85 lines
2.3 KiB
C#
85 lines
2.3 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System;
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using UnityEngine.Analytics;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Setup a specific render pipeline on scene loading.
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/// This need to be used with caution as it will change project configuration.
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/// </summary>
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#if UNITY_EDITOR
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[ExecuteAlways]
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#endif
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public class SceneRenderPipeline : MonoBehaviour
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{
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#if UNITY_EDITOR
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[SerializeField] bool firstTimeCreated = true;
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/// <summary>
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/// Scriptable Render Pipeline Asset to setup on scene load.
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/// </summary>
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public RenderPipelineAsset renderPipelineAsset;
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void Awake()
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{
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if (firstTimeCreated)
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{
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renderPipelineAsset = GraphicsSettings.defaultRenderPipeline;
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firstTimeCreated = false;
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}
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//Send analytics each time to find usage in content dl on the asset store too
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SceneRenderPipelineAnalytic.SendAnalytic(this);
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}
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void OnEnable()
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{
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GraphicsSettings.defaultRenderPipeline = renderPipelineAsset;
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}
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[AnalyticInfo(eventName: "sceneRenderPipelineAssignment", vendorKey: "unity.srp", maxEventsPerHour: 10, maxNumberOfElements: 1000)]
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class SceneRenderPipelineAnalytic : IAnalytic
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{
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public SceneRenderPipelineAnalytic(string guid)
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{
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m_Data = new Data
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{
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scene_guid = guid
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};
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}
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[System.Diagnostics.DebuggerDisplay("{scene_guid}")]
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[Serializable]
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internal struct Data : IAnalytic.IData
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{
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// Naming convention for analytics data
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public string scene_guid;
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};
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public bool TryGatherData(out IAnalytic.IData data, out Exception error)
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{
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data = m_Data;
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error = null;
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return true;
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}
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static public void SendAnalytic(SceneRenderPipeline sender)
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{
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SceneRenderPipelineAnalytic analytic = new SceneRenderPipelineAnalytic(sender.gameObject.scene.GetGUID());
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EditorAnalytics.SendAnalytic(analytic);
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}
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Data m_Data;
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}
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#endif
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}
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}
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