Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine.Experimental.GlobalIllumination;
using Unity.Collections;
namespace UnityEngine.Rendering.Universal
{
internal class ForwardLights
{
static class LightConstantBuffer
{
public static int _MainLightPosition;
public static int _MainLightColor;
public static int _AdditionalLightsCount;
public static int _AdditionalLightsPosition;
public static int _AdditionalLightsColor;
public static int _AdditionalLightsAttenuation;
public static int _AdditionalLightsSpotDir;
public static int _AdditionalLightOcclusionProbeChannel;
}
int m_AdditionalLightsBufferId;
int m_AdditionalLightsIndicesId;
const string k_SetupLightConstants = "Setup Light Constants";
MixedLightingSetup m_MixedLightingSetup;
Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 1.0f);
Vector4 k_DefaultLightColor = Color.black;
Vector4 k_DefaultLightAttenuation = new Vector4(1.0f, 0.0f, 0.0f, 1.0f);
Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
Vector4 k_DefaultLightsProbeChannel = new Vector4(-1.0f, 1.0f, -1.0f, -1.0f);
Vector4[] m_AdditionalLightPositions;
Vector4[] m_AdditionalLightColors;
Vector4[] m_AdditionalLightAttenuations;
Vector4[] m_AdditionalLightSpotDirections;
Vector4[] m_AdditionalLightOcclusionProbeChannels;
bool m_UseStructuredBuffer;
public ForwardLights()
{
m_UseStructuredBuffer = RenderingUtils.useStructuredBuffer;
LightConstantBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
LightConstantBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
LightConstantBuffer._AdditionalLightsCount = Shader.PropertyToID("_AdditionalLightsCount");
if (m_UseStructuredBuffer)
{
m_AdditionalLightsBufferId = Shader.PropertyToID("_AdditionalLightsBuffer");
m_AdditionalLightsIndicesId = Shader.PropertyToID("_AdditionalLightsIndices");
}
else
{
LightConstantBuffer._AdditionalLightsPosition = Shader.PropertyToID("_AdditionalLightsPosition");
LightConstantBuffer._AdditionalLightsColor = Shader.PropertyToID("_AdditionalLightsColor");
LightConstantBuffer._AdditionalLightsAttenuation = Shader.PropertyToID("_AdditionalLightsAttenuation");
LightConstantBuffer._AdditionalLightsSpotDir = Shader.PropertyToID("_AdditionalLightsSpotDir");
LightConstantBuffer._AdditionalLightOcclusionProbeChannel = Shader.PropertyToID("_AdditionalLightsOcclusionProbes");
int maxLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
m_AdditionalLightPositions = new Vector4[maxLights];
m_AdditionalLightColors = new Vector4[maxLights];
m_AdditionalLightAttenuations = new Vector4[maxLights];
m_AdditionalLightSpotDirections = new Vector4[maxLights];
m_AdditionalLightOcclusionProbeChannels = new Vector4[maxLights];
}
}
public void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
SetupPerObjectLightIndices(renderingData.cullResults, ref renderingData.lightData);
int additionalLightsCount = renderingData.lightData.additionalLightsCount;
bool additionalLightsPerVertex = renderingData.lightData.shadeAdditionalLightsPerVertex;
CommandBuffer cmd = CommandBufferPool.Get(k_SetupLightConstants);
SetupShaderLightConstants(cmd, renderingData.cullResults, ref renderingData.lightData);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightsVertex,
additionalLightsCount > 0 && additionalLightsPerVertex);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightsPixel,
additionalLightsCount > 0 && !additionalLightsPerVertex);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MixedLightingSubtractive,
renderingData.lightData.supportsMixedLighting &&
m_MixedLightingSetup == MixedLightingSetup.Subtractive);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void InitializeLightConstants(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
{
lightPos = k_DefaultLightPosition;
lightColor = k_DefaultLightColor;
lightAttenuation = k_DefaultLightAttenuation;
lightSpotDir = k_DefaultLightSpotDirection;
lightOcclusionProbeChannel = k_DefaultLightsProbeChannel;
// When no lights are visible, main light will be set to -1.
// In this case we initialize it to default values and return
if (lightIndex < 0)
return;
VisibleLight lightData = lights[lightIndex];
if (lightData.lightType == LightType.Directional)
{
Vector4 dir = -lightData.localToWorldMatrix.GetColumn(2);
lightPos = new Vector4(dir.x, dir.y, dir.z, 1.0f);
}
else
{
Vector4 pos = lightData.localToWorldMatrix.GetColumn(3);
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
}
// VisibleLight.finalColor already returns color in active color space
lightColor = lightData.finalColor;
// Directional Light attenuation is initialize so distance attenuation always be 1.0
if (lightData.lightType != LightType.Directional)
{
// Light attenuation in universal matches the unity vanilla one.
// attenuation = 1.0 / distanceToLightSqr
// We offer two different smoothing factors.
// The smoothing factors make sure that the light intensity is zero at the light range limit.
// The first smoothing factor is a linear fade starting at 80 % of the light range.
// smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr)
// We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor
// with one MAD instruction
// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
// The other smoothing factor matches the one used in the Unity lightmapper but is slower than the linear one.
// smoothFactor = (1.0 - saturate((distanceSqr * 1.0 / lightrangeSqr)^2))^2
float lightRangeSqr = lightData.range * lightData.range;
float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr;
float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
float oneOverLightRangeSqr = 1.0f / Mathf.Max(0.0001f, lightData.range * lightData.range);
// On mobile: Use the faster linear smoothing factor.
// On other devices: Use the smoothing factor that matches the GI.
lightAttenuation.x = Application.isMobilePlatform ? oneOverFadeRangeSqr : oneOverLightRangeSqr;
lightAttenuation.y = lightRangeSqrOverFadeRangeSqr;
}
if (lightData.lightType == LightType.Spot)
{
Vector4 dir = lightData.localToWorldMatrix.GetColumn(2);
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
// Spot Attenuation with a linear falloff can be defined as
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
// This can be rewritten as
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// If we precompute the terms in a MAD instruction
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f);
// We neeed to do a null check for particle lights
// This should be changed in the future
// Particle lights will use an inline function
float cosInnerAngle;
if (lightData.light != null)
cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
else
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightAttenuation.z = invAngleRange;
lightAttenuation.w = add;
}
Light light = lightData.light;
// Set the occlusion probe channel.
int occlusionProbeChannel = light != null ? light.bakingOutput.occlusionMaskChannel : -1;
// If we have baked the light, the occlusion channel is the index we need to sample in 'unity_ProbesOcclusion'
// If we have not baked the light, the occlusion channel is -1.
// In case there is no occlusion channel is -1, we set it to zero, and then set the second value in the
// input to one. We then, in the shader max with the second value for non-occluded lights.
lightOcclusionProbeChannel.x = occlusionProbeChannel == -1 ? 0f : occlusionProbeChannel;
lightOcclusionProbeChannel.y = occlusionProbeChannel == -1 ? 1f : 0f;
// TODO: Add support to shadow mask
if (light != null && light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
{
if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)
{
m_MixedLightingSetup = MixedLightingSetup.Subtractive;
}
}
}
void SetupShaderLightConstants(CommandBuffer cmd, CullingResults cullResults, ref LightData lightData)
{
m_MixedLightingSetup = MixedLightingSetup.None;
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
// Universal pipeline also supports only a single shadow light, if available it will be the main light.
SetupMainLightConstants(cmd, ref lightData);
SetupAdditionalLightConstants(cmd, cullResults, ref lightData);
}
void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
{
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
cmd.SetGlobalVector(LightConstantBuffer._MainLightPosition, lightPos);
cmd.SetGlobalVector(LightConstantBuffer._MainLightColor, lightColor);
}
void SetupAdditionalLightConstants(CommandBuffer cmd, CullingResults cullResults, ref LightData lightData)
{
var lights = lightData.visibleLights;
int additionalLightsCount = lightData.additionalLightsCount;
int maxAdditionalLightsCount = UniversalRenderPipeline.maxVisibleAdditionalLights;
if (additionalLightsCount > 0)
{
if (m_UseStructuredBuffer)
{
NativeArray<ShaderInput.LightData> additionalLightsData = new NativeArray<ShaderInput.LightData>(additionalLightsCount, Allocator.Temp);
for (int i = 0, lightIter = 0; i < lights.Length && lightIter < maxAdditionalLightsCount; ++i)
{
VisibleLight light = lights[i];
if (lightData.mainLightIndex != i && light.lightType != LightType.Directional)
{
ShaderInput.LightData data;
InitializeLightConstants(lights, i,
out data.position, out data.color, out data.attenuation,
out data.spotDirection, out data.occlusionProbeChannels);
additionalLightsData[lightIter] = data;
lightIter++;
}
}
var lightDataBuffer = ShaderData.instance.GetLightDataBuffer(additionalLightsCount);
lightDataBuffer.SetData(additionalLightsData);
int lightIndices = cullResults.lightAndReflectionProbeIndexCount;
var lightIndicesBuffer = ShaderData.instance.GetLightIndicesBuffer(lightIndices);
cmd.SetGlobalBuffer(m_AdditionalLightsBufferId, lightDataBuffer);
cmd.SetGlobalBuffer(m_AdditionalLightsIndicesId, lightIndicesBuffer);
additionalLightsData.Dispose();
}
else
{
for (int i = 0, lightIter = 0; i < lights.Length && lightIter < maxAdditionalLightsCount; ++i)
{
VisibleLight light = lights[i];
if (lightData.mainLightIndex != i && light.lightType != LightType.Directional)
{
InitializeLightConstants(lights, i, out m_AdditionalLightPositions[lightIter],
out m_AdditionalLightColors[lightIter],
out m_AdditionalLightAttenuations[lightIter],
out m_AdditionalLightSpotDirections[lightIter],
out m_AdditionalLightOcclusionProbeChannels[lightIter]);
lightIter++;
}
}
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsPosition, m_AdditionalLightPositions);
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsColor, m_AdditionalLightColors);
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsAttenuation, m_AdditionalLightAttenuations);
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsSpotDir, m_AdditionalLightSpotDirections);
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightOcclusionProbeChannel, m_AdditionalLightOcclusionProbeChannels);
}
cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, new Vector4(lightData.maxPerObjectAdditionalLightsCount,
0.0f, 0.0f, 0.0f));
}
else
{
cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, Vector4.zero);
}
}
void SetupPerObjectLightIndices(CullingResults cullResults, ref LightData lightData)
{
if (lightData.additionalLightsCount == 0)
return;
var visibleLights = lightData.visibleLights;
var perObjectLightIndexMap = cullResults.GetLightIndexMap(Allocator.Temp);
int directionalLightsCount = 0;
int additionalLightsCount = 0;
// Disable all directional lights from the perobject light indices
// Pipeline handles main light globally and there's no support for additional directional lights atm.
for (int i = 0; i < visibleLights.Length; ++i)
{
if (additionalLightsCount >= UniversalRenderPipeline.maxVisibleAdditionalLights)
break;
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
{
perObjectLightIndexMap[i] = -1;
++directionalLightsCount;
}
else
{
perObjectLightIndexMap[i] -= directionalLightsCount;
++additionalLightsCount;
}
}
// Disable all remaining lights we cannot fit into the global light buffer.
for (int i = directionalLightsCount + additionalLightsCount; i < perObjectLightIndexMap.Length; ++i)
perObjectLightIndexMap[i] = -1;
cullResults.SetLightIndexMap(perObjectLightIndexMap);
if (m_UseStructuredBuffer)
{
int lightIndices = cullResults.lightAndReflectionProbeIndexCount;
if (lightIndices > 0)
cullResults.FillLightAndReflectionProbeIndices(ShaderData.instance.GetLightIndicesBuffer(lightIndices));
}
perObjectLightIndexMap.Dispose();
}
}
}