123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 |
- using System;
- using UnityEngine.Scripting.APIUpdating;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// You can add a <c>ScriptableRendererFeature</c> to the <c>ScriptableRenderer</c>. Use this scriptable renderer feature to inject render passes into the renderer.
- /// </summary>
- /// <seealso cref="ScriptableRenderer"/>
- /// <seealso cref="ScriptableRenderPass"/>
- [ExcludeFromPreset]
- public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
- {
- [SerializeField, HideInInspector] private bool m_Active = true;
- /// <summary>
- /// 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.
- /// </summary>
- public bool isActive => m_Active;
-
- /// <summary>
- /// Initializes this feature's resources. This is called every time serialization happens.
- /// </summary>
- public abstract void Create();
-
- /// <summary>
- /// Callback before cull happens in renderer.
- /// </summary>
- /// <param name="renderer">Renderer of callback.</param>
- /// <param name="cameraData">CameraData contains all relevant render target information for the camera.</param>
- public virtual void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData) { }
-
- /// <summary>
- /// Injects one or multiple <c>ScriptableRenderPass</c> in the renderer.
- /// </summary>
- /// <param name="renderer">Renderer used for adding render passes.</param>
- /// <param name="renderingData">Rendering state. Use this to setup render passes.</param>
- public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData);
-
- /// <summary>
- /// Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready.
- /// </summary>
- /// <param name="renderer">Renderer used for adding render passes.</param>
- /// <param name="renderingData">Rendering state. Use this to setup render passes.</param>
- public virtual void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { }
-
- void OnEnable()
- {
- // UUM-44048: If the pipeline is not created, don't call Create() as it may allocate RTHandles or do other
- // things that require the pipeline to be constructed. This is safe because once the pipeline is constructed,
- // ScriptableRendererFeature.Create() will be called by ScriptableRenderer constructor.
- if (RenderPipelineManager.currentPipeline is UniversalRenderPipeline)
- Create();
- }
-
- void OnValidate()
- {
- // See comment in OnEnable.
- if (RenderPipelineManager.currentPipeline is UniversalRenderPipeline)
- Create();
- }
-
- /// <summary>
- /// Override this method and return true if the feature should use the Native RenderPass API
- /// </summary>
- internal virtual bool SupportsNativeRenderPass()
- {
- return false;
- }
-
- /// <summary>
- /// Override this method and return true that renderer would produce rendering layers texture.
- /// </summary>
- /// <param name="isDeferred">True if renderer is using deferred rendering mode</param>
- /// <param name="needsGBufferAccurateNormals">True if renderer has Accurate G-Buffer Normals enabled</param>
- /// <param name="atEvent">Requeted event at which rendering layers texture will be produced</param>
- /// <param name="maskSize">Requested bit size of rendering layers texture</param>
- /// <returns></returns>
- internal virtual bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize)
- {
- atEvent = RenderingLayerUtils.Event.DepthNormalPrePass;
- maskSize = RenderingLayerUtils.MaskSize.Bits8;
- return false;
- }
-
- /// <summary>
- /// Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive).
- /// If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering.
- /// </summary>
- /// <param name="active">The true value activates the ScriptableRenderFeature and the false value deactivates it.</param>
- public void SetActive(bool active)
- {
- m_Active = active;
- }
-
- /// <summary>
- /// Disposable pattern implementation.
- /// Cleans up resources used by the renderer.
- /// </summary>
- public void Dispose()
- {
- Dispose(true);
- GC.SuppressFinalize(this);
- }
-
- /// <summary>
- /// Called by Dispose().
- /// Override this function to clean up resources in your renderer.
- /// </summary>
- /// <param name="disposing"></param>
- protected virtual void Dispose(bool disposing)
- {
- }
- }
- }
|