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Separate assembly for pipeline abstraction#15

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mark-beiline merged 5 commits into
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mark/separate-assemblies
Apr 3, 2023
Merged

Separate assembly for pipeline abstraction#15
mark-beiline merged 5 commits into
devfrom
mark/separate-assemblies

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@mark-beiline mark-beiline commented Feb 28, 2023

Reasons for the split:

  • A hard barrier that ensures HDRP/URP details don't leak out of the abstraction code
  • I was experimenting with a 1-click "Texture Presenter" setup. It warranted its own assembly (let's say Disguise.RenderStream.Presenter) - so it needed to reference Disguise.RenderStream.Runtime assembly but only to use the high-level Disguise logic and not the SRP details. So the split made sense and I figured anyone else adding a new assembly in the future would want it split that way too.

/// Copies a camera's depth into a texture.
/// </summary>
class DepthCopy
public class DepthCopy
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With this new assembly separation, you don't have to make any of the classes public. You can just use the InternalsVisibleTo attribute in the Diguise.RenderStream assembly.

…Unity into mark/separate-assemblies

# Conflicts:
#	DisguiseUnityRenderStream/Runtime/Disguise.RenderStream.asmdef
#	DisguiseUnityRenderStream/Runtime/PipelineAbstraction/Presenter.cs
"name": "Disguise.RenderStream.Editor",
"references": [
"Disguise.RenderStream",
"Disguise.RenderStream.PipelineAbstraction",
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This is only for the AddAlwaysIncludedShader calls in DisguiseRenderStreamBuildPreProcessor.OnPreprocessBuild.

@mark-beiline mark-beiline merged commit aae2a7a into dev Apr 3, 2023
@mark-beiline mark-beiline deleted the mark/separate-assemblies branch April 3, 2023 16:13
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2 participants