80 lines
3.2 KiB
C#
80 lines
3.2 KiB
C#
using UnityEngine;
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using UnityEditor;
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using UnityEngine.Rendering.Universal;
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public partial class FullScreenPassRendererFeature : ISerializationCallbackReceiver
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{
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private enum Version
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{
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// * Uninitialised is a special last entry that will only ever be set on newly created objects or objects
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// which were previously serialised with no Version member at all.
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// * We distinguish between new objects and the unversioned objects based on if we first see this value during
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// serialization or during deserialization respectively.
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Uninitialised = -1,
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Initial,
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AddFetchColorBufferCheckbox,
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// These two entries should remain at the end of the enum and new version should be added before Count
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Count,
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Latest = Count - 1,
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}
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[SerializeField]
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[HideInInspector]
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private Version m_Version = Version.Uninitialised;
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private void UpgradeIfNeeded()
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{
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// As we rely on serialization/deserialization order to initialize the version as player might have restricions
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// on when and if serialization is done skipping any upgrading at runtime to avoid accidentally doing the
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// upgrade on the latest version. Upgrading at runtime does not really have much utility as it would mean
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// that the asset would need to have been produced in an editor which is an earlier build version than the player
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#if UNITY_EDITOR
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if (m_Version == Version.Latest)
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return;
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if(m_Version == Version.Initial)
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{
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// * Previously the ScriptableRenderPassInput.Color requirement was repurposed to mean "copy the active
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// color target" even though it is typically used to request '_CameraOpaqueTexture' and the copy color pass.
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// * From now on, the "Fetch Color Buffer" choice will be a separate checkbox to remove the inconsistent
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// meaning and to allow using the '_CameraOpaqueTexture' if one wants to as well.
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fetchColorBuffer = requirements.HasFlag(ScriptableRenderPassInput.Color);
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// As the Color flag was being masked out during actual rendering we can safely disable it.
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requirements &= ~ScriptableRenderPassInput.Color;
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m_Version++;
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}
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// Put the next upgrader in an "if" here (not "else if" as they migh all need to run)
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// Making sure SetDirty is called once after deserialization
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EditorApplication.delayCall += () =>
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{
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if (this)
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EditorUtility.SetDirty(this);
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};
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#endif
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}
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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// This should only ever be true the first time we're serializing a newly created object
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if (m_Version == Version.Uninitialised)
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m_Version = Version.Latest;
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}
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/// <inheritdoc/>
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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// The 'Uninitialised' version is expected to only occur during deserialization for objects that were previously
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// serialized before we added the m_Version field
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if (m_Version == Version.Uninitialised)
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m_Version = Version.Initial;
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UpgradeIfNeeded();
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}
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}
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