ECM2
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239
Assets/VolumetricLightBeam/Scripts/BatchingHelper.cs
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239
Assets/VolumetricLightBeam/Scripts/BatchingHelper.cs
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// Force isDepthBlendEnabled at true when GPU Instancing is enabled, to prevent from breaking the batch if 1 beam has it at 0 and 1 has it at > 0
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#define FORCE_ENABLE_DEPTHBLEND_FOR_BATCHING
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using UnityEngine;
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namespace VLB
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{
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public static class BatchingHelper
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{
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public static bool IsGpuInstancingEnabled(Material material)
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{
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Debug.Assert(material != null);
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return material.enableInstancing;
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}
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public static void SetMaterialProperties(Material material, bool enableGpuInstancing)
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{
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Debug.Assert(material != null);
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material.enableInstancing = enableGpuInstancing;
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}
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// SD
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#if FORCE_ENABLE_DEPTHBLEND_FOR_BATCHING
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public static bool forceEnableDepthBlend { get {
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var renderingMode = Config.Instance.GetActualRenderingMode(ShaderMode.SD);
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return renderingMode == RenderingMode.GPUInstancing || renderingMode == RenderingMode.SRPBatcher;
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} }
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#else
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public const bool forceEnableDepthBlend = false;
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#endif
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static bool DoesRenderingModePreventBatching(ShaderMode shaderMode, ref string reasons)
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{
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var renderingMode = Config.Instance.GetActualRenderingMode(shaderMode);
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if (renderingMode != RenderingMode.GPUInstancing && renderingMode != RenderingMode.SRPBatcher)
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{
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reasons = string.Format("Current Rendering Mode is '{0}'. To enable batching, use '{1}'", renderingMode, RenderingMode.GPUInstancing);
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if (Config.Instance.renderPipeline != RenderPipeline.BuiltIn)
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reasons += string.Format(" or '{0}'", RenderingMode.SRPBatcher);
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return true;
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}
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return false;
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}
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#if UNITY_EDITOR
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static void CheckMaterialID(VolumetricLightBeamAbstractBase beamA, VolumetricLightBeamAbstractBase beamB, ref bool ret, ref string reasons)
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{
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var matIdA = beamA._EDITOR_GetInstancedMaterialID();
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var matIdB = beamB._EDITOR_GetInstancedMaterialID();
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if (matIdA >= 0 && matIdB >= 0)
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{
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bool haveSameMatID = matIdA == matIdB;
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if (haveSameMatID != ret)
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{
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AppendErrorMessage(ref reasons, "UNKNOWN REASON: beams have not the same material ID");
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Debug.LogErrorFormat("Beams {0} and {1} have not the same material ID while the reason is unknown", beamA.name, beamB.name);
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}
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if (!haveSameMatID)
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ret = false;
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}
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}
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#endif // UNITY_EDITOR
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public static bool CanBeBatched(VolumetricLightBeamSD beamA, VolumetricLightBeamSD beamB, ref string reasons)
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{
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if(DoesRenderingModePreventBatching(ShaderMode.SD, ref reasons))
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return false;
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bool ret = true;
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ret &= CanBeBatched(beamA, ref reasons);
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ret &= CanBeBatched(beamB, ref reasons);
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#if UNITY_EDITOR
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bool shouldCheckMaterialID = ret;
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#endif // UNITY_EDITOR
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if (Config.Instance.featureEnabledDynamicOcclusion)
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{
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if ((beamA.GetComponent<DynamicOcclusionAbstractBase>() == null) != (beamB.GetComponent<DynamicOcclusionAbstractBase>() == null))
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{
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AppendErrorMessage(ref reasons, string.Format("{0}/{1}: dynamically occluded and non occluded beams cannot be batched together", beamA.name, beamB.name));
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ret = false;
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}
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}
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if (Config.Instance.featureEnabledColorGradient != FeatureEnabledColorGradient.Off && beamA.colorMode != beamB.colorMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Color Mode' mismatch: {0} / {1}", beamA.colorMode, beamB.colorMode));
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ret = false;
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}
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if (beamA.blendingMode != beamB.blendingMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Blending Mode' mismatch: {0} / {1}", beamA.blendingMode, beamB.blendingMode));
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ret = false;
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}
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if (Config.Instance.featureEnabledNoise3D && beamA.isNoiseEnabled != beamB.isNoiseEnabled)
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{
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AppendErrorMessage(ref reasons, string.Format("'3D Noise' enabled mismatch: {0} / {1}", beamA.noiseMode, beamB.noiseMode));
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ret = false;
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}
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if (Config.Instance.featureEnabledDepthBlend && !forceEnableDepthBlend)
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{
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#pragma warning disable 0162
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if ((beamA.depthBlendDistance > 0) != (beamB.depthBlendDistance > 0))
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{
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AppendErrorMessage(ref reasons, string.Format("'Opaque Geometry Blending' mismatch: {0} / {1}", beamA.depthBlendDistance, beamB.depthBlendDistance));
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ret = false;
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}
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#pragma warning restore 0162
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}
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if (Config.Instance.featureEnabledShaderAccuracyHigh && beamA.shaderAccuracy != beamB.shaderAccuracy)
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{
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AppendErrorMessage(ref reasons, string.Format("'Shader Accuracy' mismatch: {0} / {1}", beamA.shaderAccuracy, beamB.shaderAccuracy));
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ret = false;
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}
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#if UNITY_EDITOR
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if (shouldCheckMaterialID)
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{
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CheckMaterialID(beamA, beamB, ref ret, ref reasons);
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}
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#endif // UNITY_EDITOR
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return ret;
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}
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public static bool CanBeBatched(VolumetricLightBeamSD beam, ref string reasons)
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{
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bool ret = true;
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if (Config.Instance.GetActualRenderingMode(ShaderMode.SD) == RenderingMode.GPUInstancing)
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{
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if (beam.geomMeshType != MeshType.Shared)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is not using shared mesh", beam.name));
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ret = false;
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}
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}
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if (Config.Instance.featureEnabledDynamicOcclusion && beam.GetComponent<DynamicOcclusionDepthBuffer>() != null)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is using the DynamicOcclusion DepthBuffer feature", beam.name));
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ret = false;
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}
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return ret;
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}
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// HD
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public static bool CanBeBatched(VolumetricLightBeamHD beamA, VolumetricLightBeamHD beamB, ref string reasons)
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{
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if (DoesRenderingModePreventBatching(ShaderMode.HD, ref reasons))
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return false;
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bool ret = true;
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ret &= CanBeBatched(beamA, ref reasons);
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ret &= CanBeBatched(beamB, ref reasons);
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#if UNITY_EDITOR
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bool shouldCheckMaterialID = ret;
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#endif // UNITY_EDITOR
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if (Config.Instance.featureEnabledColorGradient != FeatureEnabledColorGradient.Off && beamA.colorMode != beamB.colorMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Color Mode' mismatch: {0} / {1}", beamA.colorMode, beamB.colorMode));
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ret = false;
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}
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if (beamA.blendingMode != beamB.blendingMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Blending Mode' mismatch: {0} / {1}", beamA.blendingMode, beamB.blendingMode));
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ret = false;
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}
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if (beamA.attenuationEquation != beamB.attenuationEquation)
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{
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AppendErrorMessage(ref reasons, string.Format("'Attenuation Equation' mismatch: {0} / {1}", beamA.attenuationEquation, beamB.attenuationEquation));
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ret = false;
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}
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if (Config.Instance.featureEnabledNoise3D && beamA.isNoiseEnabled != beamB.isNoiseEnabled)
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{
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AppendErrorMessage(ref reasons, string.Format("'3D Noise' enabled mismatch: {0} / {1}", beamA.noiseMode, beamB.noiseMode));
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ret = false;
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}
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if (beamA.raymarchingQualityID != beamB.raymarchingQualityID)
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{
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AppendErrorMessage(ref reasons, string.Format("'Raymarching Quality' mismatch: {0} / {1}"
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, Config.Instance.GetRaymarchingQualityForUniqueID(beamA.raymarchingQualityID).name
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, Config.Instance.GetRaymarchingQualityForUniqueID(beamB.raymarchingQualityID).name));
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ret = false;
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}
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#if UNITY_EDITOR
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if (shouldCheckMaterialID)
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{
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CheckMaterialID(beamA, beamB, ref ret, ref reasons);
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}
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#endif // UNITY_EDITOR
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return ret;
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}
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public static bool CanBeBatched(VolumetricLightBeamHD beam, ref string reasons)
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{
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bool ret = true;
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if (Config.Instance.featureEnabledShadow && beam.GetAdditionalComponentShadow() != null)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is using the Shadow feature", beam.name));
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ret = false;
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}
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if (Config.Instance.featureEnabledCookie && beam.GetAdditionalComponentCookie() != null)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is using the Cookie feature", beam.name));
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ret = false;
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}
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return ret;
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}
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public static bool CanBeBatched(VolumetricLightBeamAbstractBase beamA, VolumetricLightBeamAbstractBase beamB, ref string reasons)
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{
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if (beamA is VolumetricLightBeamSD aSD && beamB is VolumetricLightBeamSD bSD) return CanBeBatched(aSD, bSD, ref reasons);
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if (beamA is VolumetricLightBeamHD aHD && beamB is VolumetricLightBeamHD bHD) return CanBeBatched(aHD, bHD, ref reasons);
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return false;
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}
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static void AppendErrorMessage(ref string message, string toAppend)
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{
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if (message != "") message += "\n";
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message += "- " + toAppend;
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}
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}
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}
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