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HDRPBuildData.cs
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118 lines (95 loc) · 4.78 KB
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using System;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.Rendering.HighDefinition
{
internal class HDRPBuildData : IDisposable
{
static HDRPBuildData m_Instance = null;
public static HDRPBuildData instance => m_Instance ??= new(EditorUserBuildSettings.activeBuildTarget, Debug.isDebugBuild);
public bool buildingPlayerForHDRenderPipeline { get; private set; }
public List<HDRenderPipelineAsset> renderPipelineAssets { get; private set; } = new List<HDRenderPipelineAsset>();
public bool playerNeedRaytracing { get; private set; }
public bool stripDebugVariants { get; private set; } = true;
public bool dynamicLightmapsUsed { get; private set; }
public bool waterDecalMaskAndCurrent { get; private set; }
public Dictionary<int, ComputeShader> rayTracingComputeShaderCache { get; private set; } = new();
public Dictionary<int, ComputeShader> computeShaderCache { get; private set; } = new();
public HDRenderPipelineRuntimeShaders runtimeShaders { get; private set; }
public HDRenderPipelineRuntimeMaterials materialResources { get; private set; }
public HDRPBuildData()
{
}
public HDRPBuildData(BuildTarget buildTarget, bool isDevelopmentBuild)
{
buildingPlayerForHDRenderPipeline = false;
if (buildTarget.TryGetRenderPipelineAssets<HDRenderPipelineAsset>(renderPipelineAssets))
{
buildingPlayerForHDRenderPipeline = true;
foreach (var hdrpAsset in renderPipelineAssets)
{
if (hdrpAsset.currentPlatformRenderPipelineSettings.supportRayTracing)
{
playerNeedRaytracing = true;
break;
}
}
var hdrpGlobalSettingsInstance = HDRenderPipelineGlobalSettings.instance;
if (hdrpGlobalSettingsInstance == null)
hdrpGlobalSettingsInstance = HDRenderPipelineGlobalSettings.Ensure();
if (hdrpGlobalSettingsInstance != null)
{
GraphicsSettings.GetRenderPipelineSettings<HDRPRayTracingResources>()
.ForEachFieldOfType<ComputeShader>(computeShader => rayTracingComputeShaderCache.Add(computeShader.GetInstanceID(), computeShader));
runtimeShaders = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeShaders>();
runtimeShaders?.ForEachFieldOfType<ComputeShader>(computeShader => computeShaderCache.Add(computeShader.GetInstanceID(), computeShader));
materialResources = GraphicsSettings.GetRenderPipelineSettings<HDRenderPipelineRuntimeMaterials>();
stripDebugVariants = !isDevelopmentBuild || GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().stripRuntimeDebugShaders;
}
var waterSettings = GraphicsSettings.GetRenderPipelineSettings<WaterSystemGlobalSettings>();
if (waterSettings != null)
waterDecalMaskAndCurrent = waterSettings.waterDecalMaskAndCurrent;
}
m_Instance = this;
}
public void SetDynamicLightmapsUsedInBuildScenes()
{
dynamicLightmapsUsed = DynamicLightmapsUsedInBuildScenes();
}
static bool DynamicLightmapsUsedInBuildScenes()
{
var originalSetup = EditorSceneManager.GetSceneManagerSetup();
bool dynamicLightmapsUsed = false;
foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
{
if (!scene.enabled) continue;
EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Single);
if (Lightmapping.HasDynamicGILightmapTextures())
{
dynamicLightmapsUsed = true;
break;
}
}
if (originalSetup.Length > 0)
EditorSceneManager.RestoreSceneManagerSetup(originalSetup);
return dynamicLightmapsUsed;
}
public void Dispose()
{
renderPipelineAssets?.Clear();
rayTracingComputeShaderCache?.Clear();
computeShaderCache?.Clear();
playerNeedRaytracing = false;
stripDebugVariants = true;
dynamicLightmapsUsed = false;
waterDecalMaskAndCurrent = false;
buildingPlayerForHDRenderPipeline = false;
runtimeShaders = null;
materialResources = null;
m_Instance = null;
}
}
}