备份CatanBuilding瘦身独立工程
This commit is contained in:
649
LocalPackages/StylizedWater2/Runtime/PipelineUtilities.cs
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649
LocalPackages/StylizedWater2/Runtime/PipelineUtilities.cs
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//Stylized Water 2
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//Staggart Creations (http://staggart.xyz)
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//Copyright protected under Unity Asset Store EULA
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Rendering;
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using Debug = UnityEngine.Debug;
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#if URP
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using UnityEngine.Rendering.Universal;
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#if !UNITY_2021_2_OR_NEWER
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using UniversalRendererData = UnityEngine.Rendering.Universal.ForwardRendererData;
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#endif
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using ScriptableRendererFeature = UnityEngine.Rendering.Universal.ScriptableRendererFeature;
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#endif
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace StylizedWater2
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{
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//Stay awesome Unity, locking everything behind internal UI code just makes things convoluted.
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public static class PipelineUtilities
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{
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private const string renderDataListFieldName = "m_RendererDataList";
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private const string renderFeaturesListFieldName = "m_RendererFeatures";
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private const string defaultRendererIndexFieldName = "m_DefaultRendererIndex";
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#if URP
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public static ScriptableRendererData[] GetRenderDataList(UniversalRenderPipelineAsset asset)
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{
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FieldInfo renderDataListField = typeof(UniversalRenderPipelineAsset).GetField(renderDataListFieldName, BindingFlags.NonPublic | BindingFlags.Instance);
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if (renderDataListField != null)
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{
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return (ScriptableRendererData[])renderDataListField.GetValue(asset);
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}
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throw new Exception("Reflection failed on field \"m_RendererDataList\" from class \"UniversalRenderPipelineAsset\". URP API likely changed");
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}
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public static void RefreshRendererList()
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{
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if (UniversalRenderPipeline.asset == null)
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{
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Debug.LogError("No pipeline is active, do not display UI that uses this function if it isn't!");
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}
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ScriptableRendererData[] m_rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
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//Display names
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_rendererDisplayList = new GUIContent[m_rendererDataList.Length+1];
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int defaultIndex = GetDefaultRendererIndex(UniversalRenderPipeline.asset);
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_rendererDisplayList[0] = new GUIContent($"Default ({(m_rendererDataList[defaultIndex].name)})");
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for (int i = 1; i < _rendererDisplayList.Length; i++)
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{
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if (m_rendererDataList[i - 1] != null)
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{
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_rendererDisplayList[i] = new GUIContent($"{(i - 1).ToString()}: {(m_rendererDataList[i - 1]).name}");
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}
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else
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{
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_rendererDisplayList[i] = new GUIContent("(Missing)");
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}
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}
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//Indices
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_rendererIndexList = new int[m_rendererDataList.Length+1];
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for (int i = 0; i < _rendererIndexList.Length; i++)
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{
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_rendererIndexList[i] = i-1;
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}
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}
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private static GUIContent[] _rendererDisplayList;
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public static GUIContent[] rendererDisplayList
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{
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get
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{
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if (_rendererDisplayList == null) RefreshRendererList();
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return _rendererDisplayList;
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}
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}
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private static int[] _rendererIndexList;
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public static int[] rendererIndexList
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{
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get
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{
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if (_rendererIndexList == null) RefreshRendererList();
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return _rendererIndexList;
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}
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}
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/// <summary>
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/// Given a renderer index, validates if there is actually a renderer at the index. Otherwise returns the index of the default renderer.
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public static int ValidateRenderer(int index)
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{
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if (UniversalRenderPipeline.asset)
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{
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int defaultRendererIndex = GetDefaultRendererIndex(UniversalRenderPipeline.asset);
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ScriptableRendererData[] m_rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
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//-1 is used to indicate the default renderer
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if (index == -1) index = defaultRendererIndex;
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//Check if any renderer exists at the current index
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if (!(index < m_rendererDataList.Length && m_rendererDataList[index] != null))
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{
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Debug.LogWarning($"Renderer at <b>index {index.ToString()}</b> is missing, falling back to Default Renderer. <b>{m_rendererDataList[defaultRendererIndex].name}</b>", UniversalRenderPipeline.asset);
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return defaultRendererIndex;
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}
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else
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{
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//Valid
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return index;
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}
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}
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else
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{
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Debug.LogError("No Universal Render Pipeline is currently active.");
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return 0;
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}
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}
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/// <summary>
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/// Checks if a ForwardRenderer has been assigned to the pipeline asset
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/// </summary>
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/// <param name="renderer"></param>
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public static bool IsRendererAdded(ScriptableRendererData renderer)
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{
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if (UniversalRenderPipeline.asset)
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{
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ScriptableRendererData[] m_rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
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bool isPresent = false;
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for (int i = 0; i < m_rendererDataList.Length; i++)
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{
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if (m_rendererDataList[i] == renderer) isPresent = true;
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}
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return isPresent;
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}
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else
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{
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Debug.LogError("No Universal Render Pipeline is currently active.");
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return false;
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}
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}
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/// <summary>
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/// Adds a ForwardRenderer to the pipeline asset in use
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/// </summary>
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/// <param name="renderer"></param>
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private static int AddRendererToPipeline(ScriptableRendererData renderer)
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{
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if (renderer == null) return -1;
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if (UniversalRenderPipeline.asset)
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{
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ScriptableRendererData[] m_rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
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List<ScriptableRendererData> rendererDataList = new List<ScriptableRendererData>();
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for (int i = 0; i < m_rendererDataList.Length; i++)
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{
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rendererDataList.Add(m_rendererDataList[i]);
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}
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rendererDataList.Add(renderer);
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int index = rendererDataList.Count-1;
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typeof(UniversalRenderPipelineAsset).GetField(renderDataListFieldName, BindingFlags.NonPublic | BindingFlags.Instance).SetValue(UniversalRenderPipeline.asset, rendererDataList.ToArray());
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#if UNITY_EDITOR
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EditorUtility.SetDirty(UniversalRenderPipeline.asset);
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#endif
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RefreshRendererList();
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return index;
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}
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else
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{
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Debug.LogError("No Universal Render Pipeline is currently active.");
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}
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return -1;
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}
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private static int GetDefaultRendererIndex(UniversalRenderPipelineAsset asset)
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{
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FieldInfo fieldInfo = typeof(UniversalRenderPipelineAsset).GetField(defaultRendererIndexFieldName, BindingFlags.NonPublic | BindingFlags.Instance);
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if (fieldInfo == null) {throw new Exception($"Reflection failed on the field named \"{defaultRendererIndexFieldName}\". It may have changed in the current Unity version");}
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return (int)fieldInfo.GetValue(asset);
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}
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/// <summary>
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/// Gets the renderer from the current pipeline asset that's marked as default
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/// </summary>
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/// <returns></returns>
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public static ScriptableRendererData GetDefaultRenderer(UniversalRenderPipelineAsset asset = null)
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{
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if (asset == null) asset = UniversalRenderPipeline.asset;
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if (asset)
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{
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ScriptableRendererData[] rendererDataList = GetRenderDataList(asset);
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int defaultRendererIndex = GetDefaultRendererIndex(asset);
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return rendererDataList[defaultRendererIndex];
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}
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throw new Exception("No Universal Render Pipeline is currently active.");
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}
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/// <summary>
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/// Editor only! Checks if the given render feature is missing on any renderers. Displays a pop up if that is the case, with the option to add it
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/// </summary>
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/// <param name="name">Descriptive name for the render feature</param>
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/// <typeparam name="T">Render feature type</typeparam>
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[Conditional("UNITY_EDITOR")]
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public static void ValidateRenderFeatureSetup<T>(string name)
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{
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if (Application.isPlaying == false)
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{
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if (RenderFeatureMissing<T>(out ScriptableRendererData[] renderers))
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{
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#if UNITY_EDITOR
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string[] rendererNames = new string[renderers.Length];
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for (int i = 0; i < rendererNames.Length; i++)
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{
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rendererNames[i] = "• " + renderers[i].name;
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}
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if (EditorUtility.DisplayDialog($"Stylized Water 2",
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$"The {name} render feature hasn't been added to the following renderers:\n\n" +
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System.String.Join(System.Environment.NewLine, rendererNames) +
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$"\n\nThis is required for rendering to take effect", "Setup", "Ignore"))
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{
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SetupRenderFeature<T>(name:$"Stylized Water 2: {name}");
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}
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#endif
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}
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}
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}
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/// <summary>
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/// Retrieves the given render feature from the default renderer
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static ScriptableRendererFeature GetRenderFeature<T>(ScriptableRendererData renderer = null)
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{
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if(renderer == null) renderer = GetDefaultRenderer();
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foreach (ScriptableRendererFeature feature in renderer.rendererFeatures)
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{
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if (feature && feature.GetType() == typeof(T)) return feature;
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}
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return null;
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}
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/// <summary>
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/// Checks if a ScriptableRendererFeature is added to the default renderer
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/// </summary>
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/// <param name="addIfMissing"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static bool RenderFeatureAdded<T>(ScriptableRendererData renderer = null)
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{
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if(renderer == null) renderer = GetDefaultRenderer();
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foreach (ScriptableRendererFeature feature in renderer.rendererFeatures)
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{
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if(feature == null) continue;
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if (feature.GetType() == typeof(T))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the given render feature is missing on any configured renderers
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/// </summary>
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/// <param name="renderers"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static bool RenderFeatureMissing<T>(out ScriptableRendererData[] renderers)
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{
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List<ScriptableRendererData> unconfigured = new List<ScriptableRendererData>();
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foreach (var asset in GraphicsSettings.allConfiguredRenderPipelines)
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{
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ScriptableRendererData renderer = GetDefaultRenderer((UniversalRenderPipelineAsset)asset);
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if(RenderFeatureAdded<T>(renderer) == false)
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{
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unconfigured.Add(renderer);
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}
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}
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renderers = unconfigured.ToArray();
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return unconfigured.Count > 0;
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}
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/// <summary>
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/// Adds a render feature of a given type to all default renderers
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/// </summary>
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/// <param name="name"></param>
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/// <typeparam name="T"></typeparam>
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public static void SetupRenderFeature<T>(string name = "")
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{
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foreach (var asset in GraphicsSettings.allConfiguredRenderPipelines)
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{
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ScriptableRendererData renderer = GetDefaultRenderer((UniversalRenderPipelineAsset)asset);
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if(RenderFeatureAdded<T>(renderer) == false) AddRenderFeature<T>(renderer, name);
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}
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}
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/// <summary>
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/// Adds a ScriptableRendererFeature to the renderer (default is none is supplied)
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/// </summary>
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/// <param name="renderer"></param>
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/// <typeparam name="T"></typeparam>
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public static ScriptableRendererFeature AddRenderFeature<T>(ScriptableRendererData renderer = null, string name = "")
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{
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if (renderer == null) renderer = GetDefaultRenderer();
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ScriptableRendererFeature feature = (ScriptableRendererFeature)ScriptableRendererFeature.CreateInstance(typeof(T).ToString());
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feature.name = name == string.Empty ? typeof(T).ToString() : name;
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//Add component https://github.com/Unity-Technologies/Graphics/blob/d0473769091ff202422ad13b7b764c7b6a7ef0be/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs#L180
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#if UNITY_EDITOR
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AssetDatabase.AddObjectToAsset(feature, renderer);
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AssetDatabase.TryGetGUIDAndLocalFileIdentifier(feature, out var guid, out long localId);
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#endif
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//Get feature list
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FieldInfo renderFeaturesInfo = typeof(ScriptableRendererData).GetField(renderFeaturesListFieldName, BindingFlags.Instance | BindingFlags.NonPublic);
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List<ScriptableRendererFeature> m_RendererFeatures = (List<ScriptableRendererFeature>)renderFeaturesInfo.GetValue(renderer);
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//Modify and set list
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m_RendererFeatures.Add(feature);
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renderFeaturesInfo.SetValue(renderer, m_RendererFeatures);
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//Onvalidate will call ValidateRendererFeatures and update m_RendererPassMap
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MethodInfo validateInfo = typeof(ScriptableRendererData).GetMethod("OnValidate", BindingFlags.Instance | BindingFlags.NonPublic);
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validateInfo.Invoke(renderer, null);
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#if UNITY_EDITOR
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EditorUtility.SetDirty(renderer);
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AssetDatabase.SaveAssets();
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#endif
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Debug.Log("<b>" + feature.name + "</b> was added to the <i>" + renderer.name + "</i> renderer");
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return feature;
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}
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public static bool IsRenderFeatureEnabled<T>(ScriptableRendererData forwardRenderer = null, bool autoEnable = false)
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{
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if (!UniversalRenderPipeline.asset) return true;
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#if UNITY_2020_1_OR_NEWER //Older version doesn't have the isActive property
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if (forwardRenderer == null) forwardRenderer = GetDefaultRenderer();
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FieldInfo renderFeaturesInfo = typeof(ScriptableRendererData).GetField(renderFeaturesListFieldName, BindingFlags.Instance | BindingFlags.NonPublic);
|
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List<ScriptableRendererFeature> m_RendererFeatures = (List<ScriptableRendererFeature>)renderFeaturesInfo.GetValue(forwardRenderer);
|
||||
|
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foreach (ScriptableRendererFeature feature in m_RendererFeatures)
|
||||
{
|
||||
if (feature && feature.GetType() == typeof(T))
|
||||
{
|
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if (feature.isActive == false && autoEnable)
|
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{
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feature.SetActive(true);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(forwardRenderer);
|
||||
#endif
|
||||
}
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||||
|
||||
return feature.isActive;
|
||||
}
|
||||
}
|
||||
#endif
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||||
|
||||
//Fallback, if it is not even in the list
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return true;
|
||||
}
|
||||
|
||||
public static void ToggleRenderFeature<T>(bool state)
|
||||
{
|
||||
#if UNITY_2020_1_OR_NEWER
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ScriptableRendererData forwardRenderer = GetDefaultRenderer();
|
||||
|
||||
foreach (ScriptableRendererFeature feature in forwardRenderer.rendererFeatures)
|
||||
{
|
||||
if (feature && feature.GetType() == typeof(T)) feature.SetActive(state);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorUtility.SetDirty(forwardRenderer);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void CreateAndAssignNewRenderer(out int index, out string path)
|
||||
{
|
||||
ScriptableRendererData defaultRenderer = GetDefaultRenderer();
|
||||
|
||||
path = string.Empty;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//Save next to default renderer
|
||||
path = AssetDatabase.GetAssetPath(defaultRenderer);
|
||||
path = path.Replace(defaultRenderer.name + ".asset", string.Empty);
|
||||
#endif
|
||||
|
||||
ScriptableRendererData r = CreateEmptyRenderer("Planar Reflections Renderer", path);
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||||
#if UNITY_EDITOR
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||||
path = AssetDatabase.GetAssetPath(r);
|
||||
#endif
|
||||
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||||
index = AddRendererToPipeline(r);
|
||||
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||||
//Debug.Log("Created new renderer with index " + index);
|
||||
}
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||||
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||||
/// <summary>
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||||
/// Create an empty renderer, without any render features, but otherwise suitable for camera rendering
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <returns></returns>
|
||||
public static UniversalRendererData CreateEmptyRenderer(string name = "", string folder = "")
|
||||
{
|
||||
ScriptableRendererData defaultRenderer = GetDefaultRenderer();
|
||||
|
||||
UniversalRendererData rendererData = ScriptableObject.CreateInstance<UniversalRendererData>();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//Save asset to disk, and load
|
||||
if (folder != string.Empty)
|
||||
{
|
||||
string path = $"{folder}{name}.asset";
|
||||
AssetDatabase.CreateAsset(rendererData, path);
|
||||
|
||||
AssetDatabase.ImportAsset(path);
|
||||
|
||||
rendererData = AssetDatabase.LoadAssetAtPath<UniversalRendererData>(path);
|
||||
}
|
||||
#endif
|
||||
|
||||
UniversalRendererData r = (UniversalRendererData)defaultRenderer;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//Copy all fields. This should include the shader references, and post processing + XR data. Failing to do so results in nullrefs on these resources when using the renderer.
|
||||
EditorUtility.CopySerialized(r, rendererData);
|
||||
#endif
|
||||
|
||||
//After copying, apply these unique changes
|
||||
rendererData.name = name; //Name must match file name
|
||||
rendererData.rendererFeatures.Clear();
|
||||
|
||||
/* CopySerialized function accounts for any public fields
|
||||
rendererData.shaders = r.shaders;
|
||||
rendererData.postProcessData = r.postProcessData;
|
||||
|
||||
#if UNITY_2021_2_OR_NEWER
|
||||
rendererData.debugShaders = r.debugShaders;
|
||||
rendererData.xrSystemData = r.xrSystemData;
|
||||
#endif
|
||||
*/
|
||||
|
||||
return rendererData;
|
||||
}
|
||||
|
||||
public static void RemoveRendererFromPipeline(ScriptableRendererData renderer)
|
||||
{
|
||||
if (renderer == null) return;
|
||||
|
||||
if (UniversalRenderPipeline.asset)
|
||||
{
|
||||
BindingFlags bindings = BindingFlags.NonPublic | BindingFlags.Instance;
|
||||
|
||||
ScriptableRendererData[] m_rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
|
||||
List<ScriptableRendererData> rendererDataList = new List<ScriptableRendererData>(m_rendererDataList);
|
||||
|
||||
if (rendererDataList.Contains(renderer))
|
||||
{
|
||||
rendererDataList.Remove(renderer);
|
||||
|
||||
typeof(UniversalRenderPipelineAsset).GetField(renderDataListFieldName, bindings).SetValue(UniversalRenderPipeline.asset, rendererDataList.ToArray());
|
||||
|
||||
#if UNITY_EDITOR
|
||||
EditorUtility.SetDirty(UniversalRenderPipeline.asset);
|
||||
AssetDatabase.SaveAssets();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("No Universal Render Pipeline is currently active.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the renderer index of the related forward renderer
|
||||
/// </summary>
|
||||
/// <param name="camData"></param>
|
||||
/// <param name="renderer"></param>
|
||||
public static void AssignRendererToCamera(UniversalAdditionalCameraData camData, ScriptableRendererData renderer)
|
||||
{
|
||||
if (UniversalRenderPipeline.asset)
|
||||
{
|
||||
if (renderer)
|
||||
{
|
||||
ScriptableRendererData[] rendererDataList = GetRenderDataList(UniversalRenderPipeline.asset);
|
||||
|
||||
for (int i = 0; i < rendererDataList.Length; i++)
|
||||
{
|
||||
if (rendererDataList[i] == renderer) camData.SetRenderer(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("No Universal Render Pipeline is currently active.");
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsDepthTextureOptionDisabledAnywhere()
|
||||
{
|
||||
bool state = false;
|
||||
|
||||
for (int i = 0; i < GraphicsSettings.allConfiguredRenderPipelines.Length; i++)
|
||||
{
|
||||
if(GraphicsSettings.allConfiguredRenderPipelines[i].GetType() != typeof(UniversalRenderPipelineAsset)) continue;
|
||||
|
||||
UniversalRenderPipelineAsset pipeline = (UniversalRenderPipelineAsset)GraphicsSettings.allConfiguredRenderPipelines[i];
|
||||
|
||||
state |= (pipeline.supportsCameraDepthTexture == false);
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
public static void SetDepthTextureOnAllAssets(bool state)
|
||||
{
|
||||
for (int i = 0; i < GraphicsSettings.allConfiguredRenderPipelines.Length; i++)
|
||||
{
|
||||
if(GraphicsSettings.allConfiguredRenderPipelines[i].GetType() != typeof(UniversalRenderPipelineAsset)) continue;
|
||||
|
||||
UniversalRenderPipelineAsset pipeline = (UniversalRenderPipelineAsset)GraphicsSettings.allConfiguredRenderPipelines[i];
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if(pipeline.supportsCameraDepthTexture != state) EditorUtility.SetDirty(pipeline);
|
||||
#endif
|
||||
|
||||
pipeline.supportsCameraDepthTexture = state;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsOpaqueTextureOptionDisabledAnywhere()
|
||||
{
|
||||
bool state = false;
|
||||
|
||||
for (int i = 0; i < GraphicsSettings.allConfiguredRenderPipelines.Length; i++)
|
||||
{
|
||||
if(GraphicsSettings.allConfiguredRenderPipelines[i].GetType() != typeof(UniversalRenderPipelineAsset)) continue;
|
||||
|
||||
UniversalRenderPipelineAsset pipeline = (UniversalRenderPipelineAsset)GraphicsSettings.allConfiguredRenderPipelines[i];
|
||||
|
||||
if (pipeline.supportsCameraOpaqueTexture == false) return true;
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
public static void SetOpaqueTextureOnAllAssets(bool state)
|
||||
{
|
||||
for (int i = 0; i < GraphicsSettings.allConfiguredRenderPipelines.Length; i++)
|
||||
{
|
||||
if(GraphicsSettings.allConfiguredRenderPipelines[i].GetType() != typeof(UniversalRenderPipelineAsset)) continue;
|
||||
|
||||
UniversalRenderPipelineAsset pipeline = (UniversalRenderPipelineAsset)GraphicsSettings.allConfiguredRenderPipelines[i];
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if(pipeline.supportsCameraOpaqueTexture != state) EditorUtility.SetDirty(pipeline);
|
||||
#endif
|
||||
|
||||
pipeline.supportsCameraOpaqueTexture = state;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool TransparentShadowsEnabled()
|
||||
{
|
||||
if (!UniversalRenderPipeline.asset) return false;
|
||||
|
||||
UniversalRendererData main = (UniversalRendererData)GetDefaultRenderer();
|
||||
|
||||
return main ? main.shadowTransparentReceive : false;
|
||||
}
|
||||
|
||||
public static bool IsDepthAfterTransparents()
|
||||
{
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
if (!UniversalRenderPipeline.asset) return false;
|
||||
|
||||
UniversalRendererData main = (UniversalRendererData)GetDefaultRenderer();
|
||||
|
||||
return main.copyDepthMode == CopyDepthMode.AfterTransparents;
|
||||
#else
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
public static bool VREnabled()
|
||||
{
|
||||
#if UNITY_2023_2_OR_NEWER
|
||||
return XRSRPSettings.enabled;
|
||||
#else
|
||||
return XRGraphics.enabled;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user