157 lines
6.7 KiB
C#
157 lines
6.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Exposes settings for shader variants
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/// </summary>
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[Obsolete("Use GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>(). #from(23.3)")]
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public interface IShaderVariantSettings
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{
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/// <summary>
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/// Specifies the level of the logging for shader variants
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/// </summary>
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ShaderVariantLogLevel shaderVariantLogLevel { get; set; }
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/// <summary>
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/// Specifies if the stripping of the shaders variants needs to be exported
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/// </summary>
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bool exportShaderVariants { get; set; }
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/// <summary>
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/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
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/// </summary>
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bool stripDebugVariants { get => false; set { } }
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}
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public abstract partial class VolumeDebugSettings<T>
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{
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static List<Type> s_ComponentTypes;
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/// <summary>List of Volume component types.</summary>
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[Obsolete("Please use volumeComponentsPathAndType instead, and get the second element of the tuple", false)]
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public static List<Type> componentTypes
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{
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get
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{
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if (s_ComponentTypes == null)
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{
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s_ComponentTypes = VolumeManager.instance.baseComponentTypeArray
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.Where(t => !t.IsDefined(typeof(HideInInspector), false))
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.Where(t => !t.IsDefined(typeof(ObsoleteAttribute), false))
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.OrderBy(t => ComponentDisplayName(t))
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.ToList();
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}
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return s_ComponentTypes;
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}
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}
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/// <summary>Returns the name of a component from its VolumeComponentMenuForRenderPipeline.</summary>
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/// <param name="component">A volume component.</param>
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/// <returns>The component display name.</returns>
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[Obsolete("Please use componentPathAndType instead, and get the first element of the tuple", false)]
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public static string ComponentDisplayName(Type component)
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{
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if (component.GetCustomAttribute(typeof(VolumeComponentMenuForRenderPipeline), false) is VolumeComponentMenuForRenderPipeline volumeComponentMenuForRenderPipeline)
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return volumeComponentMenuForRenderPipeline.menu;
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if (component.GetCustomAttribute(typeof(VolumeComponentMenu), false) is VolumeComponentMenuForRenderPipeline volumeComponentMenu)
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return volumeComponentMenu.menu;
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return component.Name;
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}
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/// <summary>
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/// The list of the additional camera datas
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/// </summary>
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[Obsolete("Cameras are auto registered/unregistered, use property cameras", false)]
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protected static List<T> additionalCameraDatas { get; private set; } = new List<T>();
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/// <summary>
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/// Register the camera for the Volume Debug.
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/// </summary>
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/// <param name="additionalCamera">The AdditionalCameraData of the camera to be registered.</param>
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[Obsolete("Cameras are auto registered/unregistered", false)]
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public static void RegisterCamera(T additionalCamera)
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{
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if (!additionalCameraDatas.Contains(additionalCamera))
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additionalCameraDatas.Add(additionalCamera);
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}
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/// <summary>
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/// Unregister the camera for the Volume Debug.
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/// </summary>
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/// <param name="additionalCamera">The AdditionalCameraData of the camera to be registered.</param>
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[Obsolete("Cameras are auto registered/unregistered", false)]
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public static void UnRegisterCamera(T additionalCamera)
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{
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if (additionalCameraDatas.Contains(additionalCamera))
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additionalCameraDatas.Remove(additionalCamera);
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}
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}
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public sealed partial class DebugManager
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{
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/// <summary>
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/// Toggle the debug window.
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/// </summary>
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/// <param name="open">State of the debug window.</param>
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[Obsolete("Use DebugManager.instance.displayEditorUI property instead. #from(23.1)")]
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public void ToggleEditorUI(bool open) => editorUIState.open = open;
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}
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/// <summary>
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/// A marker to adjust probes in an area of the scene.
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/// </summary>
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[Obsolete("ProbeTouchupVolume has been deprecated (UnityUpgradable) -> ProbeAdjustmentVolume", false)]
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public class ProbeTouchupVolume : ProbeAdjustmentVolume
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{
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}
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public sealed partial class VolumeManager
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{
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/// <summary>
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/// Registers a new Volume in the manager. Unity does this automatically when a new Volume is
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/// enabled, or its layer changes, but you can use this function to force-register a Volume
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/// that is currently disabled.
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/// </summary>
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/// <param name="volume">The volume to register.</param>
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/// <param name="layer">The LayerMask that this volume is in.</param>
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/// <seealso cref="Unregister"/>
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[Obsolete("Please use the Register without a given layer index #from(6000.0)", false)]
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public void Register(Volume volume, int layer)
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{
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if (volume.gameObject.layer != layer)
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{
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Debug.LogWarning($"Trying to register Volume {volume.name} on layer index {layer}, when the GameObject {volume.gameObject.name} is on layer index {volume.gameObject.layer}." +
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$"{Environment.NewLine}The Volume Manager will respect the GameObject's layer.");
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}
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Register(volume);
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}
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/// <summary>
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/// Unregisters a Volume from the manager. Unity does this automatically when a Volume is
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/// disabled or goes out of scope, but you can use this function to force-unregister a Volume
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/// that you added manually while it was disabled.
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/// </summary>
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/// <param name="volume">The Volume to unregister.</param>
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/// <param name="layer">The LayerMask that this volume is in.</param>
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/// <seealso cref="Register"/>
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[Obsolete("Please use the Register without a given layer index #from(6000.0)", false)]
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public void Unregister(Volume volume, int layer)
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{
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if (volume.gameObject.layer != layer)
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{
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Debug.LogWarning($"Trying to unregister Volume {volume.name} on layer index {layer}, when the GameObject {volume.gameObject.name} is on layer index {volume.gameObject.layer}." +
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$"{Environment.NewLine}The Volume Manager will respect the GameObject's layer.");
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}
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Unregister(volume);
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}
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}
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}
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