Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /FrameData /Universal2DResourceData.cs
| using System; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| /// <summary> | |
| /// Class that holds settings related to texture resources. | |
| /// </summary> | |
| internal class Universal2DResourceData : UniversalResourceDataBase | |
| { | |
| TextureHandle[][] CheckAndGetTextureHandle(ref TextureHandle[][] handle) | |
| { | |
| if (!CheckAndWarnAboutAccessibility()) | |
| return new TextureHandle[][] { new TextureHandle[] { TextureHandle.nullHandle } }; | |
| return handle; | |
| } | |
| void CheckAndSetTextureHandle(ref TextureHandle[][] handle, TextureHandle[][] newHandle) | |
| { | |
| if (!CheckAndWarnAboutAccessibility()) | |
| return; | |
| if (handle == null || handle.Length != newHandle.Length) | |
| handle = new TextureHandle[newHandle.Length][]; | |
| for (int i = 0; i < newHandle.Length; i++) | |
| handle[i] = newHandle[i]; | |
| } | |
| internal TextureHandle[][] lightTextures | |
| { | |
| get => CheckAndGetTextureHandle(ref _lightTextures); | |
| set => CheckAndSetTextureHandle(ref _lightTextures, value); | |
| } | |
| private TextureHandle[][] _lightTextures = new TextureHandle[0][]; | |
| internal TextureHandle[] normalsTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraNormalsTexture); | |
| set => CheckAndSetTextureHandle(ref _cameraNormalsTexture, value); | |
| } | |
| private TextureHandle[] _cameraNormalsTexture = new TextureHandle[0]; | |
| internal TextureHandle normalsDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _normalsDepth); | |
| set => CheckAndSetTextureHandle(ref _normalsDepth, value); | |
| } | |
| private TextureHandle _normalsDepth; | |
| internal TextureHandle[][] shadowTextures | |
| { | |
| get => CheckAndGetTextureHandle(ref _shadowTextures); | |
| set => CheckAndSetTextureHandle(ref _shadowTextures, value); | |
| } | |
| private TextureHandle[][] _shadowTextures = new TextureHandle[0][]; | |
| internal TextureHandle shadowDepth | |
| { | |
| get => CheckAndGetTextureHandle(ref _shadowDepth); | |
| set => CheckAndSetTextureHandle(ref _shadowDepth, value); | |
| } | |
| private TextureHandle _shadowDepth; | |
| internal TextureHandle upscaleTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _upscaleTexture); | |
| set => CheckAndSetTextureHandle(ref _upscaleTexture, value); | |
| } | |
| private TextureHandle _upscaleTexture; | |
| internal TextureHandle cameraSortingLayerTexture | |
| { | |
| get => CheckAndGetTextureHandle(ref _cameraSortingLayerTexture); | |
| set => CheckAndSetTextureHandle(ref _cameraSortingLayerTexture, value); | |
| } | |
| private TextureHandle _cameraSortingLayerTexture; | |
| /// <inheritdoc /> | |
| public override void Reset() | |
| { | |
| _normalsDepth = TextureHandle.nullHandle; | |
| _shadowDepth = TextureHandle.nullHandle; | |
| _upscaleTexture = TextureHandle.nullHandle; | |
| _cameraSortingLayerTexture = TextureHandle.nullHandle; | |
| for (int i = 0; i < _cameraNormalsTexture.Length; i++) | |
| _cameraNormalsTexture[i] = TextureHandle.nullHandle; | |
| for (int i = 0; i < _shadowTextures.Length; i++) | |
| for (int j = 0; j < _shadowTextures[i].Length; j++) | |
| _shadowTextures[i][j] = TextureHandle.nullHandle; | |
| for (int i = 0; i < _lightTextures.Length; i++) | |
| for (int j = 0; j < _lightTextures[i].Length; j++) | |
| _lightTextures[i][j] = TextureHandle.nullHandle; | |
| } | |
| } | |
| } | |