123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199 |
- using System;
- using System.Linq;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// Options to get a shader path to URP shaders when calling ShaderUtils.GetShaderGUID();
- /// <see cref="ShaderUtils"/>.
- /// </summary>
- public enum ShaderPathID
- {
- /// <summary>
- /// Use this for URP Lit shader.
- /// </summary>
- Lit,
-
- /// <summary>
- /// Use this for URP Simple Lit shader.
- /// </summary>
- SimpleLit,
-
- /// <summary>
- /// Use this for URP Unlit shader.
- /// </summary>
- Unlit,
-
- /// <summary>
- /// Use this for URP Terrain Lit shader.
- /// </summary>
- TerrainLit,
-
- /// <summary>
- /// Use this for URP Particles Lit shader.
- /// </summary>
- ParticlesLit,
-
- /// <summary>
- /// Use this for URP Particles Simple Lit shader.
- /// </summary>
- ParticlesSimpleLit,
-
- /// <summary>
- /// Use this for URP Particles Simple Unlit shader.
- /// </summary>
- ParticlesUnlit,
-
- /// <summary>
- /// Use this for URP Baked Lit shader.
- /// </summary>
- BakedLit,
-
- /// <summary>
- /// Use this for URP SpeedTree 7 shader.
- /// </summary>
- SpeedTree7,
-
- /// <summary>
- /// Use this for URP SpeedTree 7 Billboard shader.
- /// </summary>
- SpeedTree7Billboard,
-
- /// <summary>
- /// Use this for URP SpeedTree 8 shader.
- /// </summary>
- SpeedTree8,
-
- /// <summary>
- /// Use this for URP SpeedTree 9 shader.
- /// </summary>
- SpeedTree9,
- // If you add a value here, also add it to ShaderID in Editor/ShaderUtils.cs
-
- /// <summary>
- /// Use this for URP Complex Lit shader.
- /// </summary>
- ComplexLit,
- }
-
- /// <summary>
- /// Various utility functions for shaders in URP.
- /// </summary>
- public static class ShaderUtils
- {
- static readonly string[] s_ShaderPaths =
- {
- "Universal Render Pipeline/Lit",
- "Universal Render Pipeline/Simple Lit",
- "Universal Render Pipeline/Unlit",
- "Universal Render Pipeline/Terrain/Lit",
- "Universal Render Pipeline/Particles/Lit",
- "Universal Render Pipeline/Particles/Simple Lit",
- "Universal Render Pipeline/Particles/Unlit",
- "Universal Render Pipeline/Baked Lit",
- "Universal Render Pipeline/Nature/SpeedTree7",
- "Universal Render Pipeline/Nature/SpeedTree7 Billboard",
- "Universal Render Pipeline/Nature/SpeedTree8_PBRLit",
- "Universal Render Pipeline/Complex Lit",
- };
-
- /// <summary>
- /// Retrieves a shader path for the given URP Shader Path ID.
- /// </summary>
- /// <param name="id">The URP Shader Path ID.</param>
- /// <returns>The path to the URP shader.</returns>
- public static string GetShaderPath(ShaderPathID id)
- {
- int index = (int)id;
- int arrayLength = s_ShaderPaths.Length;
- if (arrayLength > 0 && index >= 0 && index < arrayLength)
- return s_ShaderPaths[index];
-
- Debug.LogError("Trying to access universal shader path out of bounds: (" + id + ": " + index + ")");
- return "";
- }
-
- /// <summary>
- /// Retrieves a URP Shader Path ID from a path given.
- /// </summary>
- /// <param name="path">The path to the shader.</param>
- /// <returns>The URP Shader Path ID.</returns>
- public static ShaderPathID GetEnumFromPath(string path)
- {
- var index = Array.FindIndex(s_ShaderPaths, m => m == path);
- return (ShaderPathID)index;
- }
-
- /// <summary>
- /// Checks if a given shader is a URP shader or not.
- /// </summary>
- /// <param name="shader">The shader.</param>
- /// <returns>True or false if it's a URP shader or not.</returns>
- public static bool IsLWShader(Shader shader)
- {
- return s_ShaderPaths.Contains(shader.name);
- }
-
- #if UNITY_EDITOR
- private static float s_MostRecentValidDeltaTime = 0.0f;
- #endif
-
- // A delta time that does not get reset to zero when stepping paused Play Mode or using the FrameDebugger
- // (unless Time.timeScale is zero)
- // * Can be zero on the first frame after domain reload (if Time.deltaTime is also zero)
- // * The value depends on when it was last called
- // * In in practice it should not get stale as it's called at least once during a URP frame
- // * Currently only used when calculating '_LastTimeParameters' for shader upload
- // * Please validate your use case if trying to reuse this somewhere else (as it might not transfer)
- internal static float PersistentDeltaTime
- {
- get
- {
- #if UNITY_EDITOR
- float deltaTime = Time.deltaTime;
- // The only case I'm aware of when a deltaTime of 0 is valid is when Time.timeScale is 0
- if (deltaTime > 0.0f || Time.timeScale == 0.0f)
- s_MostRecentValidDeltaTime = deltaTime;
- return s_MostRecentValidDeltaTime;
- #else
- return Time.deltaTime;
- #endif
- }
- }
-
- #if UNITY_EDITOR
- static readonly string[] s_ShaderGUIDs =
- {
- "933532a4fcc9baf4fa0491de14d08ed7",
- "8d2bb70cbf9db8d4da26e15b26e74248",
- "650dd9526735d5b46b79224bc6e94025",
- "69c1f799e772cb6438f56c23efccb782",
- "b7839dad95683814aa64166edc107ae2",
- "8516d7a69675844a7a0b7095af7c46af",
- "0406db5a14f94604a8c57ccfbc9f3b46",
- "0ca6dca7396eb48e5849247ffd444914",
- "0f4122b9a743b744abe2fb6a0a88868b",
- "5ec81c81908db34429b4f6ddecadd3bd",
- "9920c1f1781549a46ba081a2a15a16ec",
- "ee7e4c9a5f6364b688a332c67fc32cca",
- };
-
- /// <summary>
- /// Returns a GUID for a URP shader from Shader Path ID.
- /// </summary>
- /// <param name="id">ID of shader path.</param>
- /// <returns>GUID for the shader.</returns>
- public static string GetShaderGUID(ShaderPathID id)
- {
- int index = (int)id;
- int arrayLength = s_ShaderGUIDs.Length;
- if (arrayLength > 0 && index >= 0 && index < arrayLength)
- return s_ShaderGUIDs[index];
-
- Debug.LogError("Trying to access universal shader GUID out of bounds: (" + id + ": " + index + ")");
- return "";
- }
-
- #endif
- }
- }
|