UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/ShaderUtils.cs
2024-10-27 10:53:47 +03:00

200 lines
6.6 KiB
C#

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
}
}