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Caleb Sandford deQuincey
2025-11-14 17:30:41 +00:00
parent 00b55a5b1e
commit 334021d04e
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namespace UnityEngine.Rendering
{
/// <summary>
/// Interface for a class that provides access to the asset used to initialize the default volume profile.
/// </summary>
public interface IDefaultVolumeProfileAsset : IRenderPipelineGraphicsSettings
{
/// <summary>
/// The volume profile asset used to initialize Default Volume Profile.
/// </summary>
public VolumeProfile defaultVolumeProfile { get; set; }
}
}

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fileFormatVersion: 2
guid: 1c17ac4a218a4709a1a137352ac21f63
timeCreated: 1700724924

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namespace UnityEngine.Rendering
{
/// <summary>
/// Interface for a settings class for that stores the default volume profile for Volume Framework.
/// </summary>
public interface IDefaultVolumeProfileSettings : IRenderPipelineGraphicsSettings
{
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
/// <summary>
/// The default volume profile asset.
/// </summary>
public VolumeProfile volumeProfile { get; set; }
}
}

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fileFormatVersion: 2
guid: e4d930e9e8a448f3a83cc94a56ea2539

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using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// A graphics settings container for settings related to additional <see cref="RenderPipelineAsset"/> inclusion at build time.
/// </summary>
/// <remarks>
/// These settings are not editable through the editor's UI but can be changed through the API for advanced usage.
/// Changing this through the API is only allowed in the Editor. In the Player, this raises an error.
///
/// By default, only RPAsset, in Quality Settings, is embedded in the build. This allows you to add assets.
/// Add any render pipeline assets you use in your project either through this or directly in Quality Settings. They contain data listing what resources need to be embedded in the build.
/// It is highly recommended not to change it unless you know what you are doing. Otherwise, this may lead to unexpected changes in your Player.
/// </remarks>
/// <seealso cref="IRenderPipelineGraphicsSettings"/>
/// <example>
/// <para> Here is an example of how to determine what label to use to embed additional assets. </para>
/// <code>
/// using UnityEngine.Rendering;
///
/// public static class RPAssetIncludedHelper
/// {
/// public static string label
/// {
/// get
/// {
/// var gs = GraphicsSettings.GetRenderPipelineSettings&lt;IncludeAdditionalRPAssets&gt;();
/// if (gs == null) //not in SRP
/// return null;
/// if (!gs.includeAssetsByLabel)
/// return null;
/// return gs.labelToInclude;
/// }
/// }
/// }
/// </code>
/// </example>
[Serializable]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "H: RP Assets Inclusion", Order = 990), HideInInspector]
public class IncludeAdditionalRPAssets : IRenderPipelineGraphicsSettings
{
enum Version
{
Initial,
Count,
Last = Count - 1
}
[SerializeField, HideInInspector]
private Version m_version = Version.Last;
int IRenderPipelineGraphicsSettings.version => (int)m_version;
[SerializeField]
private bool m_IncludeReferencedInScenes;
/// <summary> Additionaly include RPAsset referenced in Scene. </summary>
public bool includeReferencedInScenes
{
get => m_IncludeReferencedInScenes;
set => this.SetValueAndNotify(ref m_IncludeReferencedInScenes, value, nameof(m_IncludeReferencedInScenes));
}
[SerializeField]
private bool m_IncludeAssetsByLabel;
/// <summary> Additionaly include RPAsset that have a specific label. </summary>
public bool includeAssetsByLabel
{
get => m_IncludeAssetsByLabel;
set => this.SetValueAndNotify(ref m_IncludeAssetsByLabel, value, nameof(m_IncludeAssetsByLabel));
}
[SerializeField]
private string m_LabelToInclude;
/// <summary> Label to use when including RPAsset by label. </summary>
public string labelToInclude
{
get => m_LabelToInclude;
set => this.SetValueAndNotify(ref m_LabelToInclude, value, nameof(m_LabelToInclude));
}
}
}

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fileFormatVersion: 2
guid: b00dc2880e57ba9478272a6854722b7d

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using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// Lightmap Sampling global settings class.
/// </summary>
[Serializable]
[SupportedOnRenderPipeline()]
[Categorization.CategoryInfo(Name = "Lightmap Sampling Settings", Order = 20)]
public class LightmapSamplingSettings : IRenderPipelineGraphicsSettings
{
[SerializeField, HideInInspector]
int m_Version = 1;
int IRenderPipelineGraphicsSettings.version { get => m_Version; }
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
[SerializeField, Tooltip("Use Bicubic Lightmap Sampling. Enabling this will improve the appearance of lightmaps, but may worsen performance on lower end platforms.")]
bool m_UseBicubicLightmapSampling;
/// <summary>
/// Whether to use bicubic sampling for lightmaps.
/// </summary>
public bool useBicubicLightmapSampling
{
get => m_UseBicubicLightmapSampling;
set => this.SetValueAndNotify(ref m_UseBicubicLightmapSampling, value, nameof(m_UseBicubicLightmapSampling));
}
}
}

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using System;
namespace UnityEngine.Rendering
{
[Serializable, HideInInspector]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "R : Rendering Debugger Resources", Order = 100)]
[Categorization.ElementInfo(Order = 0)]
class RenderingDebuggerRuntimeResources : IRenderPipelineResources
{
enum Version
{
Initial,
Count,
Last = Count - 1
}
[SerializeField, HideInInspector]
private Version m_version = Version.Last;
int IRenderPipelineGraphicsSettings.version => (int)m_version;
// TODO Add Rendering Debugger Resources here
}
}

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fileFormatVersion: 2
guid: c8ecfef0ec5856a4fa9b1c416f2d51e3

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using System;
namespace UnityEngine.Rendering
{
/// <summary>
/// Specifies the logging level for shader variants
/// </summary>
public enum ShaderVariantLogLevel
{
/// <summary>Disable all log for Shader Variant</summary>
[Tooltip("No shader variants are logged")]
Disabled,
/// <summary>Only logs SRP Shaders when logging Shader Variant</summary>
[Tooltip("Only shaders that are compatible with SRPs (e.g., URP, HDRP) are logged")]
OnlySRPShaders,
/// <summary>Logs all Shader Variant</summary>
[Tooltip("All shader variants are logged")]
AllShaders,
}
/// <summary>
/// This is a Graphics Settings container for settings related to shader stripping for all scriptable render pipelines.
/// </summary>
/// <remarks>
/// To change those settings, go to Editor > Project Settings in the Graphics tab.
/// Changing this through the API is only allowed in the Editor. In the Player, this raises an error.
/// </remarks>
/// <seealso cref="IRenderPipelineGraphicsSettings"/>
/// <example>
/// <para> Here is an example of how to check if your project strips variant shaders when building a Player using URP. </para>
/// <code>
/// using UnityEngine.Rendering;
///
/// public static class ShaderStrippingHelper
/// {
/// public static bool exportLog
/// {
/// get
/// {
/// var gs = GraphicsSettings.GetRenderPipelineSettings&lt;ShaderStrippingSetting&gt;();
/// if (gs == null) //not in any SRP
/// return false;
/// return gs.exportShaderVariants;
/// }
/// }
/// }
/// </code>
/// </example>
[Serializable]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "Additional Shader Stripping Settings", Order = 40)]
[Categorization.ElementInfo(Order = 0)]
public class ShaderStrippingSetting : IRenderPipelineGraphicsSettings
{
#region Version
internal enum Version : int
{
Initial = 0,
}
[SerializeField] [HideInInspector]
private Version m_Version = Version.Initial;
/// <summary>Current version of the settings container. Used only for project upgrades.</summary>
public int version => (int)m_Version;
#endregion
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
#region SerializeFields
[SerializeField]
[Tooltip("Controls whether to output shader variant information to a file.")]
private bool m_ExportShaderVariants = true;
[SerializeField]
[Tooltip("Controls the level of logging of shader variant information outputted during the build process. Information appears in the Unity Console when the build finishes.")]
private ShaderVariantLogLevel m_ShaderVariantLogLevel = ShaderVariantLogLevel.Disabled;
[SerializeField]
[Tooltip("When enabled, all debug display shader variants are removed when you build for the Unity Player. This decreases build time, but prevents the use of most Rendering Debugger features in Player builds.")]
private bool m_StripRuntimeDebugShaders = true;
#endregion
#region Data Accessors
/// <summary>
/// Controls whether to output shader variant information to a file.
/// </summary>
public bool exportShaderVariants
{
get => m_ExportShaderVariants;
set => this.SetValueAndNotify(ref m_ExportShaderVariants, value);
}
/// <summary>
/// Controls the level of logging of shader variant information outputted during the build process.
/// Information appears in the Unity Console when the build finishes.
/// </summary>
public ShaderVariantLogLevel shaderVariantLogLevel
{
get => m_ShaderVariantLogLevel;
set => this.SetValueAndNotify(ref m_ShaderVariantLogLevel, value);
}
/// <summary>
/// When enabled, all debug display shader variants are removed when you build for the Unity Player.
/// This decreases build time, but prevents the use of most Rendering Debugger features in Player builds.
/// </summary>
public bool stripRuntimeDebugShaders
{
get => m_StripRuntimeDebugShaders;
set => this.SetValueAndNotify(ref m_StripRuntimeDebugShaders, value);
}
#endregion
}
}

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