summary>Name for light layer 3.</summary>
public string lightLayerName3;
/// <summary>Name for light layer 4.</summary>
public string lightLayerName4;
/// <summary>Name for light layer 5.</summary>
public string lightLayerName5;
/// <summary>Name for light layer 6.</summary>
public string lightLayerName6;
/// <summary>Name for light layer 7.</summary>
public string lightLayerName7;
/// <summary>Support distortion.</summary>
public bool supportDistortion;
/// <summary>Support transparent backface pass.</summary>
public bool supportTransparentBackface;
/// <summary>Support transparent depth pre-pass.</summary>
public bool supportTransparentDepthPrepass;
/// <summary>Support transparent depth post-pass.</summary>
public bool supportTransparentDepthPostpass;
/// <summary>Color buffer format.</summary>
public ColorBufferFormat colorBufferFormat;
/// <summary>Support custom passes.</summary>
public bool supportCustomPass;
/// <summary>Custom passes buffer format.</summary>
public CustomBufferFormat customBufferFormat;
/// <summary>Supported Lit shader modes.</summary>
public SupportedLitShaderMode supportedLitShaderMode;
/// <summary></summary>
public PlanarReflectionAtlasResolutionScalableSetting planarReflectionResolution;
// Engine
/// <summary>Support decals.</summary>
public bool supportDecals;
/// <summary>Support decal Layers.</summary>
public bool supportDecalLayers;
/// <summary>Name for decal layer 0.</summary>
public string decalLayerName0;
/// <summary>Name for decal layer 1.</summary>
public string decalLayerName1;
/// <summary>Name for decal layer 2.</summary>
public string decalLayerName2;
/// <summary>Name for decal layer 3.</summary>
public string decalLayerName3;
/// <summary>Name for decal layer 4.</summary>
public string decalLayerName4;
/// <summary>Name for decal layer 5.</summary>
public string decalLayerName5;
/// <summary>Name for decal layer 6.</summary>
public string decalLayerName6;
/// <summary>Name for decal layer 7.</summary>
public string decalLayerName7;
/// <summary>Number of samples when using MSAA.</summary>
public MSAASamples msaaSampleCount;
/// <summary>Support MSAA.</summary>
public bool supportMSAA => msaaSampleCount != MSAASamples.None;
// Returns true if the output of the rendering passes support an alpha channel
internal bool supportsAlpha => colorBufferFormat == ColorBufferFormat.R16G16B16A16;
/// <summary>Support motion vectors.</summary>
public bool supportMotionVectors;
/// <summary>Support runtime debug display.</summary>
public bool supportRuntimeDebugDisplay;
/// <summary>Support runtime AOV API.</summary>
public bool supportRuntimeAOVAPI;
/// <summary>Support dithered cross-fade.</summary>
public bool supportDitheringCrossFade;
/// <summary>Support terrain holes.</summary>
public bool supportTerrainHole;
/// <summary>Support Probe Volumes.</summary>
[SerializeField] internal bool supportProbeVolume;
/// <summary>Support ray tracing.</summary>
public bool supportRayTracing;
/// <summary>Support ray tracing mode.</summary>
public SupportedRayTracingMode supportedRayTracingMode;
/// <summary>Global Probe Volume settings.</summary>
[SerializeField] internal GlobalProbeVolumeSettings probeVolumeSettings;
/// <summary>Global light loop settings.</summary>
public GlobalLightLoopSettings lightLoopSettings;
/// <summary>Global shadows settings.</summary>
public HDShadowInitParameters hdShadowInitParams;
/// <summary>Global decal settings</summary>
public GlobalDecalSettings decalSettings;
/// <summary>Global post process settings.</summary>
public GlobalPostProcessSettings postProcessSettings;
/// <summary>Global dynamic resolution settings.</summary>
public GlobalDynamicResolutionSettings dynamicResolutionSettings;
/// <summary>Global low resolution transparency settings.</summary>
public GlobalLowResolutionTransparencySettings lowresTransparentSettings;
/// <summary>Global XR settings.</summary>
public GlobalXRSettings xrSettings;
/// <summary>Global post processing quality settings.</summary>
public GlobalPostProcessingQualitySettings postProcessQualitySettings;
/// <summary>Light Settings.</summary>
public LightSettings lightSettings;
/// <summary>Maximum LoD Level.</summary>
public IntScalableSetting maximumLODLevel;
/// <summary>LoD bias.</summary>
public FloatScalableSetting lodBias;
/// <summary>Global lighting quality settings.</summary>
public GlobalLightingQualitySettings lightingQualitySettings;
#pragma warning disable 618 // Type or member is obsolete
[Obsolete("For data migration")]
internal bool m_ObsoleteincreaseSssSampleCount;
#pragma warning restore 618
}
}