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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#ifndef UNIVERSAL_SHADOWS_INCLUDED
#define UNIVERSAL_SHADOWS_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
#include "Core.hlsl"
#define MAX_SHADOW_CASCADES 4
#ifndef SHADOWS_SCREEN
#if defined(_MAIN_LIGHT_SHADOWS) && defined(_MAIN_LIGHT_SHADOWS_CASCADE) && !defined(SHADER_API_GLES)
#define SHADOWS_SCREEN 1
#else
#define SHADOWS_SCREEN 0
#endif
#endif
SCREENSPACE_TEXTURE(_ScreenSpaceShadowmapTexture);
SAMPLER(sampler_ScreenSpaceShadowmapTexture);
TEXTURE2D_SHADOW(_MainLightShadowmapTexture);
SAMPLER_CMP(sampler_MainLightShadowmapTexture);
TEXTURE2D_SHADOW(_AdditionalLightsShadowmapTexture);
SAMPLER_CMP(sampler_AdditionalLightsShadowmapTexture);
// Last cascade is initialized with a no-op matrix. It always transforms
// shadow coord to half3(0, 0, NEAR_PLANE). We use this trick to avoid
// branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES
float4x4 _MainLightWorldToShadow[MAX_SHADOW_CASCADES + 1];
float4 _CascadeShadowSplitSpheres0;
float4 _CascadeShadowSplitSpheres1;
float4 _CascadeShadowSplitSpheres2;
float4 _CascadeShadowSplitSpheres3;
float4 _CascadeShadowSplitSphereRadii;
half4 _MainLightShadowOffset0;
half4 _MainLightShadowOffset1;
half4 _MainLightShadowOffset2;
half4 _MainLightShadowOffset3;
half4 _MainLightShadowParams; // (x: shadowStrength, y: 1.0 if soft shadows, 0.0 otherwise)
float4 _MainLightShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
StructuredBuffer<ShadowData> _AdditionalShadowsBuffer;
StructuredBuffer<int> _AdditionalShadowsIndices;
#else
float4x4 _AdditionalLightsWorldToShadow[MAX_VISIBLE_LIGHTS];
half4 _AdditionalShadowParams[MAX_VISIBLE_LIGHTS];
#endif
half4 _AdditionalShadowOffset0;
half4 _AdditionalShadowOffset1;
half4 _AdditionalShadowOffset2;
half4 _AdditionalShadowOffset3;
float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
float4 _ShadowBias; // x: depth bias, y: normal bias
#define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z <= 0.0 || shadowCoord.z >= 1.0
struct ShadowSamplingData
{
half4 shadowOffset0;
half4 shadowOffset1;
half4 shadowOffset2;
half4 shadowOffset3;
float4 shadowmapSize;
};
ShadowSamplingData GetMainLightShadowSamplingData()
{
ShadowSamplingData shadowSamplingData;
shadowSamplingData.shadowOffset0 = _MainLightShadowOffset0;
shadowSamplingData.shadowOffset1 = _MainLightShadowOffset1;
shadowSamplingData.shadowOffset2 = _MainLightShadowOffset2;
shadowSamplingData.shadowOffset3 = _MainLightShadowOffset3;
shadowSamplingData.shadowmapSize = _MainLightShadowmapSize;
return shadowSamplingData;
}
ShadowSamplingData GetAdditionalLightShadowSamplingData()
{
ShadowSamplingData shadowSamplingData;
shadowSamplingData.shadowOffset0 = _AdditionalShadowOffset0;
shadowSamplingData.shadowOffset1 = _AdditionalShadowOffset1;
shadowSamplingData.shadowOffset2 = _AdditionalShadowOffset2;
shadowSamplingData.shadowOffset3 = _AdditionalShadowOffset3;
shadowSamplingData.shadowmapSize = _AdditionalShadowmapSize;
return shadowSamplingData;
}
// ShadowParams
// x: ShadowStrength
// y: 1.0 if shadow is soft, 0.0 otherwise
half4 GetMainLightShadowParams()
{
return _MainLightShadowParams;
}
// ShadowParams
// x: ShadowStrength
// y: 1.0 if shadow is soft, 0.0 otherwise
half4 GetAdditionalLightShadowParams(int lightIndex)
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
return _AdditionalShadowsBuffer[lightIndex].shadowParams;
#else
return _AdditionalShadowParams[lightIndex];
#endif
}
half SampleScreenSpaceShadowmap(float4 shadowCoord)
{
shadowCoord.xy /= shadowCoord.w;
// The stereo transform has to happen after the manual perspective divide
shadowCoord.xy = UnityStereoTransformScreenSpaceTex(shadowCoord.xy);
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
half attenuation = SAMPLE_TEXTURE2D_ARRAY(_ScreenSpaceShadowmapTexture, sampler_ScreenSpaceShadowmapTexture, shadowCoord.xy, unity_StereoEyeIndex).x;
#else
half attenuation = SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_ScreenSpaceShadowmapTexture, shadowCoord.xy).x;
#endif
return attenuation;
}
real SampleShadowmapFiltered(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
{
real attenuation;
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH)
// 4-tap hardware comparison
real4 attenuation4;
attenuation4.x = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset0.xyz);
attenuation4.y = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset1.xyz);
attenuation4.z = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset2.xyz);
attenuation4.w = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset3.xyz);
attenuation = dot(attenuation4, 0.25);
#else
float fetchesWeights[9];
float2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
attenuation = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z));
attenuation += fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z));
attenuation += fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z));
attenuation += fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z));
attenuation += fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z));
attenuation += fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z));
attenuation += fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z));
attenuation += fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z));
attenuation += fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z));
#endif
return attenuation;
}
real SampleShadowmap(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
{
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
if (isPerspectiveProjection)
shadowCoord.xyz /= shadowCoord.w;
real attenuation;
real shadowStrength = shadowParams.x;
// TODO: We could branch on if this light has soft shadows (shadowParams.y) to save perf on some platforms.
#ifdef _SHADOWS_SOFT
attenuation = SampleShadowmapFiltered(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
#else
// 1-tap hardware comparison
attenuation = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
#endif
attenuation = LerpWhiteTo(attenuation, shadowStrength);
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
// TODO: We could use branch here to save some perf on some platforms.
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;
}
half ComputeCascadeIndex(float3 positionWS)
{
float3 fromCenter0 = positionWS - _CascadeShadowSplitSpheres0.xyz;
float3 fromCenter1 = positionWS - _CascadeShadowSplitSpheres1.xyz;
float3 fromCenter2 = positionWS - _CascadeShadowSplitSpheres2.xyz;
float3 fromCenter3 = positionWS - _CascadeShadowSplitSpheres3.xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
half4 weights = half4(distances2 < _CascadeShadowSplitSphereRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, half4(4, 3, 2, 1));
}
float4 TransformWorldToShadowCoord(float3 positionWS)
{
#ifdef _MAIN_LIGHT_SHADOWS_CASCADE
half cascadeIndex = ComputeCascadeIndex(positionWS);
return mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0));
#else
return mul(_MainLightWorldToShadow[0], float4(positionWS, 1.0));
#endif
}
half MainLightRealtimeShadow(float4 shadowCoord)
{
#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#endif
#if SHADOWS_SCREEN
return SampleScreenSpaceShadowmap(shadowCoord);
#else
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = GetMainLightShadowParams();
return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, false);
#endif
}
half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS)
{
#if !defined(_ADDITIONAL_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#endif
ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData();
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
lightIndex = _AdditionalShadowsIndices[lightIndex];
// We have to branch here as otherwise we would sample buffer with lightIndex == -1.
// However this should be ok for platforms that store light in SSBO.
UNITY_BRANCH
if (lightIndex < 0)
return 1.0;
float4 shadowCoord = mul(_AdditionalShadowsBuffer[lightIndex].worldToShadowMatrix, float4(positionWS, 1.0));
#else
float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[lightIndex], float4(positionWS, 1.0));
#endif
half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_AdditionalLightsShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, true);
}
float4 GetShadowCoord(VertexPositionInputs vertexInput)
{
#if SHADOWS_SCREEN
return ComputeScreenPos(vertexInput.positionCS);
#else
return TransformWorldToShadowCoord(vertexInput.positionWS);
#endif
}
float3 ApplyShadowBias(float3 positionWS, float3 normalWS, float3 lightDirection)
{
float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS));
float scale = invNdotL * _ShadowBias.y;
// normal bias is negative since we want to apply an inset normal offset
positionWS = lightDirection * _ShadowBias.xxx + positionWS;
positionWS = normalWS * scale.xxx + positionWS;
return positionWS;
}
///////////////////////////////////////////////////////////////////////////////
// Deprecated /
///////////////////////////////////////////////////////////////////////////////
// Renamed -> _MainLightShadowParams
#define _MainLightShadowData _MainLightShadowParams
// Deprecated: Use GetMainLightShadowParams instead.
half GetMainLightShadowStrength()
{
return _MainLightShadowData.x;
}
// Deprecated: Use GetAdditionalLightShadowParams instead.
half GetAdditionalLightShadowStrenth(int lightIndex)
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
return _AdditionalShadowsBuffer[lightIndex].shadowParams.x;
#else
return _AdditionalShadowParams[lightIndex].x;
#endif
}
// Deprecated: Use SampleShadowmap that takes shadowParams instead of strength.
real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true)
{
half4 shadowParams = half4(shadowStrength, 1.0, 0.0, 0.0);
return SampleShadowmap(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData, shadowParams, isPerspectiveProjection);
}
#endif