using System.Collections.Generic; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEngine.Experimental.Rendering.Universal { internal static class RendererLighting { static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering"); static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 1.0f, 1.0f); static readonly string k_SpriteLightKeyword = "SPRITE_LIGHT"; static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES"; static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST"; static readonly string k_UseNormalMap = "USE_NORMAL_MAP"; static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING"; const int k_NumberOfLightMaterials = 1 << 5 + 3; // 5 keywords + volume bit, shape bit static readonly string[] k_UseBlendStyleKeywords = { "USE_SHAPE_LIGHT_TYPE_0", "USE_SHAPE_LIGHT_TYPE_1", "USE_SHAPE_LIGHT_TYPE_2", "USE_SHAPE_LIGHT_TYPE_3" }; static Renderer2DData s_RendererData; static Light2DBlendStyle[] s_BlendStyles; static RenderTargetHandle[] s_RenderTargets; static bool[] s_RenderTargetsDirty; static RenderTargetHandle s_NormalsTarget; static Texture s_LightLookupTexture; static Texture s_FalloffLookupTexture; static Material[] s_LightMaterials; static public void Setup(Renderer2DData rendererData) { s_RendererData = rendererData; s_BlendStyles = rendererData.lightBlendStyles; if (s_RenderTargets == null) { s_RenderTargets = new RenderTargetHandle[s_BlendStyles.Length]; s_RenderTargets[0].Init("_ShapeLightTexture0"); s_RenderTargets[1].Init("_ShapeLightTexture1"); s_RenderTargets[2].Init("_ShapeLightTexture2"); s_RenderTargets[3].Init("_ShapeLightTexture3"); s_RenderTargetsDirty = new bool[s_BlendStyles.Length]; } if (s_NormalsTarget.id == 0) s_NormalsTarget.Init("_NormalMap"); // The array size should be determined by the number of 'feature bit' the material index has. See GetLightMaterialIndex(). // Not all slots must be filled because certain combinations of the feature bits don't make sense (e.g. sprite bit on + shape bit off). if (s_LightMaterials == null) s_LightMaterials = new Material[k_NumberOfLightMaterials]; } static public void CreateRenderTextures(CommandBuffer cmd, Camera camera) { var renderTextureFormatToUse = RenderTextureFormat.ARGB32; if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float)) renderTextureFormatToUse = RenderTextureFormat.RGB111110Float; else if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) renderTextureFormatToUse = RenderTextureFormat.ARGBHalf; RenderTextureDescriptor descriptor = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); descriptor.colorFormat = renderTextureFormatToUse; descriptor.sRGB = false; descriptor.useMipMap = false; descriptor.autoGenerateMips = false; descriptor.depthBufferBits = 0; descriptor.msaaSamples = 1; descriptor.dimension = TextureDimension.Tex2D; descriptor.width = camera.pixelWidth; descriptor.height = camera.pixelHeight; cmd.GetTemporaryRT(s_NormalsTarget.id, descriptor, FilterMode.Bilinear); for (int i = 0; i < s_BlendStyles.Length; ++i) { if (!s_BlendStyles[i].enabled) continue; float renderTextureScale = Mathf.Clamp(s_BlendStyles[i].renderTextureScale, 0.01f, 1.0f); descriptor.width = (int)(camera.pixelWidth * renderTextureScale); descriptor.height = (int)(camera.pixelHeight * renderTextureScale); cmd.GetTemporaryRT(s_RenderTargets[i].id, descriptor, FilterMode.Bilinear); s_RenderTargetsDirty[i] = true; } } static public void ReleaseRenderTextures(CommandBuffer cmd) { for (int i = 0; i < s_BlendStyles.Length; ++i) { if (!s_BlendStyles[i].enabled) continue; cmd.ReleaseTemporaryRT(s_RenderTargets[i].id); } cmd.ReleaseTemporaryRT(s_NormalsTarget.id); } static private bool RenderLightSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, List lights) { bool renderedAnyLight = false; foreach (var light in lights) { if (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera)) { Material lightMaterial = GetLightMaterial(light, false); if (lightMaterial != null) { Mesh lightMesh = light.GetMesh(); if (lightMesh != null) { if (!renderedAnyLight) renderedAnyLight = true; if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture); cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity); cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize); cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset); cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color); cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity); if(light.useNormalMap || light.lightType == Light2D.LightType.Point) RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light); // Light code could be combined... if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite) { cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial); } else if(light.lightType == Light2D.LightType.Point) { Vector3 scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius); Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale); cmdBuffer.DrawMesh(lightMesh, matrix, lightMaterial); } } } } } return renderedAnyLight; } static private void RenderLightVolumeSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List lights) { if (lights.Count > 0) { for (int i = 0; i < lights.Count; i++) { Light2D light = lights[i]; int topMostLayer = light.GetTopMostLitLayer(); if (layerToRender == topMostLayer) { if (light != null && light.lightType != Light2D.LightType.Global && light.volumeOpacity > 0.0f && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera)) { Material lightVolumeMaterial = GetLightMaterial(light, true); if (lightVolumeMaterial != null) { Mesh lightMesh = light.GetMesh(); if (lightMesh != null) { if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture); cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity); cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize); cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset); cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color); cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity); // Is this needed if (light.useNormalMap || light.lightType == Light2D.LightType.Point) RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light); // Could be combined... if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite) { cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial); } else if (light.lightType == Light2D.LightType.Point) { Vector3 scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius); Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale); cmdBuffer.DrawMesh(lightMesh, matrix, lightVolumeMaterial); } } } } } } } } static public void SetShapeLightShaderGlobals(CommandBuffer cmdBuffer) { for (int i = 0; i < s_BlendStyles.Length; ++i) { if (i >= k_UseBlendStyleKeywords.Length) break; string keyword = k_UseBlendStyleKeywords[i]; if (!s_BlendStyles[i].enabled) { cmdBuffer.DisableShaderKeyword(keyword); continue; } else { cmdBuffer.EnableShaderKeyword(keyword); cmdBuffer.SetGlobalVector("_ShapeLightBlendFactors" + i, s_BlendStyles[i].blendFactors); cmdBuffer.SetGlobalVector("_ShapeLightMaskFilter" + i, s_BlendStyles[i].maskTextureChannelFilter.mask); cmdBuffer.SetGlobalVector("_ShapeLightInvertedFilter" + i, s_BlendStyles[i].maskTextureChannelFilter.inverted); } } cmdBuffer.SetGlobalTexture("_FalloffLookup", GetFalloffLookupTexture()); } static Texture GetLightLookupTexture() { if (s_LightLookupTexture == null) s_LightLookupTexture = Light2DLookupTexture.CreatePointLightLookupTexture(); return s_LightLookupTexture; } static Texture GetFalloffLookupTexture() { if (s_FalloffLookupTexture == null) s_FalloffLookupTexture = Light2DLookupTexture.CreateFalloffLookupTexture(); return s_FalloffLookupTexture; } static public float GetNormalizedInnerRadius(Light2D light) { return light.pointLightInnerRadius / light.pointLightOuterRadius; } static public float GetNormalizedAngle(float angle) { return (angle / 360.0f); } static public void GetScaledLightInvMatrix(Light2D light, out Matrix4x4 retMatrix, bool includeRotation) { float outerRadius = light.pointLightOuterRadius; //Vector3 lightScale = light.transform.lossyScale; Vector3 lightScale = Vector3.one; Vector3 outerRadiusScale = new Vector3(lightScale.x * outerRadius, lightScale.y * outerRadius, lightScale.z * outerRadius); Quaternion rotation; if (includeRotation) rotation = light.transform.rotation; else rotation = Quaternion.identity; Matrix4x4 scaledLightMat = Matrix4x4.TRS(light.transform.position, rotation, outerRadiusScale); retMatrix = Matrix4x4.Inverse(scaledLightMat); } static public void SetPointLightShaderGlobals(CommandBuffer cmdBuffer, Light2D light) { // This is used for the lookup texture Matrix4x4 lightInverseMatrix; Matrix4x4 lightNoRotInverseMatrix; GetScaledLightInvMatrix(light, out lightInverseMatrix, true); GetScaledLightInvMatrix(light, out lightNoRotInverseMatrix, false); float innerRadius = GetNormalizedInnerRadius(light); float innerAngle = GetNormalizedAngle(light.pointLightInnerAngle); float outerAngle = GetNormalizedAngle(light.pointLightOuterAngle); float innerRadiusMult = 1 / (1 - innerRadius); cmdBuffer.SetGlobalVector("_LightPosition", light.transform.position); cmdBuffer.SetGlobalMatrix("_LightInvMatrix", lightInverseMatrix); cmdBuffer.SetGlobalMatrix("_LightNoRotInvMatrix", lightNoRotInverseMatrix); cmdBuffer.SetGlobalFloat("_InnerRadiusMult", innerRadiusMult); cmdBuffer.SetGlobalFloat("_OuterAngle", outerAngle); cmdBuffer.SetGlobalFloat("_InnerAngleMult", 1 / (outerAngle - innerAngle)); cmdBuffer.SetGlobalTexture("_LightLookup", GetLightLookupTexture()); cmdBuffer.SetGlobalTexture("_FalloffLookup", GetFalloffLookupTexture()); cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity); cmdBuffer.SetGlobalFloat("_LightZDistance", light.pointLightDistance); if (light.lightCookieSprite != null && light.lightCookieSprite.texture != null) cmdBuffer.SetGlobalTexture("_PointLightCookieTex", light.lightCookieSprite.texture); } static public void ClearDirtyLighting(CommandBuffer cmdBuffer) { for (int i = 0; i < s_BlendStyles.Length; ++i) { if (s_RenderTargetsDirty[i]) { cmdBuffer.SetRenderTarget(s_RenderTargets[i].Identifier()); cmdBuffer.ClearRenderTarget(false, true, Color.black); s_RenderTargetsDirty[i] = false; } } } static public void RenderNormals(ScriptableRenderContext renderContext, CullingResults cullResults, DrawingSettings drawSettings, FilteringSettings filterSettings) { var cmd = CommandBufferPool.Get("Clear Normals"); cmd.SetRenderTarget(s_NormalsTarget.Identifier()); cmd.ClearRenderTarget(true, true, k_NormalClearColor); renderContext.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName); renderContext.DrawRenderers(cullResults, ref drawSettings, ref filterSettings); } static public void RenderLights(Camera camera, CommandBuffer cmdBuffer, int layerToRender) { for (int i = 0; i < s_BlendStyles.Length; ++i) { if (!s_BlendStyles[i].enabled) continue; string sampleName = s_BlendStyles[i].name; cmdBuffer.BeginSample(sampleName); cmdBuffer.SetRenderTarget(s_RenderTargets[i].Identifier()); bool rtDirty = false; Color clearColor; if (!Light2DManager.GetGlobalColor(layerToRender, i, out clearColor)) clearColor = Color.black; else rtDirty = true; if (s_RenderTargetsDirty[i] || rtDirty) cmdBuffer.ClearRenderTarget(false, true, clearColor); rtDirty |= RenderLightSet( camera, i, cmdBuffer, layerToRender, Light2D.GetLightsByBlendStyle(i) ); s_RenderTargetsDirty[i] = rtDirty; cmdBuffer.EndSample(sampleName); } } static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, int layerToRender) { for (int i = 0; i < s_BlendStyles.Length; ++i) { if (!s_BlendStyles[i].enabled) continue; string sampleName = s_BlendStyles[i].name; cmdBuffer.BeginSample(sampleName); RenderLightVolumeSet( camera, i, cmdBuffer, layerToRender, s_RenderTargets[i].Identifier(), Light2D.GetLightsByBlendStyle(i) ); cmdBuffer.EndSample(sampleName); } } static void SetBlendModes(Material material, BlendMode src, BlendMode dst) { material.SetFloat("_SrcBlend", (float)src); material.SetFloat("_DstBlend", (float)dst); } static uint GetLightMaterialIndex(Light2D light, bool isVolume) { int bitIndex = 0; uint volumeBit = isVolume ? 1u << bitIndex : 0u; bitIndex++; uint shapeBit = light.IsShapeLight() ? 1u << bitIndex : 0u; bitIndex++; uint additiveBit = light.alphaBlendOnOverlap ? 0u : 1u << bitIndex; bitIndex++; uint spriteBit = light.lightType == Light2D.LightType.Sprite ? 1u << bitIndex : 0u; bitIndex++; uint pointCookieBit = (!light.IsShapeLight() && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) ? 1u << bitIndex : 0u; bitIndex++; uint pointFastQualityBit = (!light.IsShapeLight() && light.pointLightQuality == Light2D.PointLightQuality.Fast) ? 1u << bitIndex : 0u; bitIndex++; uint useNormalMap = light.useNormalMap ? 1u << bitIndex : 0u; return pointFastQualityBit | pointCookieBit | spriteBit | additiveBit | shapeBit | volumeBit | useNormalMap; } static Material CreateLightMaterial(Light2D light, bool isVolume) { bool isShape = light.IsShapeLight(); Material material; if (isVolume) material = CoreUtils.CreateEngineMaterial(isShape ? s_RendererData.shapeLightVolumeShader : s_RendererData.pointLightVolumeShader); else { material = CoreUtils.CreateEngineMaterial(isShape ? s_RendererData.shapeLightShader : s_RendererData.pointLightShader); if (!light.alphaBlendOnOverlap) { SetBlendModes(material, BlendMode.One, BlendMode.One); material.EnableKeyword(k_UseAdditiveBlendingKeyword); } else SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha); } if (light.lightType == Light2D.LightType.Sprite) material.EnableKeyword(k_SpriteLightKeyword); if (!isShape && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) material.EnableKeyword(k_UsePointLightCookiesKeyword); if (!isShape && light.pointLightQuality == Light2D.PointLightQuality.Fast) material.EnableKeyword(k_LightQualityFastKeyword); if (light.useNormalMap) material.EnableKeyword(k_UseNormalMap); return material; } static Material GetLightMaterial(Light2D light, bool isVolume) { uint materialIndex = GetLightMaterialIndex(light, isVolume); if (s_LightMaterials[materialIndex] == null) s_LightMaterials[materialIndex] = CreateLightMaterial(light, isVolume); return s_LightMaterials[materialIndex]; } } }