FiE-Game/Assets/Cinematic Effects/Common/ImageEffectHelper.cs

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityStandardAssets.CinematicEffects
{
public static class ImageEffectHelper
{
public static bool IsSupported(Shader s, bool needDepth, bool needHdr, MonoBehaviour effect)
{
#if UNITY_EDITOR
// Don't check for shader compatibility while it's building as it would disable most effects
// on build farms without good-enough gaming hardware.
if (!BuildPipeline.isBuildingPlayer)
{
#endif
if (s == null || !s.isSupported)
{
Debug.LogWarningFormat("Missing shader for image effect {0}", effect);
return false;
}
if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures)
{
Debug.LogWarningFormat("Image effects aren't supported on this device ({0})", effect);
return false;
}
if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
{
Debug.LogWarningFormat("Depth textures aren't supported on this device ({0})", effect);
return false;
}
if (needHdr && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
{
Debug.LogWarningFormat("Floating point textures aren't supported on this device ({0})", effect);
return false;
}
#if UNITY_EDITOR
}
#endif
return true;
}
public static Material CheckShaderAndCreateMaterial(Shader s)
{
if (s == null || !s.isSupported)
return null;
var material = new Material(s);
material.hideFlags = HideFlags.DontSave;
return material;
}
public static bool supportsDX11
{
get { return SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; }
}
}
}