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