UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine.Serialization;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Holds information about whether to override certain camera rendering options from the render pipeline asset.
/// When set to <c>Off</c> option will be disabled regardless of what is set on the pipeline asset.
/// When set to <c>On</c> option will be enabled regardless of what is set on the pipeline asset.
/// When set to <c>UsePipelineSetting</c> value set in the <see cref="UniversalRenderPipelineAsset"/>.
/// </summary>
public enum CameraOverrideOption
{
/// <summary>
/// Use this to disable regardless of what is set on the pipeline asset.
/// </summary>
Off,
/// <summary>
/// Use this to enable regardless of what is set on the pipeline asset.
/// </summary>
On,
/// <summary>
/// Use this to choose the setting set on the pipeline asset.
/// </summary>
[InspectorName("Use settings from Render Pipeline Asset")]
UsePipelineSettings,
}
/// <summary>
/// Options to control the renderer override.
/// This enum is no longer in use.
/// </summary>
[Obsolete("Renderer override is no longer used, renderers are referenced by index on the pipeline asset.")]
public enum RendererOverrideOption
{
/// <summary>
/// Use this to choose a custom override.
/// </summary>
Custom,
/// <summary>
/// Use this to choose the setting set on the pipeline asset.
/// </summary>
UsePipelineSettings,
}
/// <summary>
/// Holds information about the post-processing anti-aliasing mode.
/// When set to <c>None</c> no post-processing anti-aliasing pass will be performed.
/// When set to <c>Fast</c> a fast approximated anti-aliasing pass will render when resolving the camera to screen.
/// When set to <c>SubpixelMorphologicalAntiAliasing</c> SMAA pass will render when resolving the camera to screen.
/// You can choose the SMAA quality by setting <seealso cref="AntialiasingQuality"/>.
/// </summary>
public enum AntialiasingMode
{
/// <summary>
/// Use this to have no post-processing anti-aliasing pass performed.
/// </summary>
[InspectorName("No Anti-aliasing")]
None,
/// <summary>
/// Use this to have a fast approximated anti-aliasing pass rendered when resolving the camera to screen
/// </summary>
[InspectorName("Fast Approximate Anti-aliasing (FXAA)")]
FastApproximateAntialiasing,
/// <summary>
/// Use this to have a <c>SubpixelMorphologicalAntiAliasing</c> SMAA pass rendered when resolving the camera to screen
/// You can choose the SMAA quality by setting <seealso cref="AntialiasingQuality"/>.
/// </summary>
[InspectorName("Subpixel Morphological Anti-aliasing (SMAA)")]
SubpixelMorphologicalAntiAliasing,
/// <summary>
/// Use this to have a temporal anti-aliasing pass rendered when resolving camera to screen.
/// </summary>
[InspectorName("Temporal Anti-aliasing (TAA)")]
TemporalAntiAliasing,
}
/// <summary>
/// Holds information about the render type of a camera. Options are Base or Overlay.
/// Base rendering type allows the camera to render to either the screen or to a texture.
/// Overlay rendering type allows the camera to render on top of a previous camera output, thus compositing camera results.
/// </summary>
public enum CameraRenderType
{
/// <summary>
/// Use this to select the base camera render type.
/// Base rendering type allows the camera to render to either the screen or to a texture.
/// </summary>
Base,
/// <summary>
/// Use this to select the overlay camera render type.
/// Overlay rendering type allows the camera to render on top of a previous camera output, thus compositing camera results.
/// </summary>
Overlay,
}
/// <summary>
/// Controls <c>SubpixelMorphologicalAntiAliasing</c> SMAA anti-aliasing quality.
/// </summary>
public enum AntialiasingQuality
{
/// <summary>
/// Use this to select the low <c>SubpixelMorphologicalAntiAliasing</c> SMAA quality
/// </summary>
Low,
/// <summary>
/// Use this to select the medium <c>SubpixelMorphologicalAntiAliasing</c> SMAA quality
/// </summary>
Medium,
/// <summary>
/// Use this to select the high <c>SubpixelMorphologicalAntiAliasing</c> SMAA quality
/// </summary>
High
}
/// <summary>
/// Contains extension methods for Camera class.
/// </summary>
public static class CameraExtensions
{
/// <summary>
/// Universal Render Pipeline exposes additional rendering data in a separate component.
/// This method returns the additional data component for the given camera or create one if it doesn't exist yet.
/// </summary>
/// <param name="camera"></param>
/// <returns>The <c>UniversalAdditionalCameraData</c> for this camera.</returns>
/// <see cref="UniversalAdditionalCameraData"/>
public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(this Camera camera)
{
var gameObject = camera.gameObject;
bool componentExists = gameObject.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData);
if (!componentExists)
cameraData = gameObject.AddComponent<UniversalAdditionalCameraData>();
return cameraData;
}
/// <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>
/// 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);
}
/// <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>
/// 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.GetOrCreateVolumeStack();
camera.GetVolumeLayerMaskAndTrigger(cameraData, out LayerMask layerMask, out Transform trigger);
VolumeManager.instance.Update(cameraData.volumeStack, trigger, layerMask);
}
/// <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);
}
/// <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)
{
if (cameraData == null || cameraData.volumeStack == null)
return;
cameraData.volumeStack = null;
}
/// <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;
}
}
}
static class CameraTypeUtility
{
static string[] s_CameraTypeNames = Enum.GetNames(typeof(CameraRenderType)).ToArray();
public static string GetName(this CameraRenderType type)
{
int typeInt = (int)type;
if (typeInt < 0 || typeInt >= s_CameraTypeNames.Length)
typeInt = (int)CameraRenderType.Base;
return s_CameraTypeNames[typeInt];
}
}
/// <summary>
/// Class containing various additional camera data used by URP.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
[ExecuteAlways] // NOTE: This is required to get calls to OnDestroy() always. Graphics resources are released in OnDestroy().
[URPHelpURL("universal-additional-camera-data")]
public class UniversalAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver, IAdditionalData
{
const string k_GizmoPath = "Packages/com.unity.render-pipelines.universal/Editor/Gizmos/";
const string k_BaseCameraGizmoPath = k_GizmoPath + "Camera_Base.png";
const string k_OverlayCameraGizmoPath = k_GizmoPath + "Camera_Base.png";
const string k_PostProcessingGizmoPath = k_GizmoPath + "Camera_PostProcessing.png";
[FormerlySerializedAs("renderShadows"), SerializeField]
bool m_RenderShadows = true;
[SerializeField]
CameraOverrideOption m_RequiresDepthTextureOption = CameraOverrideOption.UsePipelineSettings;
[SerializeField]
CameraOverrideOption m_RequiresOpaqueTextureOption = CameraOverrideOption.UsePipelineSettings;
[SerializeField] CameraRenderType m_CameraType = CameraRenderType.Base;
[SerializeField] List<Camera> m_Cameras = new List<Camera>();
[SerializeField] int m_RendererIndex = -1;
[SerializeField] LayerMask m_VolumeLayerMask = 1; // "Default"
[SerializeField] Transform m_VolumeTrigger = null;
[SerializeField] VolumeFrameworkUpdateMode m_VolumeFrameworkUpdateModeOption = VolumeFrameworkUpdateMode.UsePipelineSettings;
[SerializeField] bool m_RenderPostProcessing = false;
[SerializeField] AntialiasingMode m_Antialiasing = AntialiasingMode.None;
[SerializeField] AntialiasingQuality m_AntialiasingQuality = AntialiasingQuality.High;
[SerializeField] bool m_StopNaN = false;
[SerializeField] bool m_Dithering = false;
[SerializeField] bool m_ClearDepth = true;
[SerializeField] bool m_AllowXRRendering = true;
[SerializeField] bool m_AllowHDROutput = true;
[SerializeField] bool m_UseScreenCoordOverride;
[SerializeField] Vector4 m_ScreenSizeOverride;
[SerializeField] Vector4 m_ScreenCoordScaleBias;
[NonSerialized] Camera m_Camera;
// Deprecated:
[FormerlySerializedAs("requiresDepthTexture"), SerializeField]
bool m_RequiresDepthTexture = false;
[FormerlySerializedAs("requiresColorTexture"), SerializeField]
bool m_RequiresColorTexture = false;
[HideInInspector] [SerializeField] float m_Version = 2;
// These persist over multiple frames
[NonSerialized] MotionVectorsPersistentData m_MotionVectorsPersistentData = new MotionVectorsPersistentData();
// The URP camera history texture manager. Persistent per camera textures.
[NonSerialized] internal UniversalCameraHistory m_History = new UniversalCameraHistory();
[SerializeField] internal TemporalAA.Settings m_TaaSettings = TemporalAA.Settings.Create();
/// <summary>
/// The serialized version of the class. Used for upgrading.
/// </summary>
public float version => m_Version;
static UniversalAdditionalCameraData s_DefaultAdditionalCameraData = null;
internal static UniversalAdditionalCameraData defaultAdditionalCameraData
{
get
{
if (s_DefaultAdditionalCameraData == null)
s_DefaultAdditionalCameraData = new UniversalAdditionalCameraData();
return s_DefaultAdditionalCameraData;
}
}
#if UNITY_EDITOR
internal new Camera camera
#else
internal Camera camera
#endif
{
get
{
if (!m_Camera)
{
gameObject.TryGetComponent<Camera>(out m_Camera);
}
return m_Camera;
}
}
void Start()
{
// Need to ensure correct behavoiur for overlay cameras settings their clear flag to nothing.
// This can't be done in the upgrade since the camera component can't be retrieved in the deserialization phase.
// OnValidate ensure future cameras won't have this issue.
if (m_CameraType == CameraRenderType.Overlay)
camera.clearFlags = CameraClearFlags.Nothing;
}
/// <summary>
/// Controls if this camera should render shadows.
/// </summary>
public bool renderShadows
{
get => m_RenderShadows;
set => m_RenderShadows = value;
}
/// <summary>
/// Controls if a camera should render depth.
/// The depth is available to be bound in shaders as _CameraDepthTexture.
/// <seealso cref="CameraOverrideOption"/>
/// </summary>
public CameraOverrideOption requiresDepthOption
{
get => m_RequiresDepthTextureOption;
set => m_RequiresDepthTextureOption = value;
}
/// <summary>
/// Controls if a camera should copy the color contents of a camera after rendering opaques.
/// The color texture is available to be bound in shaders as _CameraOpaqueTexture.
/// </summary>
public CameraOverrideOption requiresColorOption
{
get => m_RequiresOpaqueTextureOption;
set => m_RequiresOpaqueTextureOption = value;
}
/// <summary>
/// Returns the camera renderType.
/// <see cref="CameraRenderType"/>.
/// </summary>
public CameraRenderType renderType
{
get => m_CameraType;
set => m_CameraType = value;
}
/// <summary>
/// Returns the camera stack. Only valid for Base cameras.
/// Will return null if it is not a Base camera.
/// <seealso cref="CameraRenderType"/>.
/// </summary>
public List<Camera> cameraStack
{
get
{
if (renderType != CameraRenderType.Base)
{
var camera = gameObject.GetComponent<Camera>();
Debug.LogWarning(string.Format("{0}: This camera is of {1} type. Only Base cameras can have a camera stack.", camera.name, renderType));
return null;
}
if (!scriptableRenderer.SupportsCameraStackingType(CameraRenderType.Base))
{
var camera = gameObject.GetComponent<Camera>();
Debug.LogWarning(string.Format("{0}: This camera has a ScriptableRenderer that doesn't support camera stacking. Camera stack is null.", camera.name));
return null;
}
return m_Cameras;
}
}
internal void UpdateCameraStack()
{
#if UNITY_EDITOR
Undo.RecordObject(this, "Update camera stack");
#endif
int prev = m_Cameras.Count;
m_Cameras.RemoveAll(cam => cam == null);
int curr = m_Cameras.Count;
int removedCamsCount = prev - curr;
if (removedCamsCount != 0)
{
Debug.LogWarning(name + ": " + removedCamsCount + " camera overlay" + (removedCamsCount > 1 ? "s" : "") + " no longer exists and will be removed from the camera stack.");
}
}
/// <summary>
/// If true, this camera will clear depth value before rendering. Only valid for Overlay cameras.
/// </summary>
public bool clearDepth
{
get => m_ClearDepth;
}
/// <summary>
/// Returns true if this camera needs to render depth information in a texture.
/// If enabled, depth texture is available to be bound and read from shaders as _CameraDepthTexture after rendering skybox.
/// </summary>
public bool requiresDepthTexture
{
get
{
if (m_RequiresDepthTextureOption == CameraOverrideOption.UsePipelineSettings)
{
return UniversalRenderPipeline.asset.supportsCameraDepthTexture;
}
else
{
return m_RequiresDepthTextureOption == CameraOverrideOption.On;
}
}
set { m_RequiresDepthTextureOption = (value) ? CameraOverrideOption.On : CameraOverrideOption.Off; }
}
/// <summary>
/// Returns true if this camera requires to color information in a texture.
/// If enabled, color texture is available to be bound and read from shaders as _CameraOpaqueTexture after rendering skybox.
/// </summary>
public bool requiresColorTexture
{
get
{
if (m_RequiresOpaqueTextureOption == CameraOverrideOption.UsePipelineSettings)
{
return UniversalRenderPipeline.asset.supportsCameraOpaqueTexture;
}
else
{
return m_RequiresOpaqueTextureOption == CameraOverrideOption.On;
}
}
set { m_RequiresOpaqueTextureOption = (value) ? CameraOverrideOption.On : CameraOverrideOption.Off; }
}
/// <summary>
/// Returns the <see cref="ScriptableRenderer"/> that is used to render this camera.
/// </summary>
public ScriptableRenderer scriptableRenderer
{
get
{
if (UniversalRenderPipeline.asset is null)
return null;
if (!UniversalRenderPipeline.asset.ValidateRendererData(m_RendererIndex))
{
int defaultIndex = UniversalRenderPipeline.asset.m_DefaultRendererIndex;
Debug.LogWarning(
$"Renderer at <b>index {m_RendererIndex.ToString()}</b> is missing for camera <b>{camera.name}</b>, falling back to Default Renderer. <b>{UniversalRenderPipeline.asset.m_RendererDataList[defaultIndex].name}</b>",
UniversalRenderPipeline.asset);
return UniversalRenderPipeline.asset.GetRenderer(defaultIndex);
}
return UniversalRenderPipeline.asset.GetRenderer(m_RendererIndex);
}
}
/// <summary>
/// Use this to set this Camera's current <see cref="ScriptableRenderer"/> to one listed on the Render Pipeline Asset. Takes an index that maps to the list on the Render Pipeline Asset.
/// </summary>
/// <param name="index">The index that maps to the RendererData list on the currently assigned Render Pipeline Asset</param>
public void SetRenderer(int index)
{
m_RendererIndex = index;
}
/// <summary>
/// Returns the selected scene-layers affecting this camera.
/// </summary>
public LayerMask volumeLayerMask
{
get => m_VolumeLayerMask;
set => m_VolumeLayerMask = value;
}
/// <summary>
/// Returns the Transform that acts as a trigger for Volume blending.
/// </summary>
public Transform volumeTrigger
{
get => m_VolumeTrigger;
set => m_VolumeTrigger = value;
}
/// <summary>
/// Returns the selected mode for Volume Frame Updates.
/// </summary>
internal VolumeFrameworkUpdateMode volumeFrameworkUpdateMode
{
get => m_VolumeFrameworkUpdateModeOption;
set => m_VolumeFrameworkUpdateModeOption = value;
}
/// <summary>
/// Returns true if this camera requires the volume framework to be updated every frame.
/// </summary>
public bool requiresVolumeFrameworkUpdate
{
get
{
if (m_VolumeFrameworkUpdateModeOption == VolumeFrameworkUpdateMode.UsePipelineSettings)
{
return UniversalRenderPipeline.asset.volumeFrameworkUpdateMode != VolumeFrameworkUpdateMode.ViaScripting;
}
return m_VolumeFrameworkUpdateModeOption == VolumeFrameworkUpdateMode.EveryFrame;
}
}
/// <summary>
/// Container for volume stacks in order to reuse stacks and avoid
/// creating new ones every time a new camera is instantiated.
/// </summary>
private static List<VolumeStack> s_CachedVolumeStacks;
/// <summary>
/// Returns the current volume stack used by this camera.
/// </summary>
public VolumeStack volumeStack
{
get => m_VolumeStack;
set
{
// If the volume stack is being removed,
// add it back to the list so it can be reused later
if (value == null && m_VolumeStack != null && m_VolumeStack.isValid)
{
if (s_CachedVolumeStacks == null)
s_CachedVolumeStacks = new List<VolumeStack>(4);
s_CachedVolumeStacks.Add(m_VolumeStack);
}
m_VolumeStack = value;
}
}
VolumeStack m_VolumeStack = null;
/// <summary>
/// Tries to retrieve a volume stack from the container
/// and creates a new one if that fails.
/// </summary>
internal void GetOrCreateVolumeStack()
{
// Try first to reuse a volume stack
if (s_CachedVolumeStacks != null && s_CachedVolumeStacks.Count > 0)
{
int index = s_CachedVolumeStacks.Count - 1;
var stack = s_CachedVolumeStacks[index];
s_CachedVolumeStacks.RemoveAt(index);
if (stack.isValid)
volumeStack = stack;
}
// Create a new stack if was not possible to reuse an old one
if (volumeStack == null)
volumeStack = VolumeManager.instance.CreateStack();
}
/// <summary>
/// Returns true if this camera should render post-processing.
/// </summary>
public bool renderPostProcessing
{
get => m_RenderPostProcessing;
set => m_RenderPostProcessing = value;
}
/// <summary>
/// Returns the current anti-aliasing mode used by this camera.
/// <see cref="AntialiasingMode"/>.
/// </summary>
public AntialiasingMode antialiasing
{
get => m_Antialiasing;
set => m_Antialiasing = value;
}
/// <summary>
/// Returns the current anti-aliasing quality used by this camera.
/// <seealso cref="antialiasingQuality"/>.
/// </summary>
public AntialiasingQuality antialiasingQuality
{
get => m_AntialiasingQuality;
set => m_AntialiasingQuality = value;
}
/// <summary>
/// Returns the current temporal anti-aliasing settings used by this camera.
/// </summary>
public ref TemporalAA.Settings taaSettings
{
get { return ref m_TaaSettings; }
}
/// <summary>
/// Returns the URP camera history texture read access.
/// Used to register requests and to read the existing history textures by external systems.
/// </summary>
public ICameraHistoryReadAccess history => m_History;
// Returns the URP camera history texture manager with full access for internal systems.
// NOTE: Only the pipeline should write/render history textures. Should be kept internal.
//
// The history is camera specific. The UniversalAdditionalCameraData is the URP specific camera (data).
// Therefore it owns the UniversalCameraHistory. The history should follow the camera lifetime.
internal UniversalCameraHistory historyManager => m_History;
/// <summary>
/// Motion data that persists over a frame.
/// </summary>
internal MotionVectorsPersistentData motionVectorsPersistentData => m_MotionVectorsPersistentData;
/// <summary>
/// Reset post-process history.
/// </summary>
public bool resetHistory
{
get => m_TaaSettings.resetHistoryFrames != 0;
set
{
m_TaaSettings.resetHistoryFrames += value ? 1 : 0;
m_MotionVectorsPersistentData.Reset();
// Reset the jitter period for consistent test results.
// Not technically history, but this is here to avoid adding testing only public API.
m_TaaSettings.jitterFrameCountOffset = -Time.frameCount;
}
}
/// <summary>
/// Returns true if this camera should automatically replace NaN/Inf in shaders by a black pixel to avoid breaking some effects.
/// </summary>
public bool stopNaN
{
get => m_StopNaN;
set => m_StopNaN = value;
}
/// <summary>
/// Returns true if this camera applies 8-bit dithering to the final render to reduce color banding
/// </summary>
public bool dithering
{
get => m_Dithering;
set => m_Dithering = value;
}
/// <summary>
/// Returns true if this camera allows render in XR.
/// </summary>
public bool allowXRRendering
{
get => m_AllowXRRendering;
set => m_AllowXRRendering = value;
}
/// <summary>
/// Returns true if the camera uses Screen Coordinates Override.
/// </summary>
public bool useScreenCoordOverride
{
get => m_UseScreenCoordOverride;
set => m_UseScreenCoordOverride = value;
}
/// <summary>
/// Screen size used when Screen Coordinates Override is active.
/// </summary>
public Vector4 screenSizeOverride
{
get => m_ScreenSizeOverride;
set => m_ScreenSizeOverride = value;
}
/// <summary>
/// Transform applied to screen coordinates when Screen Coordinates Override is active.
/// </summary>
public Vector4 screenCoordScaleBias
{
get => m_ScreenCoordScaleBias;
set => m_ScreenCoordScaleBias = value;
}
/// <summary>
/// Returns true if this camera allows outputting to HDR displays.
/// </summary>
public bool allowHDROutput
{
get => m_AllowHDROutput;
set => m_AllowHDROutput = value;
}
/// <inheritdoc/>
public void OnBeforeSerialize()
{
}
/// <inheritdoc/>
public void OnAfterDeserialize()
{
if (version <= 1)
{
m_RequiresDepthTextureOption = (m_RequiresDepthTexture) ? CameraOverrideOption.On : CameraOverrideOption.Off;
m_RequiresOpaqueTextureOption = (m_RequiresColorTexture) ? CameraOverrideOption.On : CameraOverrideOption.Off;
m_Version = 2;
}
}
/// <inheritdoc/>
public void OnValidate()
{
if (m_CameraType == CameraRenderType.Overlay && m_Camera != null)
{
m_Camera.clearFlags = CameraClearFlags.Nothing;
}
}
/// <inheritdoc/>
public void OnDrawGizmos()
{
string gizmoName = "";
Color tint = Color.white;
if (m_CameraType == CameraRenderType.Base)
{
gizmoName = k_BaseCameraGizmoPath;
}
else if (m_CameraType == CameraRenderType.Overlay)
{
gizmoName = k_OverlayCameraGizmoPath;
}
#if UNITY_2019_2_OR_NEWER
#if UNITY_EDITOR
if (Selection.activeObject == gameObject)
{
// Get the preferences selection color
tint = SceneView.selectedOutlineColor;
}
#endif
if (!string.IsNullOrEmpty(gizmoName))
{
Gizmos.DrawIcon(transform.position, gizmoName, true, tint);
}
if (renderPostProcessing)
{
Gizmos.DrawIcon(transform.position, k_PostProcessingGizmoPath, true, tint);
}
#else
if (renderPostProcessing)
{
Gizmos.DrawIcon(transform.position, k_PostProcessingGizmoPath);
}
Gizmos.DrawIcon(transform.position, gizmoName);
#endif
}
/// <inheritdoc/>
public void OnDestroy()
{
//You cannot call scriptableRenderer here. If you where not in URP, this will actually create the renderer.
//This can occurs in cross pipeline but also on Dedicated Server where the gfx device do not run. (UUM-75237)
//Use GetRawRenderer() instead.
m_Camera.DestroyVolumeStack(this);
if (camera.cameraType != CameraType.SceneView)
GetRawRenderer()?.ReleaseRenderTargets();
m_History?.Dispose();
m_History = null;
}
ScriptableRenderer GetRawRenderer()
{
if (UniversalRenderPipeline.asset is null)
return null;
ReadOnlySpan<ScriptableRenderer> renderers = UniversalRenderPipeline.asset.renderers;
if (renderers == null || renderers.IsEmpty)
return null;
if (m_RendererIndex >= renderers.Length || m_RendererIndex < 0)
return null;
return renderers[m_RendererIndex];
}
}
}