BITFALL/Assets/Plugins/_MK/MKGlow/Scripts/Compatibility.cs

74 lines
3.4 KiB
C#

//////////////////////////////////////////////////////
// MK Glow Compatibility //
// //
// Created by Michael Kremmel //
// www.michaelkremmel.de //
// Copyright © 2021 All rights reserved. //
//////////////////////////////////////////////////////
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace MK.Glow
{
public static class Compatibility
{
private static readonly bool _defaultHDRFormatSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.DefaultHDR);
private static readonly bool _11R11G10BFormatSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
private static readonly bool _2A10R10G10BFormatSupported = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010);
//RenderToTexture and a hdr color format required
public static readonly bool IsSupported = _11R11G10BFormatSupported ? true : _2A10R10G10BFormatSupported ? true : _defaultHDRFormatSupported ? true : false;
public static readonly bool copyTextureSupported = SystemInfo.copyTextureSupport != UnityEngine.Rendering.CopyTextureSupport.None;
/// <summary>
/// Returns true if the device and used API supports geometry shaders
/// </summary>
public static bool CheckGeometryShaderSupport()
{
return SystemInfo.graphicsShaderLevel >= 40 && SystemInfo.supportsGeometryShaders;
}
/// <summary>
/// Returns true if the device and used API supports direct compute
/// </summary>
public static bool CheckComputeShaderSupport()
{
#if UNITY_2017_1_OR_NEWER
return SystemInfo.supportsComputeShaders && SystemInfo.supportsComputeShaders;
#else
//On lower unity versions its impossible to get a temporary RT with randomwrites enabled, so dont allow direct compute
return false;
#endif
}
/// <summary>
/// Returns true if the device and used API supports lens flare
/// </summary>
/// <returns></returns>
public static bool CheckLensFlareFeatureSupport()
{
return SystemInfo.graphicsShaderLevel >= 35 && SystemInfo.supportedRenderTargetCount >= 2 && !PipelineProperties.singlePassStereoInstancedEnabled;
}
/// <summary>
/// Returns true if the device and used API support glare
/// </summary>
/// <returns></returns>
public static bool CheckGlareFeatureSupport()
{
return SystemInfo.graphicsShaderLevel >= 45 && SystemInfo.supportedRenderTargetCount >= 6 && !PipelineProperties.singlePassStereoInstancedEnabled;
}
/// <summary>
/// Returns the supported rendertexture format used for rendering
/// </summary>
/// <returns></returns>
internal static RenderTextureFormat CheckSupportedRenderTextureFormat()
{
//return _defaultHDRFormatSupported ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
return _11R11G10BFormatSupported ? RenderTextureFormat.RGB111110Float : _2A10R10G10BFormatSupported ? RenderTextureFormat.ARGB2101010 : _defaultHDRFormatSupported ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
}
}
}