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