Car/Assets/VolumetricLightBeam/Scripts/BatchingHelper.cs

240 lines
9.8 KiB
C#

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