Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /FrameData /UniversalCameraData.cs
| using System; | |
| 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; | |
| } | |
| private bool m_CachedRenderIntoTextureXR; | |
| private bool m_InitBuiltinXRConstants; | |
| // Helper function to populate builtin stereo matricies as well as URP stereo matricies | |
| internal void PushBuiltinShaderConstantsXR(RasterCommandBuffer cmd, bool renderIntoTexture) | |
| { | |
| // 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; | |
| } | |
| } | |
| /// <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 (xr.enabled) | |
| return xr.GetViewMatrix(viewIndex); | |
| 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 (xr.enabled) | |
| return m_JitterMatrix * xr.GetProjMatrix(viewIndex); | |
| return m_JitterMatrix * m_ProjectionMatrix; | |
| } | |
| internal Matrix4x4 GetProjectionMatrixNoJitter(int viewIndex = 0) | |
| { | |
| if (xr.enabled) | |
| return xr.GetProjMatrix(viewIndex); | |
| 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 | |
| // 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()); | |
| } | |
| /// <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 | |
| // GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state. | |
| return GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped()); | |
| } | |
| 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 | |
| { | |
| // 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); | |
| 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 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; | |
| 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 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 | |
| { | |
| 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 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 | |
| { | |
| 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 (xr.enabled) | |
| isBackbuffer |= handleID == new RenderTargetIdentifier(xr.renderTarget, 0, CubemapFace.Unknown, 0); | |
| 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 | |
| if (renderer != null) | |
| return IsHandleYFlipped(renderer.cameraColorTargetHandle) || targetTexture != null; | |
| 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; | |
| m_CachedRenderIntoTextureXR = false; | |
| m_InitBuiltinXRConstants = false; | |
| 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; | |
| } | |
| } | |
| } | |