using System;
using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
namespace UnityEngine.Rendering.Universal
{
///
/// Class Renderer2DData contains resources for a Renderer2D.
///
[Serializable, ReloadGroup, ExcludeFromPreset]
[MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal", "Unity.RenderPipelines.Universal.Runtime")]
[URPHelpURL("urp/2DRendererData-overview")]
public partial class Renderer2DData : ScriptableRendererData
{
internal enum Renderer2DDefaultMaterialType
{
Lit,
Unlit,
Custom
}
[SerializeField]
LayerMask m_LayerMask = -1;
[SerializeField]
TransparencySortMode m_TransparencySortMode = TransparencySortMode.Default;
[SerializeField]
Vector3 m_TransparencySortAxis = Vector3.up;
[SerializeField]
float m_HDREmulationScale = 1;
[SerializeField, Range(0.01f, 1.0f)]
float m_LightRenderTextureScale = 0.5f;
[SerializeField, FormerlySerializedAs("m_LightOperations")]
Light2DBlendStyle[] m_LightBlendStyles = null;
[SerializeField]
bool m_UseDepthStencilBuffer = true;
[SerializeField]
bool m_UseCameraSortingLayersTexture = false;
[SerializeField]
int m_CameraSortingLayersTextureBound = 0;
[SerializeField]
Downsampling m_CameraSortingLayerDownsamplingMethod = Downsampling.None;
[SerializeField]
uint m_MaxLightRenderTextureCount = 16;
[SerializeField]
uint m_MaxShadowRenderTextureCount = 1;
[SerializeField]
PostProcessData m_PostProcessData = null;
///
/// HDR Emulation Scale allows platforms to use HDR lighting by compressing the number of expressible colors in exchange for extra intensity range.
/// Scale describes this extra intensity range. Increasing this value too high may cause undesirable banding to occur.
///
public float hdrEmulationScale => m_HDREmulationScale;
internal float lightRenderTextureScale => m_LightRenderTextureScale;
///
/// Returns a list Light2DBlendStyle
///
public Light2DBlendStyle[] lightBlendStyles => m_LightBlendStyles;
internal bool useDepthStencilBuffer => m_UseDepthStencilBuffer;
internal PostProcessData postProcessData { get => m_PostProcessData; set { m_PostProcessData = value; } }
internal TransparencySortMode transparencySortMode => m_TransparencySortMode;
internal Vector3 transparencySortAxis => m_TransparencySortAxis;
internal uint lightRenderTextureMemoryBudget => m_MaxLightRenderTextureCount;
internal uint shadowRenderTextureMemoryBudget => m_MaxShadowRenderTextureCount;
internal bool useCameraSortingLayerTexture => m_UseCameraSortingLayersTexture;
internal int cameraSortingLayerTextureBound => m_CameraSortingLayersTextureBound;
internal Downsampling cameraSortingLayerDownsamplingMethod => m_CameraSortingLayerDownsamplingMethod;
internal LayerMask layerMask => m_LayerMask;
internal bool useRenderingLayers { get { return UniversalRenderPipeline.asset.useRenderingLayers; } }
internal RenderingLayerUtils.MaskSize renderingLayersMaskSize { get; set; }
///
/// Creates the instance of the Renderer2D.
///
/// The instance of Renderer2D
protected override ScriptableRenderer Create()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
ReloadAllNullProperties();
}
#endif
UnityEngine.RenderAs2DUtil.InitializeCanRenderAs2D();
return new Renderer2D(this);
}
internal void Dispose()
{
UnityEngine.RenderAs2DUtil.DisposeCanRenderAs2D();
foreach(var mat in lightMaterials)
CoreUtils.Destroy(mat.Value);
lightMaterials.Clear();
CoreUtils.Destroy(spriteSelfShadowMaterial);
CoreUtils.Destroy(spriteUnshadowMaterial);
CoreUtils.Destroy(spriteSelfShadowMaterialSkinned);
CoreUtils.Destroy(spriteUnshadowMaterialSkinned);
CoreUtils.Destroy(geometrySelfShadowMaterial);
CoreUtils.Destroy(geometryUnshadowMaterial);
CoreUtils.Destroy(projectedShadowMaterial);
CoreUtils.Destroy(projectedUnshadowMaterial);
}
///
/// OnEnable implementation.
///
protected override void OnEnable()
{
base.OnEnable();
geometrySelfShadowMaterial = null;
geometryUnshadowMaterial = null;
spriteSelfShadowMaterial = null;
spriteUnshadowMaterial = null;
spriteSelfShadowMaterialSkinned = null;
spriteUnshadowMaterialSkinned = null;
projectedShadowMaterial = null;
projectedUnshadowMaterial = null;
}
// transient data
internal Dictionary lightMaterials { get; } = new Dictionary();
///
/// Clears the cached light materials, forcing them to be recreated.
/// Called when shader variants or settings change.
///
internal void ClearLightMaterialCache()
{
foreach (var mat in lightMaterials.Values)
{
if (mat != null)
CoreUtils.Destroy(mat);
}
lightMaterials.Clear();
}
internal Material spriteSelfShadowMaterial { get; set; }
internal Material spriteUnshadowMaterial { get; set; }
internal Material spriteSelfShadowMaterialSkinned { get; set; }
internal Material spriteUnshadowMaterialSkinned { get; set; }
internal Material geometrySelfShadowMaterial { get; set; }
internal Material geometryUnshadowMaterial { get; set; }
internal Material projectedShadowMaterial { get; set; }
internal Material projectedUnshadowMaterial { get; set; }
internal RTHandle normalsRenderTarget;
internal RTHandle cameraSortingLayerRenderTarget;
// this shouldn've been in RenderingData along with other cull results
internal ILight2DCullResult lightCullResult { get; set; }
}
}