Inheritance: MonoBehaviour, ISerializationCallbackReceiver
        /// <summary>
        /// Returns the mask and trigger assigned for volumes on the camera.
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="cameraData"></param>
        /// <param name="layerMask"></param>
        /// <param name="trigger"></param>
        internal static void GetVolumeLayerMaskAndTrigger(this Camera camera, UniversalAdditionalCameraData cameraData, out LayerMask layerMask, out Transform trigger)
        {
            // Default values when there's no additional camera data available
            layerMask = 1; // "Default"
            trigger   = camera.transform;

            if (cameraData != null)
            {
                layerMask = cameraData.volumeLayerMask;
                trigger   = (cameraData.volumeTrigger != null) ? cameraData.volumeTrigger : trigger;
            }
            else if (camera.cameraType == CameraType.SceneView)
            {
                // Try to mirror the MainCamera volume layer mask for the scene view - do not mirror the target
                var mainCamera = Camera.main;
                UniversalAdditionalCameraData mainAdditionalCameraData = null;

                if (mainCamera != null && mainCamera.TryGetComponent(out mainAdditionalCameraData))
                {
                    layerMask = mainAdditionalCameraData.volumeLayerMask;
                }

                trigger = (mainAdditionalCameraData != null && mainAdditionalCameraData.volumeTrigger != null) ? mainAdditionalCameraData.volumeTrigger : trigger;
            }
        }
示例#2
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        public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
        {
            if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters))
            {
                return;
            }

            var settings = asset;
            UniversalAdditionalCameraData additionalCameraData = null;

            if (camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR)
#if UNITY_2019_3_OR_NEWER
            { camera.gameObject.TryGetComponent(out additionalCameraData); }
#else
            { additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>(); }
#endif

            InitializeCameraData(settings, camera, additionalCameraData, out var cameraData);
            SetupPerCameraShaderConstants(cameraData);

            ScriptableRenderer renderer = (additionalCameraData != null) ? additionalCameraData.scriptableRenderer : settings.scriptableRenderer;
            if (renderer == null)
            {
                Debug.LogWarning(string.Format("Trying to render {0} with an invalid renderer. Camera rendering will be skipped.", camera.name));
                return;
            }

#if UNITY_EDITOR
            string tag = camera.name;
#else
            string tag = k_RenderCameraTag;
#endif
            CommandBuffer cmd = CommandBufferPool.Get(tag);
            using (new ProfilingSample(cmd, tag))
            {
                renderer.Clear();
                renderer.SetupCullingParameters(ref cullingParameters, ref cameraData);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif

                var cullResults = context.Cull(ref cullingParameters);
                InitializeRenderingData(settings, ref cameraData, ref cullResults, out var renderingData);

                renderer.Setup(context, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
        }
示例#3
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 // Start is called before the first frame update
 void Start()
 {
     cam = gameObject.GetComponent <Camera>();
     if (cam == null)
     {
         Debug.Log("This script should be attatched to a Camera");
     }
     additionalCameraData = cam.transform.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
     additionalCameraData.SetRenderer(0);
 }
        /// <summary>
        /// Sets the VolumeFrameworkUpdateMode for the camera.
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="mode"></param>
        public static void SetVolumeFrameworkUpdateMode(this Camera camera, VolumeFrameworkUpdateMode mode)
        {
            UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();

            if (cameraData.volumeFrameworkUpdateMode == mode)
            {
                return;
            }

            cameraData.volumeFrameworkUpdateMode = mode;

            // We only update the local volume stacks for cameras set to ViaScripting.
            // Otherwise it will be updated in every frame.
            if (!cameraData.requiresVolumeFrameworkUpdate)
            {
                camera.UpdateVolumeStack(cameraData);
            }
        }
示例#5
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    void CreateCubemap()
    {
        Cubemap cubemap = new Cubemap(size, defaultFormat, textureCreationFlags);
        Camera  cam     = this.gameObject.AddComponent <Camera>();

        cam.RenderToCubemap(cubemap);
        string cubemapPath = this.gameObject.scene.path.Replace(".unity", ".cubemap");

        AssetDatabase.CreateAsset(cubemap, cubemapPath);
        AssetImporter.GetAtPath(cubemapPath).SetAssetBundleNameAndVariant(assetBundleName, "");
        UnityEngine.Rendering.Universal.UniversalAdditionalCameraData cameraData = cam.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
        if (cameraData)
        {
            DestroyImmediate(cameraData);
        }
        DestroyImmediate(cam);
        EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
        Debug.Log("Cubemap created in " + cubemapPath);
    }
        /// <summary>
        /// Updates the volume stack for this camera.
        /// This function will only update the stack when the camera has ViaScripting selected or if
        /// the camera is set to UsePipelineSettings and the Render Pipeline Asset is set to ViaScripting.
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="cameraData"></param>
        public static void UpdateVolumeStack(this Camera camera, UniversalAdditionalCameraData cameraData)
        {
            Assert.IsNotNull(cameraData, "cameraData can not be null when updating the volume stack.");

            // We only update the local volume stacks for cameras set to ViaScripting.
            // Otherwise it will be updated in the frame.
            if (cameraData.requiresVolumeFrameworkUpdate)
            {
                return;
            }

            // Create stack for camera
            if (cameraData.volumeStack == null)
            {
                cameraData.volumeStack = VolumeManager.instance.CreateStack();
            }

            camera.GetVolumeLayerMaskAndTrigger(cameraData, out LayerMask layerMask, out Transform trigger);
            VolumeManager.instance.Update(cameraData.volumeStack, trigger, layerMask);
        }
        /// <summary>
        /// Sets the VolumeFrameworkUpdateMode for the camera.
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="mode"></param>
        public static void SetVolumeFrameworkUpdateMode(this Camera camera, VolumeFrameworkUpdateMode mode)
        {
            UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();

            if (cameraData.volumeFrameworkUpdateMode == mode)
            {
                return;
            }

            bool requiredUpdatePreviously = cameraData.requiresVolumeFrameworkUpdate;

            cameraData.volumeFrameworkUpdateMode = mode;

            // We only update the local volume stacks for cameras set to ViaScripting.
            // Otherwise it will be updated in every frame.
            // We also check the previous value to make sure we're not updating when
            // switching between Camera ViaScripting and the URP Asset set to ViaScripting
            if (requiredUpdatePreviously && !cameraData.requiresVolumeFrameworkUpdate)
            {
                camera.UpdateVolumeStack(cameraData);
            }
        }
示例#8
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    private Camera CreateMirrorObjects(Camera currentCamera)
    {
        GameObject go =
            new GameObject($"Planar Refl Camera id{GetInstanceID().ToString()} for {currentCamera.GetInstanceID().ToString()}",
                           typeof(Camera));

        UnityEngine.Rendering.Universal.UniversalAdditionalCameraData lwrpCamData =
            go.AddComponent(typeof(UnityEngine.Rendering.Universal.UniversalAdditionalCameraData)) as UnityEngine.Rendering.Universal.UniversalAdditionalCameraData;
        UnityEngine.Rendering.Universal.UniversalAdditionalCameraData lwrpCamDataCurrent = currentCamera.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
        lwrpCamData.renderShadows       = m_settings.m_shadows; // turn off shadows for the reflection camera
        lwrpCamData.requiresColorOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
        lwrpCamData.requiresDepthOption = UnityEngine.Rendering.Universal.CameraOverrideOption.Off;
        var reflectionCamera = go.GetComponent <Camera>();

        reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
        //reflectionCamera.targetTexture = m_ReflectionTexture;
        reflectionCamera.allowMSAA = currentCamera.allowMSAA;
        reflectionCamera.depth     = -10;
        reflectionCamera.enabled   = false;
        reflectionCamera.allowHDR  = currentCamera.allowHDR;
        go.hideFlags = HideFlags.HideAndDontSave;

        return(reflectionCamera);
    }
 private void ChangeRenderView(int state)
 {
     UnityEngine.Rendering.Universal.UniversalAdditionalCameraData additionalCameraData = cam.transform.GetComponent <UnityEngine.Rendering.Universal.UniversalAdditionalCameraData>();
     additionalCameraData.SetRenderer(state);
 }
示例#10
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        static void InitializeCameraData(UniversalRenderPipelineAsset settings, Camera camera, UniversalAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData                 = new CameraData();
            cameraData.camera          = camera;
            cameraData.isStereoEnabled = IsStereoEnabled(camera);

            int msaaSamples = 1;

            if (camera.allowMSAA && settings.msaaSampleCount > 1)
            {
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }

            cameraData.isSceneViewCamera  = camera.cameraType == CameraType.SceneView;
            cameraData.isHdrEnabled       = camera.allowHDR && settings.supportsHDR;
            cameraData.postProcessEnabled = CoreUtils.ArePostProcessesEnabled(camera) &&
                                            camera.cameraType != CameraType.Reflection &&
                                            camera.cameraType != CameraType.Preview &&
                                            SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;

            // Disables postprocessing in mobile VR. It's not stable on mobile yet.
            // TODO: enable postfx for stereo rendering
            if (cameraData.isStereoEnabled && Application.isMobilePlatform)
            {
                cameraData.postProcessEnabled = false;
            }

            Rect cameraRect = camera.rect;

            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;

            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;

            cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
                cameraData.volumeLayerMask       = additionalCameraData.volumeLayerMask;
                cameraData.volumeTrigger         = additionalCameraData.volumeTrigger == null ? camera.transform : additionalCameraData.volumeTrigger;
                cameraData.postProcessEnabled   &= additionalCameraData.renderPostProcessing;
                cameraData.isStopNaNEnabled      = cameraData.postProcessEnabled && additionalCameraData.stopNaN && SystemInfo.graphicsShaderLevel >= 35;
                cameraData.isDitheringEnabled    = cameraData.postProcessEnabled && additionalCameraData.dithering;
                cameraData.antialiasing          = cameraData.postProcessEnabled ? additionalCameraData.antialiasing : AntialiasingMode.None;
                cameraData.antialiasingQuality   = additionalCameraData.antialiasingQuality;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
                cameraData.volumeLayerMask       = 1; // "Default"
                cameraData.volumeTrigger         = null;
                cameraData.postProcessEnabled    = false;
                cameraData.isStopNaNEnabled      = false;
                cameraData.isDitheringEnabled    = false;
                cameraData.antialiasing          = AntialiasingMode.None;
                cameraData.antialiasingQuality   = AntialiasingQuality.High;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);

            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                                                                              cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples);
        }
        /// <summary>
        /// Returns the VolumeFrameworkUpdateMode set on the camera.
        /// </summary>
        /// <param name="camera"></param>
        /// <returns></returns>
        public static VolumeFrameworkUpdateMode GetVolumeFrameworkUpdateMode(this Camera camera)
        {
            UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();

            return(cameraData.volumeFrameworkUpdateMode);
        }
        /// <summary>
        /// Updates the volume stack for this camera.
        /// This function will only update the stack when the camera has VolumeFrameworkUpdateMode set to ViaScripting
        /// or when it set to UsePipelineSettings and the update mode on the Render Pipeline Asset is set to ViaScripting.
        /// </summary>
        /// <param name="camera"></param>
        public static void UpdateVolumeStack(this Camera camera)
        {
            UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();

            camera.UpdateVolumeStack(cameraData);
        }
 /// <summary>
 /// Destroys the volume stack for this camera.
 /// </summary>
 /// <param name="camera"></param>
 /// <param name="cameraData"></param>
 public static void DestroyVolumeStack(this Camera camera, UniversalAdditionalCameraData cameraData)
 {
     cameraData.volumeStack.Dispose();
     cameraData.volumeStack = null;
 }
        /// <summary>
        /// Destroys the volume stack for this camera.
        /// </summary>
        /// <param name="camera"></param>
        public static void DestroyVolumeStack(this Camera camera)
        {
            UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData();

            camera.DestroyVolumeStack(cameraData);
        }