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using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class that holds settings related to camera.
/// </summary>
public class UniversalCameraData : ContextItem
{
// Internal camera data as we are not yet sure how to expose View in stereo context.
// We might change this API soon.
Matrix4x4 m_ViewMatrix;
Matrix4x4 m_ProjectionMatrix;
Matrix4x4 m_JitterMatrix;
internal void SetViewAndProjectionMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix)
{
m_ViewMatrix = viewMatrix;
m_ProjectionMatrix = projectionMatrix;
m_JitterMatrix = Matrix4x4.identity;
}
internal void SetViewProjectionAndJitterMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, Matrix4x4 jitterMatrix)
{
m_ViewMatrix = viewMatrix;
m_ProjectionMatrix = projectionMatrix;
m_JitterMatrix = jitterMatrix;
}
#if ENABLE_VR && ENABLE_XR_MODULE
private bool m_CachedRenderIntoTextureXR;
private bool m_InitBuiltinXRConstants;
#endif
// Helper function to populate builtin stereo matricies as well as URP stereo matricies
internal void PushBuiltinShaderConstantsXR(RasterCommandBuffer cmd, bool renderIntoTexture)
{
#if ENABLE_VR && ENABLE_XR_MODULE
// Multipass always needs update to prevent wrong view projection matrix set by other passes
bool needsUpdate = !m_InitBuiltinXRConstants || m_CachedRenderIntoTextureXR != renderIntoTexture || !xr.singlePassEnabled;
if (needsUpdate && xr.enabled )
{
var projection0 = GetProjectionMatrix();
var view0 = GetViewMatrix();
cmd.SetViewProjectionMatrices(view0, projection0);
if (xr.singlePassEnabled)
{
var projection1 = GetProjectionMatrix(1);
var view1 = GetViewMatrix(1);
XRBuiltinShaderConstants.UpdateBuiltinShaderConstants(view0, projection0, renderIntoTexture, 0);
XRBuiltinShaderConstants.UpdateBuiltinShaderConstants(view1, projection1, renderIntoTexture, 1);
XRBuiltinShaderConstants.SetBuiltinShaderConstants(cmd);
}
else
{
// Update multipass worldSpace camera pos
Vector3 worldSpaceCameraPos = Matrix4x4.Inverse(GetViewMatrix(0)).GetColumn(3);
cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, worldSpaceCameraPos);
//Multipass uses the same value as a normal render, and doesn't use the value set for stereo,
//which is why you need to set a value like unity_MatrixInvV.
//The values below should be the same as set in the SetCameraMatrices function in ScriptableRenderer.cs.
Matrix4x4 gpuProjectionMatrix = GetGPUProjectionMatrix(renderIntoTexture); // TODO: invProjection might NOT match the actual projection (invP*P==I) as the target flip logic has diverging paths.
Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(view0);
Matrix4x4 inverseProjectionMatrix = Matrix4x4.Inverse(gpuProjectionMatrix);
Matrix4x4 inverseViewProjection = inverseViewMatrix * inverseProjectionMatrix;
// There's an inconsistency in handedness between unity_matrixV and unity_WorldToCamera
// Unity changes the handedness of unity_WorldToCamera (see Camera::CalculateMatrixShaderProps)
// we will also change it here to avoid breaking existing shaders. (case 1257518)
Matrix4x4 worldToCameraMatrix = Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)) * view0;
Matrix4x4 cameraToWorldMatrix = worldToCameraMatrix.inverse;
cmd.SetGlobalMatrix(ShaderPropertyId.worldToCameraMatrix, worldToCameraMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, cameraToWorldMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseViewMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.inverseProjectionMatrix, inverseProjectionMatrix);
cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection);
}
m_CachedRenderIntoTextureXR = renderIntoTexture;
m_InitBuiltinXRConstants = true;
}
#endif
}
/// <summary>
/// Returns the camera view matrix.
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <returns> The camera view matrix. </returns>
public Matrix4x4 GetViewMatrix(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return xr.GetViewMatrix(viewIndex);
#endif
return m_ViewMatrix;
}
/// <summary>
/// Returns the camera projection matrix. Might be jittered for temporal features.
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <returns> The camera projection matrix. </returns>
public Matrix4x4 GetProjectionMatrix(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return m_JitterMatrix * xr.GetProjMatrix(viewIndex);
#endif
return m_JitterMatrix * m_ProjectionMatrix;
}
internal Matrix4x4 GetProjectionMatrixNoJitter(int viewIndex = 0)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
return xr.GetProjMatrix(viewIndex);
#endif
return m_ProjectionMatrix;
}
/// <summary>
/// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features.
/// Similar to <c>GL.GetGPUProjectionMatrix</c> but queries URP internal state to know if the pipeline is rendering to render texture.
/// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <seealso cref="GL.GetGPUProjectionMatrix(Matrix4x4, bool)"/>
/// <returns></returns>
public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0)
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
// GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state.
return m_JitterMatrix * GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped());
#pragma warning restore CS0618
}
/// <summary>
/// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter.
/// Similar to <c>GL.GetGPUProjectionMatrix</c> but queries URP internal state to know if the pipeline is rendering to render texture.
/// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
/// </summary>
/// <param name="viewIndex"> View index in case of stereo rendering. By default <c>viewIndex</c> is set to 0. </param>
/// <seealso cref="GL.GetGPUProjectionMatrix(Matrix4x4, bool)"/>
/// <returns></returns>
public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0)
{
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
// GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state.
return GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped());
#pragma warning restore CS0618
}
internal Matrix4x4 GetGPUProjectionMatrix(bool renderIntoTexture, int viewIndex = 0)
{
return GL.GetGPUProjectionMatrix(GetProjectionMatrix(viewIndex), renderIntoTexture);
}
/// <summary>
/// The camera component.
/// </summary>
public Camera camera;
/// <summary>
/// Returns the scaled width of the Camera
/// By obtaining the pixelWidth of the camera and taking into account the render scale
/// The min dimension is 1.
/// </summary>
public int scaledWidth => Mathf.Max(1, (int)(camera.pixelWidth * renderScale));
/// <summary>
/// Returns the scaled height of the Camera
/// By obtaining the pixelHeight of the camera and taking into account the render scale
/// The min dimension is 1.
/// </summary>
public int scaledHeight => Mathf.Max(1, (int)(camera.pixelHeight * renderScale));
// NOTE: This is internal instead of private to allow ref return in the old CameraData compatibility property.
// We can make this private when it is removed.
//
// A (non-owning) reference of full writable camera history for internal and injected render passes.
// Only passes/code executing inside the pipeline should have access.
// Use the "historyManager" property below to access.
internal UniversalCameraHistory m_HistoryManager;
/// <summary>
/// The camera history texture manager. Used to access camera history from a ScriptableRenderPass.
/// </summary>
/// <seealso cref="ScriptableRenderPass"/>
public UniversalCameraHistory historyManager { get => m_HistoryManager; set => m_HistoryManager = value; }
/// <summary>
/// The camera render type used for camera stacking.
/// <see cref="CameraRenderType"/>
/// </summary>
public CameraRenderType renderType;
/// <summary>
/// Controls the final target texture for a camera. If null camera will resolve rendering to screen.
/// </summary>
public RenderTexture targetTexture;
/// <summary>
/// Render texture settings used to create intermediate camera textures for rendering.
/// </summary>
public RenderTextureDescriptor cameraTargetDescriptor;
internal Rect pixelRect;
internal bool useScreenCoordOverride;
internal Vector4 screenSizeOverride;
internal Vector4 screenCoordScaleBias;
internal int pixelWidth;
internal int pixelHeight;
internal float aspectRatio;
/// <summary>
/// Render scale to apply when creating camera textures. Scaled extents are rounded down to integers.
/// </summary>
public float renderScale;
internal ImageScalingMode imageScalingMode;
internal ImageUpscalingFilter upscalingFilter;
internal bool fsrOverrideSharpness;
internal float fsrSharpness;
internal HDRColorBufferPrecision hdrColorBufferPrecision;
/// <summary>
/// True if this camera should clear depth buffer. This setting only applies to cameras of type <c>CameraRenderType.Overlay</c>
/// <seealso cref="CameraRenderType"/>
/// </summary>
public bool clearDepth;
/// <summary>
/// The camera type.
/// <seealso cref="UnityEngine.CameraType"/>
/// </summary>
public CameraType cameraType;
/// <summary>
/// True if this camera is drawing to a viewport that maps to the entire screen.
/// </summary>
public bool isDefaultViewport;
/// <summary>
/// True if this camera should render to high dynamic range color targets.
/// </summary>
public bool isHdrEnabled;
/// <summary>
/// True if this camera allow color conversion and encoding for high dynamic range displays.
/// </summary>
public bool allowHDROutput;
/// <summary>
/// True if this camera can write the alpha channel. Post-processing uses this. Requires the color target to have an alpha channel.
/// </summary>
public bool isAlphaOutputEnabled;
/// <summary>
/// True if this camera requires to write _CameraDepthTexture.
/// </summary>
public bool requiresDepthTexture;
/// <summary>
/// True if this camera requires to copy camera color texture to _CameraOpaqueTexture.
/// </summary>
public bool requiresOpaqueTexture;
/// <summary>
/// Returns true if post processing passes require depth texture.
/// </summary>
public bool postProcessingRequiresDepthTexture;
/// <summary>
/// Returns true if XR rendering is enabled.
/// </summary>
public bool xrRendering;
// True if GPU occlusion culling should be used when rendering this camera.
internal bool useGPUOcclusionCulling;
internal bool requireSrgbConversion
{
get
{
#if ENABLE_VR && ENABLE_XR_MODULE
// For some XR platforms we need to encode in SRGB but can't use a _SRGB format texture, only required for 8bit per channel 32 bit formats.
if (xr.enabled)
return !xr.renderTargetDesc.sRGB && (xr.renderTargetDesc.graphicsFormat == GraphicsFormat.R8G8B8A8_UNorm || xr.renderTargetDesc.graphicsFormat == GraphicsFormat.B8G8R8A8_UNorm) && (QualitySettings.activeColorSpace == ColorSpace.Linear);
#endif
return targetTexture == null && Display.main.requiresSrgbBlitToBackbuffer;
}
}
/// <summary>
/// True if the camera rendering is for regular in-game.
/// </summary>
public bool isGameCamera => cameraType == CameraType.Game;
/// <summary>
/// True if the camera rendering is for the scene window in the editor.
/// </summary>
public bool isSceneViewCamera => cameraType == CameraType.SceneView;
/// <summary>
/// True if the camera rendering is for the preview window in the editor.
/// </summary>
public bool isPreviewCamera => cameraType == CameraType.Preview;
internal bool isRenderPassSupportedCamera => (cameraType == CameraType.Game || cameraType == CameraType.Reflection);
internal bool resolveToScreen => targetTexture == null && resolveFinalTarget && (cameraType == CameraType.Game || camera.cameraType == CameraType.VR);
/// <summary>
/// True if the Camera should output to an HDR display.
/// </summary>
public bool isHDROutputActive
{
get
{
bool hdrDisplayOutputActive = UniversalRenderPipeline.HDROutputForMainDisplayIsActive();
#if ENABLE_VR && ENABLE_XR_MODULE
// If we are rendering to xr then we need to look at the XR Display rather than the main non-xr display.
if (xr.enabled)
hdrDisplayOutputActive = xr.isHDRDisplayOutputActive;
#endif
return hdrDisplayOutputActive && allowHDROutput && resolveToScreen;
}
}
/// <summary>
/// True if the last camera in the stack outputs to an HDR screen
/// </summary>
internal bool stackLastCameraOutputToHDR;
/// <summary>
/// HDR Display information about the current display this camera is rendering to.
/// </summary>
public HDROutputUtils.HDRDisplayInformation hdrDisplayInformation
{
get
{
HDROutputUtils.HDRDisplayInformation displayInformation;
#if ENABLE_VR && ENABLE_XR_MODULE
// If we are rendering to xr then we need to look at the XR Display rather than the main non-xr display.
if (xr.enabled)
{
displayInformation = xr.hdrDisplayOutputInformation;
}
else
#endif
{
HDROutputSettings displaySettings = HDROutputSettings.main;
displayInformation = new HDROutputUtils.HDRDisplayInformation(displaySettings.maxFullFrameToneMapLuminance,
displaySettings.maxToneMapLuminance,
displaySettings.minToneMapLuminance,
displaySettings.paperWhiteNits);
}
return displayInformation;
}
}
/// <summary>
/// HDR Display Color Gamut
/// </summary>
public ColorGamut hdrDisplayColorGamut
{
get
{
#if ENABLE_VR && ENABLE_XR_MODULE
// If we are rendering to xr then we need to look at the XR Display rather than the main non-xr display.
if (xr.enabled)
{
return xr.hdrDisplayOutputColorGamut;
}
else
#endif
{
HDROutputSettings displaySettings = HDROutputSettings.main;
return displaySettings.displayColorGamut;
}
}
}
/// <summary>
/// True if the Camera should render overlay UI.
/// </summary>
public bool rendersOverlayUI => SupportedRenderingFeatures.active.rendersUIOverlay && resolveToScreen;
/// <summary>
/// True is the handle has its content flipped on the y axis.
/// This happens only with certain rendering APIs.
/// On those platforms, any handle will have its content flipped unless rendering to a backbuffer, however,
/// the scene view will always be flipped.
/// When transitioning from a flipped space to a non-flipped space - or vice-versa - the content must be flipped
/// in the shader:
/// shouldPerformYFlip = IsHandleYFlipped(source) != IsHandleYFlipped(target)
/// </summary>
/// <param name="handle">Handle to check the flipped status on.</param>
/// <returns>True is the content is flipped in y.</returns>
public bool IsHandleYFlipped(RTHandle handle)
{
if (!SystemInfo.graphicsUVStartsAtTop)
return true;
if (cameraType == CameraType.SceneView || cameraType == CameraType.Preview)
return true;
var handleID = new RenderTargetIdentifier(handle.nameID, 0, CubemapFace.Unknown, 0);
bool isBackbuffer = handleID == BuiltinRenderTextureType.CameraTarget || handleID == BuiltinRenderTextureType.Depth;
#if ENABLE_VR && ENABLE_XR_MODULE
if (xr.enabled)
isBackbuffer |= handleID == new RenderTargetIdentifier(xr.renderTarget, 0, CubemapFace.Unknown, 0);
#endif
return !isBackbuffer;
}
/// <summary>
/// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering
/// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures
/// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the
/// matrix when rendering with for cmd.Draw* and reading from camera textures.
/// </summary>
/// <returns> True if the camera device projection matrix is flipped. </returns>
public bool IsCameraProjectionMatrixFlipped()
{
if (!SystemInfo.graphicsUVStartsAtTop)
return false;
// Users only have access to CameraData on URP rendering scope. The current renderer should never be null.
var renderer = ScriptableRenderer.current;
Debug.Assert(renderer != null, "IsCameraProjectionMatrixFlipped is being called outside camera rendering scope.");
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
if (renderer != null)
return IsHandleYFlipped(renderer.cameraColorTargetHandle) || targetTexture != null;
#pragma warning restore CS0618
return true;
}
/// <summary>
/// True if the render target's projection matrix is flipped. This happens when the pipeline is rendering
/// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures
/// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the
/// matrix when rendering with for cmd.Draw* and reading from camera textures.
/// </summary>
/// <param name="color">Color render target to check whether the matrix is flipped.</param>
/// <param name="depth">Depth render target which is used if color is null. By default <c>depth</c> is set to null.</param>
/// <returns> True if the render target's projection matrix is flipped. </returns>
public bool IsRenderTargetProjectionMatrixFlipped(RTHandle color, RTHandle depth = null)
{
if (!SystemInfo.graphicsUVStartsAtTop)
return true;
return targetTexture != null || IsHandleYFlipped(color ?? depth);
}
/// <summary>
/// Returns true if temporal anti-aliasing has been requested
/// Use IsTemporalAAEnabled() to ensure that TAA is active at runtime
/// </summary>
/// <returns>True if TAA is requested</returns>
internal bool IsTemporalAARequested()
{
return antialiasing == AntialiasingMode.TemporalAntiAliasing;
}
/// <summary>
/// Returns true if the pipeline and the given camera are configured to render with temporal anti-aliasing post processing enabled
///
/// Once selected, TAA necessitates some pre-requisites from the pipeline to run, mostly from the camera itself.
/// </summary>
/// <returns>True if TAA is enabled</returns>
internal bool IsTemporalAAEnabled()
{
UniversalAdditionalCameraData additionalCameraData;
camera.TryGetComponent(out additionalCameraData);
return IsTemporalAARequested() // Requested
&& postProcessEnabled // Postprocessing Enabled
&& (taaHistory != null) // Initialized
&& (cameraTargetDescriptor.msaaSamples == 1) // No MSAA
&& !(additionalCameraData?.renderType == CameraRenderType.Overlay || additionalCameraData?.cameraStack.Count > 0) // No Camera stack
&& !camera.allowDynamicResolution // No Dynamic Resolution
&& renderer.SupportsMotionVectors(); // Motion Vectors implemented
}
/// <summary>
/// Returns true if the STP upscaler has been requested
/// Use IsSTPEnabled() to ensure that STP upscaler is active at runtime, it necessitates TAA pre-processing
/// </summary>
/// <returns>True if STP is requested</returns>
internal bool IsSTPRequested()
{
return (imageScalingMode == ImageScalingMode.Upscaling) && (upscalingFilter == ImageUpscalingFilter.STP);
}
/// <summary>
/// Returns true if the pipeline and the given camera are configured to render with the STP upscaler
///
/// When STP runs, it relies on much of the existing TAA infrastructure provided by URP's native TAA. Due to this, URP forces the anti-aliasing mode to
/// TAA when STP is requested to ensure that most TAA logic remains active. A side effect of this behavior is that STP inherits all of the same configuration
/// restrictions as TAA and effectively cannot run if IsTemporalAAEnabled() returns false. The post processing pass logic that executes STP handles this
/// situation and STP should behave identically to TAA in cases where TAA support requirements aren't met at runtime.
/// </summary>
/// <returns>True if STP is enabled</returns>
internal bool IsSTPEnabled()
{
return IsSTPRequested() && IsTemporalAAEnabled();
}
/// <summary>
/// The sorting criteria used when drawing opaque objects by the internal URP render passes.
/// When a GPU supports hidden surface removal, URP will rely on that information to avoid sorting opaque objects front to back and
/// benefit for more optimal static batching.
/// </summary>
/// <seealso cref="SortingCriteria"/>
public SortingCriteria defaultOpaqueSortFlags;
/// <summary>
/// XRPass holds the render target information and a list of XRView.
/// XRView contains the parameters required to render (projection and view matrices, viewport, etc)
/// </summary>
public XRPass xr { get; internal set; }
internal XRPassUniversal xrUniversal => xr as XRPassUniversal;
/// <summary>
/// Maximum shadow distance visible to the camera. When set to zero shadows will be disable for that camera.
/// </summary>
public float maxShadowDistance;
/// <summary>
/// True if post-processing is enabled for this camera.
/// </summary>
public bool postProcessEnabled;
/// <summary>
/// True if post-processing is enabled for any camera in this camera's stack.
/// </summary>
internal bool stackAnyPostProcessingEnabled;
/// <summary>
/// Provides set actions to the renderer to be triggered at the end of the render loop for camera capture.
/// </summary>
public IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>> captureActions;
/// <summary>
/// The camera volume layer mask.
/// </summary>
public LayerMask volumeLayerMask;
/// <summary>
/// The camera volume trigger.
/// </summary>
public Transform volumeTrigger;
/// <summary>
/// If set to true, the integrated post-processing stack will replace any NaNs generated by render passes prior to post-processing with black/zero.
/// Enabling this option will cause a noticeable performance impact. It should be used while in development mode to identify NaN issues.
/// </summary>
public bool isStopNaNEnabled;
/// <summary>
/// If set to true a final post-processing pass will be applied to apply dithering.
/// This can be combined with post-processing antialiasing.
/// <seealso cref="antialiasing"/>
/// </summary>
public bool isDitheringEnabled;
/// <summary>
/// Controls the anti-aliasing mode used by the integrated post-processing stack.
/// When any other value other than <c>AntialiasingMode.None</c> is chosen, a final post-processing pass will be applied to apply anti-aliasing.
/// This pass can be combined with dithering.
/// <see cref="AntialiasingMode"/>
/// <seealso cref="isDitheringEnabled"/>
/// </summary>
public AntialiasingMode antialiasing;
/// <summary>
/// Controls the anti-alising quality of the anti-aliasing mode.
/// <see cref="antialiasingQuality"/>
/// <seealso cref="AntialiasingMode"/>
/// </summary>
public AntialiasingQuality antialiasingQuality;
/// <summary>
/// Returns the current renderer used by this camera.
/// <see cref="ScriptableRenderer"/>
/// </summary>
public ScriptableRenderer renderer;
/// <summary>
/// True if this camera is resolving rendering to the final camera render target.
/// When rendering a stack of cameras only the last camera in the stack will resolve to camera target.
/// </summary>
public bool resolveFinalTarget;
/// <summary>
/// Camera position in world space.
/// </summary>
public Vector3 worldSpaceCameraPos;
/// <summary>
/// Final background color in the active color space.
/// </summary>
public Color backgroundColor;
/// <summary>
/// Persistent TAA data, primarily for the accumulation texture.
/// </summary>
internal TaaHistory taaHistory;
/// <summary>
/// The STP history data. It contains both persistent state and textures.
/// </summary>
internal StpHistory stpHistory;
// TAA settings.
internal TemporalAA.Settings taaSettings;
// Post-process history reset has been triggered for this camera.
internal bool resetHistory
{
get => taaSettings.resetHistoryFrames != 0;
}
/// <summary>
/// Camera at the top of the overlay camera stack. If no stack, it equals the camera field present above.
/// </summary>
public Camera baseCamera;
/// <summary>
/// Returns true if the baseCamera field is the last base camera being rendered to the frame.
/// While the last camera in a camera stack implies a last overlay camera, this indicates the last of all input base cameras.
/// </summary>
internal bool isLastBaseCamera;
///<inheritdoc/>
public override void Reset()
{
m_ViewMatrix = default;
m_ProjectionMatrix = default;
m_JitterMatrix = default;
#if ENABLE_VR && ENABLE_XR_MODULE
m_CachedRenderIntoTextureXR = false;
m_InitBuiltinXRConstants = false;
#endif
camera = null;
renderType = CameraRenderType.Base;
targetTexture = null;
cameraTargetDescriptor = default;
pixelRect = default;
useScreenCoordOverride = false;
screenSizeOverride = default;
screenCoordScaleBias = default;
pixelWidth = 0;
pixelHeight = 0;
aspectRatio = 0.0f;
renderScale = 1.0f;
imageScalingMode = ImageScalingMode.None;
upscalingFilter = ImageUpscalingFilter.Point;
fsrOverrideSharpness = false;
fsrSharpness = 0.0f;
hdrColorBufferPrecision = HDRColorBufferPrecision._32Bits;
clearDepth = false;
cameraType = CameraType.Game;
isDefaultViewport = false;
isHdrEnabled = false;
allowHDROutput = false;
isAlphaOutputEnabled = false;
requiresDepthTexture = false;
requiresOpaqueTexture = false;
postProcessingRequiresDepthTexture = false;
xrRendering = false;
useGPUOcclusionCulling = false;
defaultOpaqueSortFlags = SortingCriteria.None;
xr = default;
maxShadowDistance = 0.0f;
postProcessEnabled = false;
captureActions = default;
volumeLayerMask = 0;
volumeTrigger = default;
isStopNaNEnabled = false;
isDitheringEnabled = false;
antialiasing = AntialiasingMode.None;
antialiasingQuality = AntialiasingQuality.Low;
renderer = null;
resolveFinalTarget = false;
worldSpaceCameraPos = default;
backgroundColor = Color.black;
taaHistory = null;
stpHistory = null;
taaSettings = default;
baseCamera = null;
isLastBaseCamera = false;
stackAnyPostProcessingEnabled = false;
stackLastCameraOutputToHDR = false;
}
}
}
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