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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_LightRenderTargets;
static bool[] s_LightRenderTargetsDirty;
static RenderTargetHandle s_ShadowsRenderTarget;
static RenderTargetHandle s_NormalsTarget;
static Texture s_LightLookupTexture;
static Texture s_FalloffLookupTexture;
static Material[] s_LightMaterials;
static Material[] s_ShadowMaterials;
static Material[] s_RemoveSelfShadowMaterials;
static public void Setup(Renderer2DData rendererData)
{
s_RendererData = rendererData;
s_BlendStyles = rendererData.lightBlendStyles;
if (s_LightRenderTargets == null)
{
s_LightRenderTargets = new RenderTargetHandle[s_BlendStyles.Length];
s_LightRenderTargets[0].Init("_ShapeLightTexture0");
s_LightRenderTargets[1].Init("_ShapeLightTexture1");
s_LightRenderTargets[2].Init("_ShapeLightTexture2");
s_LightRenderTargets[3].Init("_ShapeLightTexture3");
s_LightRenderTargetsDirty = new bool[s_BlendStyles.Length];
}
if (s_NormalsTarget.id == 0)
s_NormalsTarget.Init("_NormalMap");
if (s_ShadowsRenderTarget.id == 0)
s_ShadowsRenderTarget.Init("_ShadowTex");
// 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];
// This really needs to be deleted and replaced with a material block
const int totalMaterials = 256;
if (s_ShadowMaterials == null)
s_ShadowMaterials = new Material[totalMaterials];
if (s_RemoveSelfShadowMaterials == null)
s_RemoveSelfShadowMaterials = new Material[totalMaterials];
}
static public void CreateRenderTextures(CommandBuffer cmd, int width, int height)
{
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(width, height);
descriptor.colorFormat = renderTextureFormatToUse;
descriptor.sRGB = false;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 0;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
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)(width * renderTextureScale);
descriptor.height = (int)(height * renderTextureScale);
cmd.GetTemporaryRT(s_LightRenderTargets[i].id, descriptor, FilterMode.Bilinear);
s_LightRenderTargetsDirty[i] = true;
}
descriptor.colorFormat = RenderTextureFormat.ARGB32;
descriptor.sRGB = false;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 24;
descriptor.msaaSamples = 1;
descriptor.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
descriptor.dimension = TextureDimension.Tex2D;
//TODO: Scale this based on the light's texture scale
descriptor.width = width;
descriptor.height = height;
cmd.GetTemporaryRT(s_ShadowsRenderTarget.id, descriptor, FilterMode.Bilinear); // Needs to be switch to R8 color format...
}
static public void ReleaseRenderTextures(CommandBuffer cmd)
{
for (int i = 0; i < s_BlendStyles.Length; ++i)
{
if (!s_BlendStyles[i].enabled)
continue;
cmd.ReleaseTemporaryRT(s_LightRenderTargets[i].id);
}
cmd.ReleaseTemporaryRT(s_NormalsTarget.id);
cmd.ReleaseTemporaryRT(s_ShadowsRenderTarget.id);
}
static private void RenderShadows(CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture)
{
// Render light's shadows
cmdBuffer.SetRenderTarget(s_ShadowsRenderTarget.Identifier()); // This isn't efficient if this light doesn't cast shadow.
cmdBuffer.ClearRenderTarget(true, true, Color.black);
cmdBuffer.SetGlobalFloat("_ShadowIntensity", 1 - light.shadowIntensity);
cmdBuffer.SetGlobalFloat("_ShadowVolumeIntensity", 1 - light.shadowVolumeIntensity);
// TODO: We need an alternate (more efficient) code path if the light has a shadowIntensity of 0
if (shadowIntensity > 0)
{
BoundingSphere lightBounds = light.GetBoundingSphere(); // Gets the local bounding sphere...
cmdBuffer.SetGlobalVector("_LightPos", light.transform.position);
cmdBuffer.SetGlobalFloat("_LightRadius", lightBounds.radius);
Material shadowMaterial = GetShadowMaterial(1);
Material removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(1);
List<ShadowCasterGroup2D> shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups;
if (shadowCasterGroups != null && shadowCasterGroups.Count > 0)
{
int previousShadowGroupIndex = -1;
int incrementingGroupIndex = 0;
for (int group = 0; group < shadowCasterGroups.Count; group++)
{
ShadowCasterGroup2D shadowCasterGroup = shadowCasterGroups[group];
List<ShadowCaster2D> shadowCasters = shadowCasterGroup.GetShadowCasters();
int shadowGroupIndex = shadowCasterGroup.GetShadowGroup();
if (LightUtility.CheckForChange(shadowGroupIndex, ref previousShadowGroupIndex) || shadowGroupIndex == 0)
{
incrementingGroupIndex++;
shadowMaterial = GetShadowMaterial(incrementingGroupIndex);
removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(incrementingGroupIndex);
}
if (shadowCasters != null)
{
// Draw the shadow casting group first, then draw the silhouttes..
for (int i = 0; i < shadowCasters.Count; i++)
{
ShadowCaster2D shadowCaster = (ShadowCaster2D)shadowCasters[i];
if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.castsShadows)
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, shadowMaterial);
}
}
for (int i = 0; i < shadowCasters.Count; i++)
{
ShadowCaster2D shadowCaster = (ShadowCaster2D)shadowCasters[i];
if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.useRendererSilhouette)
{
Renderer renderer = shadowCaster.GetComponent<Renderer>();
if (renderer != null)
{
if (!shadowCaster.selfShadows)
cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial);
else
cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1);
}
}
else
{
if (!shadowCaster.selfShadows)
{
Matrix4x4 meshMat = shadowCaster.transform.localToWorldMatrix;
cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial);
}
}
}
}
}
}
}
}
cmdBuffer.SetRenderTarget(renderTexture);
}
static private bool RenderLightSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List<Light2D> 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))
{
// Render light
Material lightMaterial = GetLightMaterial(light, false);
if (lightMaterial != null)
{
Mesh lightMesh = light.GetMesh();
if (lightMesh != null)
{
RenderShadows(cmdBuffer, layerToRender, light, light.shadowIntensity, renderTexture);
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<Light2D> 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)
{
RenderShadows(cmdBuffer, layerToRender, light, light.shadowVolumeIntensity, renderTexture);
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 = 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("_IsFullSpotlight", innerAngle == 1 ? 1.0f : 0.0f);
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_LightRenderTargetsDirty[i])
{
cmdBuffer.SetRenderTarget(s_LightRenderTargets[i].Identifier());
cmdBuffer.ClearRenderTarget(false, true, Color.black);
s_LightRenderTargetsDirty[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_LightRenderTargets[i].Identifier());
bool rtDirty = false;
Color clearColor;
if (!Light2DManager.GetGlobalColor(layerToRender, i, out clearColor))
clearColor = Color.black;
else
rtDirty = true;
if (s_LightRenderTargetsDirty[i] || rtDirty)
cmdBuffer.ClearRenderTarget(false, true, clearColor);
rtDirty |= RenderLightSet(
camera,
i,
cmdBuffer,
layerToRender,
s_LightRenderTargets[i].Identifier(),
Light2D.GetLightsByBlendStyle(i)
);
s_LightRenderTargetsDirty[i] = rtDirty;
cmdBuffer.EndSample(sampleName);
}
}
static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTarget)
{
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,
renderTarget,
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];
}
static Material GetShadowMaterial(int index)
{
int shadowMaterialIndex = index % 255;
if(s_ShadowMaterials[shadowMaterialIndex] == null)
{
s_ShadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(s_RendererData.shadowGroupShader);
s_ShadowMaterials[shadowMaterialIndex].SetFloat("_ShadowStencilGroup", index);
}
return s_ShadowMaterials[shadowMaterialIndex];
}
static Material GetRemoveSelfShadowMaterial(int index)
{
int shadowMaterialIndex = index % 255;
if (s_RemoveSelfShadowMaterials[shadowMaterialIndex] == null)
{
s_RemoveSelfShadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(s_RendererData.removeSelfShadowShader);
s_RemoveSelfShadowMaterials[shadowMaterialIndex].SetFloat("_ShadowStencilGroup", index);
}
return s_RemoveSelfShadowMaterials[shadowMaterialIndex];
}
}
}