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Save JimmyCushnie/e998cdec15394d6b68a4dbbf700f66ce to your computer and use it in GitHub Desktop.
Exposes some Unity URP graphics settings that are (for some stupid fucking bullshit reason) private.
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using System.Reflection; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution; | |
/// <summary> | |
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters. | |
/// </summary> | |
public static class UnityGraphicsBullshit | |
{ | |
private static FieldInfo MainLightCastShadows_FieldInfo; | |
private static FieldInfo AdditionalLightCastShadows_FieldInfo; | |
private static FieldInfo MainLightShadowmapResolution_FieldInfo; | |
private static FieldInfo AdditionalLightShadowmapResolution_FieldInfo; | |
private static FieldInfo Cascade2Split_FieldInfo; | |
private static FieldInfo Cascade4Split_FieldInfo; | |
private static FieldInfo SoftShadowsEnabled_FieldInfo; | |
static UnityGraphicsBullshit() | |
{ | |
var pipelineAssetType = typeof(UniversalRenderPipelineAsset); | |
var flags = BindingFlags.Instance | BindingFlags.NonPublic; | |
MainLightCastShadows_FieldInfo = pipelineAssetType.GetField("m_MainLightShadowsSupported", flags); | |
AdditionalLightCastShadows_FieldInfo = pipelineAssetType.GetField("m_AdditionalLightShadowsSupported", flags); | |
MainLightShadowmapResolution_FieldInfo = pipelineAssetType.GetField("m_MainLightShadowmapResolution", flags); | |
AdditionalLightShadowmapResolution_FieldInfo = pipelineAssetType.GetField("m_AdditionalLightsShadowmapResolution", flags); | |
Cascade2Split_FieldInfo = pipelineAssetType.GetField("m_Cascade2Split", flags); | |
Cascade4Split_FieldInfo = pipelineAssetType.GetField("m_Cascade4Split", flags); | |
SoftShadowsEnabled_FieldInfo = pipelineAssetType.GetField("m_SoftShadowsSupported", flags); | |
} | |
public static bool MainLightCastShadows | |
{ | |
get => (bool)MainLightCastShadows_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => MainLightCastShadows_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static bool AdditionalLightCastShadows | |
{ | |
get => (bool)AdditionalLightCastShadows_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => AdditionalLightCastShadows_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static ShadowResolution MainLightShadowResolution | |
{ | |
get => (ShadowResolution)MainLightShadowmapResolution_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => MainLightShadowmapResolution_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static ShadowResolution AdditionalLightShadowResolution | |
{ | |
get => (ShadowResolution)AdditionalLightShadowmapResolution_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => AdditionalLightShadowmapResolution_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static float Cascade2Split | |
{ | |
get => (float)Cascade2Split_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => Cascade2Split_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static Vector3 Cascade4Split | |
{ | |
get => (Vector3)Cascade4Split_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => Cascade4Split_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
public static bool SoftShadowsEnabled | |
{ | |
get => (bool)SoftShadowsEnabled_FieldInfo.GetValue(GraphicsSettings.currentRenderPipeline); | |
set => SoftShadowsEnabled_FieldInfo.SetValue(GraphicsSettings.currentRenderPipeline, value); | |
} | |
} |
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Great Job! Somehow I did think that probably the staff did these shit for Commercial Thinking, they may not want UE copied them. but after these years, I think, may be the staff in Unity are just Dummy