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461 行
21 KiB
461 行
21 KiB
using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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internal static class RendererLighting
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{
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static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
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static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 1.0f, 1.0f);
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static readonly string k_SpriteLightKeyword = "SPRITE_LIGHT";
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static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES";
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static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST";
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static readonly string k_UseNormalMap = "USE_NORMAL_MAP";
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static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING";
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const int k_NumberOfLightMaterials = 1 << 5 + 3; // 5 keywords + volume bit, shape bit
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static readonly string[] k_UseBlendStyleKeywords =
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{
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"USE_SHAPE_LIGHT_TYPE_0",
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"USE_SHAPE_LIGHT_TYPE_1",
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"USE_SHAPE_LIGHT_TYPE_2",
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"USE_SHAPE_LIGHT_TYPE_3"
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};
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static Renderer2DData s_RendererData;
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static Light2DBlendStyle[] s_BlendStyles;
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static RenderTargetHandle[] s_RenderTargets;
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static bool[] s_RenderTargetsDirty;
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static RenderTargetHandle s_NormalsTarget;
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static Texture s_LightLookupTexture;
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static Texture s_FalloffLookupTexture;
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static Material[] s_LightMaterials;
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static public void Setup(Renderer2DData rendererData)
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{
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s_RendererData = rendererData;
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s_BlendStyles = rendererData.lightBlendStyles;
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if (s_RenderTargets == null)
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{
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s_RenderTargets = new RenderTargetHandle[s_BlendStyles.Length];
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s_RenderTargets[0].Init("_ShapeLightTexture0");
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s_RenderTargets[1].Init("_ShapeLightTexture1");
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s_RenderTargets[2].Init("_ShapeLightTexture2");
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s_RenderTargets[3].Init("_ShapeLightTexture3");
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s_RenderTargetsDirty = new bool[s_BlendStyles.Length];
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}
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if (s_NormalsTarget.id == 0)
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s_NormalsTarget.Init("_NormalMap");
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// The array size should be determined by the number of 'feature bit' the material index has. See GetLightMaterialIndex().
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// 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).
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if (s_LightMaterials == null)
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s_LightMaterials = new Material[k_NumberOfLightMaterials];
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}
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static public void CreateRenderTextures(CommandBuffer cmd, Camera camera)
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{
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var renderTextureFormatToUse = RenderTextureFormat.ARGB32;
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if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float))
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renderTextureFormatToUse = RenderTextureFormat.RGB111110Float;
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else if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf))
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renderTextureFormatToUse = RenderTextureFormat.ARGBHalf;
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RenderTextureDescriptor descriptor = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
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descriptor.colorFormat = renderTextureFormatToUse;
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descriptor.sRGB = false;
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthBufferBits = 0;
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descriptor.msaaSamples = 1;
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descriptor.dimension = TextureDimension.Tex2D;
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descriptor.width = camera.pixelWidth;
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descriptor.height = camera.pixelHeight;
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cmd.GetTemporaryRT(s_NormalsTarget.id, descriptor, FilterMode.Bilinear);
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (!s_BlendStyles[i].enabled)
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continue;
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float renderTextureScale = Mathf.Clamp(s_BlendStyles[i].renderTextureScale, 0.01f, 1.0f);
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descriptor.width = (int)(camera.pixelWidth * renderTextureScale);
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descriptor.height = (int)(camera.pixelHeight * renderTextureScale);
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cmd.GetTemporaryRT(s_RenderTargets[i].id, descriptor, FilterMode.Bilinear);
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s_RenderTargetsDirty[i] = true;
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}
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}
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static public void ReleaseRenderTextures(CommandBuffer cmd)
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{
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (!s_BlendStyles[i].enabled)
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continue;
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cmd.ReleaseTemporaryRT(s_RenderTargets[i].id);
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}
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cmd.ReleaseTemporaryRT(s_NormalsTarget.id);
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}
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static private bool RenderLightSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, List<Light2D> lights)
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{
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bool renderedAnyLight = false;
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foreach (var light in lights)
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{
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if (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
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{
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Material lightMaterial = GetLightMaterial(light, false);
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if (lightMaterial != null)
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{
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Mesh lightMesh = light.GetMesh();
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if (lightMesh != null)
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{
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if (!renderedAnyLight)
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renderedAnyLight = true;
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if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
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cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
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cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
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cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
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cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
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cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
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cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);
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if(light.useNormalMap || light.lightType == Light2D.LightType.Point)
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RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
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// Light code could be combined...
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if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
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{
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cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial);
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}
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else if(light.lightType == Light2D.LightType.Point)
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{
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Vector3 scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
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Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
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cmdBuffer.DrawMesh(lightMesh, matrix, lightMaterial);
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}
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}
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}
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}
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}
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return renderedAnyLight;
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}
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static private void RenderLightVolumeSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List<Light2D> lights)
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{
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if (lights.Count > 0)
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{
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for (int i = 0; i < lights.Count; i++)
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{
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Light2D light = lights[i];
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int topMostLayer = light.GetTopMostLitLayer();
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if (layerToRender == topMostLayer)
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{
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if (light != null && light.lightType != Light2D.LightType.Global && light.volumeOpacity > 0.0f && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
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{
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Material lightVolumeMaterial = GetLightMaterial(light, true);
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if (lightVolumeMaterial != null)
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{
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Mesh lightMesh = light.GetMesh();
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if (lightMesh != null)
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{
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if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
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cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
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cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
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cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
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cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
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cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
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cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);
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// Is this needed
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if (light.useNormalMap || light.lightType == Light2D.LightType.Point)
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RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
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// Could be combined...
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if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
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{
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cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial);
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}
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else if (light.lightType == Light2D.LightType.Point)
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{
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Vector3 scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
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Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
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cmdBuffer.DrawMesh(lightMesh, matrix, lightVolumeMaterial);
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}
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}
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}
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}
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}
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}
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}
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}
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static public void SetShapeLightShaderGlobals(CommandBuffer cmdBuffer)
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{
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (i >= k_UseBlendStyleKeywords.Length)
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break;
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string keyword = k_UseBlendStyleKeywords[i];
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if (!s_BlendStyles[i].enabled)
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{
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cmdBuffer.DisableShaderKeyword(keyword);
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continue;
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}
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else
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{
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cmdBuffer.EnableShaderKeyword(keyword);
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cmdBuffer.SetGlobalVector("_ShapeLightBlendFactors" + i, s_BlendStyles[i].blendFactors);
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cmdBuffer.SetGlobalVector("_ShapeLightMaskFilter" + i, s_BlendStyles[i].maskTextureChannelFilter.mask);
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cmdBuffer.SetGlobalVector("_ShapeLightInvertedFilter" + i, s_BlendStyles[i].maskTextureChannelFilter.inverted);
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}
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}
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cmdBuffer.SetGlobalTexture("_FalloffLookup", GetFalloffLookupTexture());
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}
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static Texture GetLightLookupTexture()
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{
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if (s_LightLookupTexture == null)
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s_LightLookupTexture = Light2DLookupTexture.CreatePointLightLookupTexture();
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return s_LightLookupTexture;
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}
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static Texture GetFalloffLookupTexture()
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{
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if (s_FalloffLookupTexture == null)
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s_FalloffLookupTexture = Light2DLookupTexture.CreateFalloffLookupTexture();
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return s_FalloffLookupTexture;
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}
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static public float GetNormalizedInnerRadius(Light2D light)
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{
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return light.pointLightInnerRadius / light.pointLightOuterRadius;
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}
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static public float GetNormalizedAngle(float angle)
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{
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return (angle / 360.0f);
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}
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static public void GetScaledLightInvMatrix(Light2D light, out Matrix4x4 retMatrix, bool includeRotation)
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{
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float outerRadius = light.pointLightOuterRadius;
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//Vector3 lightScale = light.transform.lossyScale;
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Vector3 lightScale = Vector3.one;
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Vector3 outerRadiusScale = new Vector3(lightScale.x * outerRadius, lightScale.y * outerRadius, lightScale.z * outerRadius);
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Quaternion rotation;
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if (includeRotation)
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rotation = light.transform.rotation;
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else
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rotation = Quaternion.identity;
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Matrix4x4 scaledLightMat = Matrix4x4.TRS(light.transform.position, rotation, outerRadiusScale);
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retMatrix = Matrix4x4.Inverse(scaledLightMat);
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}
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static public void SetPointLightShaderGlobals(CommandBuffer cmdBuffer, Light2D light)
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{
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// This is used for the lookup texture
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Matrix4x4 lightInverseMatrix;
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Matrix4x4 lightNoRotInverseMatrix;
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GetScaledLightInvMatrix(light, out lightInverseMatrix, true);
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GetScaledLightInvMatrix(light, out lightNoRotInverseMatrix, false);
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float innerRadius = GetNormalizedInnerRadius(light);
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float innerAngle = GetNormalizedAngle(light.pointLightInnerAngle);
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float outerAngle = GetNormalizedAngle(light.pointLightOuterAngle);
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float innerRadiusMult = 1 / (1 - innerRadius);
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cmdBuffer.SetGlobalVector("_LightPosition", light.transform.position);
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cmdBuffer.SetGlobalMatrix("_LightInvMatrix", lightInverseMatrix);
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cmdBuffer.SetGlobalMatrix("_LightNoRotInvMatrix", lightNoRotInverseMatrix);
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cmdBuffer.SetGlobalFloat("_InnerRadiusMult", innerRadiusMult);
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cmdBuffer.SetGlobalFloat("_OuterAngle", outerAngle);
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cmdBuffer.SetGlobalFloat("_InnerAngleMult", 1 / (outerAngle - innerAngle));
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cmdBuffer.SetGlobalTexture("_LightLookup", GetLightLookupTexture());
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cmdBuffer.SetGlobalTexture("_FalloffLookup", GetFalloffLookupTexture());
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cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
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cmdBuffer.SetGlobalFloat("_LightZDistance", light.pointLightDistance);
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if (light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
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cmdBuffer.SetGlobalTexture("_PointLightCookieTex", light.lightCookieSprite.texture);
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}
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static public void ClearDirtyLighting(CommandBuffer cmdBuffer)
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{
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (s_RenderTargetsDirty[i])
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{
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cmdBuffer.SetRenderTarget(s_RenderTargets[i].Identifier());
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cmdBuffer.ClearRenderTarget(false, true, Color.black);
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s_RenderTargetsDirty[i] = false;
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}
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}
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}
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static public void RenderNormals(ScriptableRenderContext renderContext, CullingResults cullResults, DrawingSettings drawSettings, FilteringSettings filterSettings)
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{
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var cmd = CommandBufferPool.Get("Clear Normals");
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cmd.SetRenderTarget(s_NormalsTarget.Identifier());
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cmd.ClearRenderTarget(true, true, k_NormalClearColor);
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renderContext.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
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renderContext.DrawRenderers(cullResults, ref drawSettings, ref filterSettings);
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}
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static public void RenderLights(Camera camera, CommandBuffer cmdBuffer, int layerToRender)
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{
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (!s_BlendStyles[i].enabled)
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continue;
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string sampleName = s_BlendStyles[i].name;
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cmdBuffer.BeginSample(sampleName);
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cmdBuffer.SetRenderTarget(s_RenderTargets[i].Identifier());
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bool rtDirty = false;
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Color clearColor;
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if (!Light2DManager.GetGlobalColor(layerToRender, i, out clearColor))
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clearColor = Color.black;
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else
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rtDirty = true;
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if (s_RenderTargetsDirty[i] || rtDirty)
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cmdBuffer.ClearRenderTarget(false, true, clearColor);
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rtDirty |= RenderLightSet(
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camera,
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i,
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cmdBuffer,
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layerToRender,
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Light2D.GetLightsByBlendStyle(i)
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);
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s_RenderTargetsDirty[i] = rtDirty;
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cmdBuffer.EndSample(sampleName);
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}
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}
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static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, int layerToRender)
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{
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for (int i = 0; i < s_BlendStyles.Length; ++i)
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{
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if (!s_BlendStyles[i].enabled)
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continue;
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string sampleName = s_BlendStyles[i].name;
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cmdBuffer.BeginSample(sampleName);
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RenderLightVolumeSet(
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camera,
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i,
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cmdBuffer,
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layerToRender,
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s_RenderTargets[i].Identifier(),
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Light2D.GetLightsByBlendStyle(i)
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);
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cmdBuffer.EndSample(sampleName);
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}
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}
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static void SetBlendModes(Material material, BlendMode src, BlendMode dst)
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{
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material.SetFloat("_SrcBlend", (float)src);
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material.SetFloat("_DstBlend", (float)dst);
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}
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static uint GetLightMaterialIndex(Light2D light, bool isVolume)
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{
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int bitIndex = 0;
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uint volumeBit = isVolume ? 1u << bitIndex : 0u;
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bitIndex++;
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uint shapeBit = light.IsShapeLight() ? 1u << bitIndex : 0u;
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bitIndex++;
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uint additiveBit = light.alphaBlendOnOverlap ? 0u : 1u << bitIndex;
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bitIndex++;
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uint spriteBit = light.lightType == Light2D.LightType.Sprite ? 1u << bitIndex : 0u;
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bitIndex++;
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uint pointCookieBit = (!light.IsShapeLight() && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) ? 1u << bitIndex : 0u;
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bitIndex++;
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uint pointFastQualityBit = (!light.IsShapeLight() && light.pointLightQuality == Light2D.PointLightQuality.Fast) ? 1u << bitIndex : 0u;
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bitIndex++;
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uint useNormalMap = light.useNormalMap ? 1u << bitIndex : 0u;
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return pointFastQualityBit | pointCookieBit | spriteBit | additiveBit | shapeBit | volumeBit | useNormalMap;
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}
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static Material CreateLightMaterial(Light2D light, bool isVolume)
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{
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bool isShape = light.IsShapeLight();
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Material material;
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if (isVolume)
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material = CoreUtils.CreateEngineMaterial(isShape ? s_RendererData.shapeLightVolumeShader : s_RendererData.pointLightVolumeShader);
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else
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{
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material = CoreUtils.CreateEngineMaterial(isShape ? s_RendererData.shapeLightShader : s_RendererData.pointLightShader);
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if (!light.alphaBlendOnOverlap)
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{
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SetBlendModes(material, BlendMode.One, BlendMode.One);
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material.EnableKeyword(k_UseAdditiveBlendingKeyword);
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}
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else
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SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha);
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}
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if (light.lightType == Light2D.LightType.Sprite)
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material.EnableKeyword(k_SpriteLightKeyword);
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if (!isShape && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
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material.EnableKeyword(k_UsePointLightCookiesKeyword);
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if (!isShape && light.pointLightQuality == Light2D.PointLightQuality.Fast)
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material.EnableKeyword(k_LightQualityFastKeyword);
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if (light.useNormalMap)
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material.EnableKeyword(k_UseNormalMap);
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return material;
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}
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static Material GetLightMaterial(Light2D light, bool isVolume)
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{
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uint materialIndex = GetLightMaterialIndex(light, isVolume);
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if (s_LightMaterials[materialIndex] == null)
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s_LightMaterials[materialIndex] = CreateLightMaterial(light, isVolume);
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return s_LightMaterials[materialIndex];
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}
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}
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}
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