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using System;
namespace UnityEngine.Rendering.Universal
{
internal class MainLightShadowCasterPass : ScriptableRenderPass
{
private static class MainLightShadowConstantBuffer
{
public static int _WorldToShadow;
public static int _ShadowParams;
public static int _CascadeShadowSplitSpheres0;
public static int _CascadeShadowSplitSpheres1;
public static int _CascadeShadowSplitSpheres2;
public static int _CascadeShadowSplitSpheres3;
public static int _CascadeShadowSplitSphereRadii;
public static int _ShadowOffset0;
public static int _ShadowOffset1;
public static int _ShadowOffset2;
public static int _ShadowOffset3;
public static int _ShadowmapSize;
}
const int k_MaxCascades = 4;
const int k_ShadowmapBufferBits = 16;
int m_ShadowmapWidth;
int m_ShadowmapHeight;
int m_ShadowCasterCascadesCount;
bool m_SupportsBoxFilterForShadows;
RenderTargetHandle m_MainLightShadowmap;
RenderTexture m_MainLightShadowmapTexture;
Matrix4x4[] m_MainLightShadowMatrices;
ShadowSliceData[] m_CascadeSlices;
Vector4[] m_CascadeSplitDistances;
const string m_ProfilerTag = "Render Main Shadowmap";
public MainLightShadowCasterPass(RenderPassEvent evt)
{
renderPassEvent = evt;
m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1];
m_CascadeSlices = new ShadowSliceData[k_MaxCascades];
m_CascadeSplitDistances = new Vector4[k_MaxCascades];
MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow");
MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3");
MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii");
MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0");
MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1");
MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2");
MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3");
MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize");
m_MainLightShadowmap.Init("_MainLightShadowmapTexture");
m_SupportsBoxFilterForShadows = Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch;
}
public bool Setup(ref RenderingData renderingData)
{
if (!renderingData.shadowData.supportsMainLightShadows)
return false;
Clear();
int shadowLightIndex = renderingData.lightData.mainLightIndex;
if (shadowLightIndex == -1)
return false;
VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
Light light = shadowLight.light;
if (light.shadows == LightShadows.None)
return false;
if (shadowLight.lightType != LightType.Directional)
{
Debug.LogWarning("Only directional lights are supported as main light.");
}
Bounds bounds;
if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
return false;
m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount;
int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth,
renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount);
m_ShadowmapWidth = renderingData.shadowData.mainLightShadowmapWidth;
m_ShadowmapHeight = (m_ShadowCasterCascadesCount == 2) ?
renderingData.shadowData.mainLightShadowmapHeight >> 1 :
renderingData.shadowData.mainLightShadowmapHeight;
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
{
bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
shadowLightIndex, cascadeIndex, m_ShadowmapWidth, m_ShadowmapHeight, shadowResolution, light.shadowNearPlane,
out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex], out m_CascadeSlices[cascadeIndex].viewMatrix, out m_CascadeSlices[cascadeIndex].projectionMatrix);
if (!success)
return false;
}
return true;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(m_ShadowmapWidth,
m_ShadowmapHeight, k_ShadowmapBufferBits);
ConfigureTarget(new RenderTargetIdentifier(m_MainLightShadowmapTexture));
ConfigureClear(ClearFlag.All, Color.black);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
RenderMainLightCascadeShadowmap(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData);
}
/// <inheritdoc/>
public override void FrameCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (m_MainLightShadowmapTexture)
{
RenderTexture.ReleaseTemporary(m_MainLightShadowmapTexture);
m_MainLightShadowmapTexture = null;
}
}
void Clear()
{
m_MainLightShadowmapTexture = null;
for (int i = 0; i < m_MainLightShadowMatrices.Length; ++i)
m_MainLightShadowMatrices[i] = Matrix4x4.identity;
for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < m_CascadeSlices.Length; ++i)
m_CascadeSlices[i].Clear();
}
void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
{
int shadowLightIndex = lightData.mainLightIndex;
if (shadowLightIndex == -1)
return;
VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingSample(cmd, m_ProfilerTag))
{
var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
{
var splitData = settings.splitData;
splitData.cullingSphere = m_CascadeSplitDistances[cascadeIndex];
settings.splitData = splitData;
Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution);
ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex],
ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix);
}
bool softShadows = shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shadowData.mainLightShadowCascadesCount > 1);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, softShadows);
SetupMainLightShadowReceiverConstants(cmd, shadowLight, softShadows);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool softShadows)
{
Light light = shadowLight.light;
int cascadeCount = m_ShadowCasterCascadesCount;
for (int i = 0; i < cascadeCount; ++i)
m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform;
// We setup and additional a no-op WorldToShadow matrix in the last index
// because the ComputeCascadeIndex function in Shadows.hlsl can return an index
// out of bounds. (position not inside any cascade) and we want to avoid branching
Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;
noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
for (int i = cascadeCount; i <= k_MaxCascades; ++i)
m_MainLightShadowMatrices[i] = noOpShadowMatrix;
float invShadowAtlasWidth = 1.0f / m_ShadowmapWidth;
float invShadowAtlasHeight = 1.0f / m_ShadowmapHeight;
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
float softShadowsProp = softShadows ? 1.0f : 0.0f;
cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams, new Vector4(light.shadowStrength, softShadowsProp, 0.0f, 0.0f));
if (m_ShadowCasterCascadesCount > 1)
{
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0,
m_CascadeSplitDistances[0]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1,
m_CascadeSplitDistances[1]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2,
m_CascadeSplitDistances[2]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3,
m_CascadeSplitDistances[3]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4(
m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w,
m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w,
m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w,
m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w));
}
if (softShadows)
{
if (m_SupportsBoxFilterForShadows)
{
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0,
new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1,
new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset2,
new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset3,
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(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth,
invShadowAtlasHeight,
m_ShadowmapWidth, m_ShadowmapHeight));
}
}
};
}