Esempio n. 1
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        // Note: this version is the one tested as there is issue getting HDRenderPipelineAsset in batchmode in unit test framework currently.
        /// <summary>Same than FrameSettings.AggregateFrameSettings but keep history of agregation in a collection for DebugMenu.
        /// Aggregation is default with override of the renderer then sanitazed depending on supported features of hdrpasset. Then the DebugMenu override occurs.</summary>
        /// <param name="aggregatedFrameSettings">The aggregated FrameSettings result.</param>
        /// <param name="camera">The camera rendering.</param>
        /// <param name="additionalData">Additional data of the camera rendering.</param>
        /// <param name="defaultFrameSettings">Base framesettings to copy prior any override.</param>
        /// <param name="supportedFeatures">Currently supported feature for the sanitazation pass.</param>
        public static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSettings, Camera camera, HDAdditionalCameraData additionalData, ref FrameSettings defaultFrameSettings, RenderPipelineSettings supportedFeatures)
        {
            FrameSettingsHistory history = new FrameSettingsHistory
            {
                camera      = camera,
                defaultType = additionalData ? additionalData.defaultFrameSettings : FrameSettingsRenderType.Camera
            };

            aggregatedFrameSettings = defaultFrameSettings;
            if (additionalData && additionalData.customRenderingSettings)
            {
                FrameSettings.Override(ref aggregatedFrameSettings, additionalData.renderingPathCustomFrameSettings, additionalData.renderingPathCustomFrameSettingsOverrideMask);
                history.customMask = additionalData.renderingPathCustomFrameSettingsOverrideMask;
            }
            history.overridden = aggregatedFrameSettings;
            FrameSettings.Sanitize(ref aggregatedFrameSettings, camera, supportedFeatures);

            bool noHistory        = !frameSettingsHistory.ContainsKey(camera);
            bool updatedComponent = !noHistory && frameSettingsHistory[camera].sanitazed != aggregatedFrameSettings;
            bool dirty            = noHistory || updatedComponent;

            history.sanitazed = aggregatedFrameSettings;
            if (dirty)
            {
                history.debug = history.sanitazed;
            }
            else
            {
                history.debug = frameSettingsHistory[camera].debug;

                // Ensure user is not trying to activate unsupported settings in DebugMenu
                FrameSettings.Sanitize(ref history.debug, camera, supportedFeatures);
            }

            aggregatedFrameSettings      = history.debug;
            frameSettingsHistory[camera] = history;
        }