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 System;
using System.Collections.Generic;
using Unity.Collections;
namespace UnityEngine.Rendering.Universal
{
internal class AdditionalLightsShadowCasterPass : ScriptableRenderPass
{
private static class AdditionalShadowsConstantBuffer
{
public static int _AdditionalLightsWorldToShadow;
public static int _AdditionalShadowParams;
public static int _AdditionalShadowOffset0;
public static int _AdditionalShadowOffset1;
public static int _AdditionalShadowOffset2;
public static int _AdditionalShadowOffset3;
public static int _AdditionalShadowmapSize;
}
public static int m_AdditionalShadowsBufferId;
public static int m_AdditionalShadowsIndicesId;
bool m_UseStructuredBuffer;
const int k_ShadowmapBufferBits = 16;
private RenderTargetHandle m_AdditionalLightsShadowmap;
RenderTexture m_AdditionalLightsShadowmapTexture;
int m_ShadowmapWidth;
int m_ShadowmapHeight;
ShadowSliceData[] m_AdditionalLightSlices = null;
// Shader data for UBO path
Matrix4x4[] m_AdditionalLightsWorldToShadow = null;
Vector4[] m_AdditionalLightsShadowParams = null;
// Shader data for SSBO
ShaderInput.ShadowData[] m_AdditionalLightsShadowData = null;
List<int> m_AdditionalShadowCastingLightIndices = new List<int>();
List<int> m_AdditionalShadowCastingLightIndicesMap = new List<int>();
bool m_SupportsBoxFilterForShadows;
const string m_ProfilerTag = "Render Additional Shadows";
public AdditionalLightsShadowCasterPass(RenderPassEvent evt)
{
renderPassEvent = evt;
AdditionalShadowsConstantBuffer._AdditionalLightsWorldToShadow = Shader.PropertyToID("_AdditionalLightsWorldToShadow");
AdditionalShadowsConstantBuffer._AdditionalShadowParams = Shader.PropertyToID("_AdditionalShadowParams");
AdditionalShadowsConstantBuffer._AdditionalShadowOffset0 = Shader.PropertyToID("_AdditionalShadowOffset0");
AdditionalShadowsConstantBuffer._AdditionalShadowOffset1 = Shader.PropertyToID("_AdditionalShadowOffset1");
AdditionalShadowsConstantBuffer._AdditionalShadowOffset2 = Shader.PropertyToID("_AdditionalShadowOffset2");
AdditionalShadowsConstantBuffer._AdditionalShadowOffset3 = Shader.PropertyToID("_AdditionalShadowOffset3");
AdditionalShadowsConstantBuffer._AdditionalShadowmapSize = Shader.PropertyToID("_AdditionalShadowmapSize");
m_AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture");
m_AdditionalShadowsBufferId = Shader.PropertyToID("_AdditionalShadowsBuffer");
m_AdditionalShadowsIndicesId = Shader.PropertyToID("_AdditionalShadowsIndices");
m_UseStructuredBuffer = RenderingUtils.useStructuredBuffer;
m_SupportsBoxFilterForShadows = Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch;
if (!m_UseStructuredBuffer)
{
// Preallocated a fixed size. CommandBuffer.SetGlobal* does allow this data to grow.
int maxLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
m_AdditionalLightsWorldToShadow = new Matrix4x4[maxLights];
m_AdditionalLightsShadowParams = new Vector4[maxLights];
}
}
public bool Setup(ref RenderingData renderingData)
{
if (!renderingData.shadowData.supportsAdditionalLightShadows)
return false;
Clear();
m_ShadowmapWidth = renderingData.shadowData.additionalLightsShadowmapWidth;
m_ShadowmapHeight = renderingData.shadowData.additionalLightsShadowmapHeight;
var visibleLights = renderingData.lightData.visibleLights;
int additionalLightsCount = renderingData.lightData.additionalLightsCount;
if (m_AdditionalLightSlices == null || m_AdditionalLightSlices.Length < additionalLightsCount)
m_AdditionalLightSlices = new ShadowSliceData[additionalLightsCount];
if (m_AdditionalLightsShadowData == null || m_AdditionalLightsShadowData.Length < additionalLightsCount)
m_AdditionalLightsShadowData = new ShaderInput.ShadowData[additionalLightsCount];
int validShadowCastingLights = 0;
bool supportsSoftShadows = renderingData.shadowData.supportsSoftShadows;
for (int i = 0; i < visibleLights.Length && m_AdditionalShadowCastingLightIndices.Count < additionalLightsCount; ++i)
{
VisibleLight shadowLight = visibleLights[i];
// Skip all directional lights as they are not baked into the additional
// shadowmap atlas.
if (shadowLight.lightType == LightType.Directional)
continue;
int shadowCastingLightIndex = m_AdditionalShadowCastingLightIndices.Count;
bool isValidShadowSlice = false;
if (IsValidShadowCastingLight(ref renderingData.lightData, i))
{
if (renderingData.cullResults.GetShadowCasterBounds(i, out var bounds))
{
bool success = ShadowUtils.ExtractSpotLightMatrix(ref renderingData.cullResults,
ref renderingData.shadowData,
i,
out var shadowTransform,
out m_AdditionalLightSlices[shadowCastingLightIndex].viewMatrix,
out m_AdditionalLightSlices[shadowCastingLightIndex].projectionMatrix);
if (success)
{
m_AdditionalShadowCastingLightIndices.Add(i);
var light = shadowLight.light;
float shadowStrength = light.shadowStrength;
float softShadows = (supportsSoftShadows && light.shadows == LightShadows.Soft) ? 1.0f : 0.0f;
Vector4 shadowParams = new Vector4(shadowStrength, softShadows, 0.0f, 0.0f);
if (m_UseStructuredBuffer)
{
m_AdditionalLightsShadowData[shadowCastingLightIndex].worldToShadowMatrix = shadowTransform;
m_AdditionalLightsShadowData[shadowCastingLightIndex].shadowParams = shadowParams;
}
else
{
m_AdditionalLightsWorldToShadow[shadowCastingLightIndex] = shadowTransform;
m_AdditionalLightsShadowParams[shadowCastingLightIndex] = shadowParams;
}
isValidShadowSlice = true;
validShadowCastingLights++;
}
}
}
if (m_UseStructuredBuffer)
{
// When using StructuredBuffers all the valid shadow casting slices data
// are stored in a the ShadowData buffer and then we setup a index map to
// map from light indices to shadow buffer index. A index map of -1 means
// the light is not a valid shadow casting light and there's no data for it
// in the shadow buffer.
int indexMap = (isValidShadowSlice) ? shadowCastingLightIndex : -1;
m_AdditionalShadowCastingLightIndicesMap.Add(indexMap);
}
else if (!isValidShadowSlice)
{
// When NOT using structured buffers we have no performant way to sample the
// index map as int[]. Unity shader compiler converts int[] to float4[] to force memory alignment.
// This makes indexing int[] arrays very slow. So, in order to avoid indexing shadow lights we
// setup slice data and reserve shadow map space even for invalid shadow slices.
// The data is setup with zero shadow strength. This has the same visual effect of no shadow
// attenuation contribution from this light.
// This makes sampling shadow faster but introduces waste in shadow map atlas.
// The waste increases with the amount of additional lights to shade.
// Therefore Universal RP try to keep the limit at sane levels when using uniform buffers.
Matrix4x4 identity = Matrix4x4.identity;
m_AdditionalShadowCastingLightIndices.Add(i);
m_AdditionalLightsWorldToShadow[shadowCastingLightIndex] = identity;
m_AdditionalLightsShadowParams[shadowCastingLightIndex] = Vector4.zero;
m_AdditionalLightSlices[shadowCastingLightIndex].viewMatrix = identity;
m_AdditionalLightSlices[shadowCastingLightIndex].projectionMatrix = identity;
}
}
// Lights that need to be rendered in the shadow map atlas
if (validShadowCastingLights == 0)
return false;
int atlasWidth = renderingData.shadowData.additionalLightsShadowmapWidth;
int atlasHeight = renderingData.shadowData.additionalLightsShadowmapHeight;
int sliceResolution = ShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, validShadowCastingLights);
// In the UI we only allow for square shadow map atlas. Here we check if we can fit
// all shadow slices into half resolution of the atlas and adjust height to have tighter packing.
int maximumSlices = (m_ShadowmapWidth / sliceResolution) * (m_ShadowmapHeight / sliceResolution);
if (validShadowCastingLights <= (maximumSlices / 2))
m_ShadowmapHeight /= 2;
int shadowSlicesPerRow = (atlasWidth / sliceResolution);
float oneOverAtlasWidth = 1.0f / m_ShadowmapWidth;
float oneOverAtlasHeight = 1.0f / m_ShadowmapHeight;
int sliceIndex = 0;
int shadowCastingLightsBufferCount = m_AdditionalShadowCastingLightIndices.Count;
Matrix4x4 sliceTransform = Matrix4x4.identity;
sliceTransform.m00 = sliceResolution * oneOverAtlasWidth;
sliceTransform.m11 = sliceResolution * oneOverAtlasHeight;
for (int i = 0; i < shadowCastingLightsBufferCount; ++i)
{
// we can skip the slice if strength is zero. Some slices with zero
// strength exists when using uniform array path.
if (!m_UseStructuredBuffer && Mathf.Approximately(m_AdditionalLightsShadowParams[i].x, 0.0f))
continue;
m_AdditionalLightSlices[i].offsetX = (sliceIndex % shadowSlicesPerRow) * sliceResolution;
m_AdditionalLightSlices[i].offsetY = (sliceIndex / shadowSlicesPerRow) * sliceResolution;
m_AdditionalLightSlices[i].resolution = sliceResolution;
sliceTransform.m03 = m_AdditionalLightSlices[i].offsetX * oneOverAtlasWidth;
sliceTransform.m13 = m_AdditionalLightSlices[i].offsetY * oneOverAtlasHeight;
// We bake scale and bias to each shadow map in the atlas in the matrix.
// saves some instructions in shader.
if (m_UseStructuredBuffer)
m_AdditionalLightsShadowData[i].worldToShadowMatrix = sliceTransform * m_AdditionalLightsShadowData[i].worldToShadowMatrix;
else
m_AdditionalLightsWorldToShadow[i] = sliceTransform * m_AdditionalLightsWorldToShadow[i];
sliceIndex++;
}
return true;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
m_AdditionalLightsShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(m_ShadowmapWidth, m_ShadowmapHeight, k_ShadowmapBufferBits);
ConfigureTarget(new RenderTargetIdentifier(m_AdditionalLightsShadowmapTexture));
ConfigureClear(ClearFlag.All, Color.black);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (renderingData.shadowData.supportsAdditionalLightShadows)
RenderAdditionalShadowmapAtlas(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (m_AdditionalLightsShadowmapTexture)
{
RenderTexture.ReleaseTemporary(m_AdditionalLightsShadowmapTexture);
m_AdditionalLightsShadowmapTexture = null;
}
}
void Clear()
{
m_AdditionalShadowCastingLightIndices.Clear();
m_AdditionalShadowCastingLightIndicesMap.Clear();
m_AdditionalLightsShadowmapTexture = null;
}
void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
{
NativeArray<VisibleLight> visibleLights = lightData.visibleLights;
bool additionalLightHasSoftShadows = false;
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingSample(cmd, m_ProfilerTag))
{
bool anyShadowSliceRenderer = false;
int shadowSlicesCount = m_AdditionalShadowCastingLightIndices.Count;
for (int i = 0; i < shadowSlicesCount; ++i)
{
// we do the shadow strength check here again here because when using
// the uniform array path we might have zero strength shadow lights.
// In that case we need the shadow data buffer but we can skip
// rendering them to shadowmap.
if (!m_UseStructuredBuffer && Mathf.Approximately(m_AdditionalLightsShadowParams[i].x, 0.0f))
continue;
// Index of the VisibleLight
int shadowLightIndex = m_AdditionalShadowCastingLightIndices[i];
VisibleLight shadowLight = visibleLights[shadowLightIndex];
ShadowSliceData shadowSliceData = m_AdditionalLightSlices[i];
var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);
Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex,
ref shadowData, shadowSliceData.projectionMatrix, shadowSliceData.resolution);
ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
ShadowUtils.RenderShadowSlice(cmd, ref context, ref shadowSliceData, ref settings);
additionalLightHasSoftShadows |= shadowLight.light.shadows == LightShadows.Soft;
anyShadowSliceRenderer = true;
}
// We share soft shadow settings for main light and additional lights to save keywords.
// So we check here if pipeline supports soft shadows and either main light or any additional light has soft shadows
// to enable the keyword.
// TODO: In PC and Consoles we can upload shadow data per light and branch on shader. That will be more likely way faster.
bool mainLightHasSoftShadows = shadowData.supportsMainLightShadows &&
lightData.mainLightIndex != -1 &&
visibleLights[lightData.mainLightIndex].light.shadows ==
LightShadows.Soft;
bool softShadows = shadowData.supportsSoftShadows &&
(mainLightHasSoftShadows || additionalLightHasSoftShadows);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, anyShadowSliceRenderer);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, softShadows);
if (anyShadowSliceRenderer)
SetupAdditionalLightsShadowReceiverConstants(cmd, ref shadowData, softShadows);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void SetupAdditionalLightsShadowReceiverConstants(CommandBuffer cmd, ref ShadowData shadowData, bool softShadows)
{
int shadowLightsCount = m_AdditionalShadowCastingLightIndices.Count;
float invShadowAtlasWidth = 1.0f / shadowData.additionalLightsShadowmapWidth;
float invShadowAtlasHeight = 1.0f / shadowData.additionalLightsShadowmapHeight;
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
cmd.SetGlobalTexture(m_AdditionalLightsShadowmap.id, m_AdditionalLightsShadowmapTexture);
if (m_UseStructuredBuffer)
{
NativeArray<ShaderInput.ShadowData> shadowBufferData = new NativeArray<ShaderInput.ShadowData>(shadowLightsCount, Allocator.Temp);
for (int i = 0; i < shadowLightsCount; ++i)
{
ShaderInput.ShadowData data;
data.worldToShadowMatrix = m_AdditionalLightsShadowData[i].worldToShadowMatrix;
data.shadowParams = m_AdditionalLightsShadowData[i].shadowParams;
shadowBufferData[i] = data;
}
var shadowBuffer = ShaderData.instance.GetShadowDataBuffer(shadowLightsCount);
shadowBuffer.SetData(shadowBufferData);
var shadowIndicesMapBuffer = ShaderData.instance.GetShadowIndicesBuffer(m_AdditionalShadowCastingLightIndicesMap.Count);
shadowIndicesMapBuffer.SetData(m_AdditionalShadowCastingLightIndicesMap, 0, 0,
m_AdditionalShadowCastingLightIndicesMap.Count);
cmd.SetGlobalBuffer(m_AdditionalShadowsBufferId, shadowBuffer);
cmd.SetGlobalBuffer(m_AdditionalShadowsIndicesId, shadowIndicesMapBuffer);
shadowBufferData.Dispose();
}
else
{
cmd.SetGlobalMatrixArray(AdditionalShadowsConstantBuffer._AdditionalLightsWorldToShadow, m_AdditionalLightsWorldToShadow);
cmd.SetGlobalVectorArray(AdditionalShadowsConstantBuffer._AdditionalShadowParams, m_AdditionalLightsShadowParams);
}
if (softShadows)
{
if (m_SupportsBoxFilterForShadows)
{
cmd.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowOffset0,
new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowOffset1,
new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowOffset2,
new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowOffset3,
new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
}
// Currently only used when !SHADER_API_MOBILE but risky to not set them as it's generic
// enough so custom shaders might use it.
cmd.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight,
shadowData.additionalLightsShadowmapWidth, shadowData.additionalLightsShadowmapHeight));
}
}
bool IsValidShadowCastingLight(ref LightData lightData, int i)
{
if (i == lightData.mainLightIndex)
return false;
VisibleLight shadowLight = lightData.visibleLights[i];
// Point light shadows are not supported
if (shadowLight.lightType == LightType.Point)
return false;
Light light = shadowLight.light;
return light != null && light.shadows != LightShadows.None && !Mathf.Approximately(light.shadowStrength, 0.0f);
}
}
}