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Disabling local shadows on GLES2 (until we get keyword stripping)

/main
Felipe Lira 7 年前
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66e79a31
共有 1 个文件被更改,包括 20 次插入11 次删除
  1. 31
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs

31
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs


[Serializable]
public class ShadowSettings
{
public LightShadows shadowType;
public LightShadows directionalShadowQuality;
public LightShadows localLightsShadowQuality;
public int localShadowAtlasWidth;
public int localShadowAtlasHeight;
public int bufferBitCount;

if (defaultShadowSettings == null)
{
defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.shadowType = LightShadows.None;
defaultShadowSettings.directionalShadowQuality = LightShadows.None;
defaultShadowSettings.localLightsShadowQuality = LightShadows.None;
defaultShadowSettings.localShadowAtlasWidth = 512;
defaultShadowSettings.localShadowAtlasHeight = 512;
defaultShadowSettings.bufferBitCount = 16;

public class LightweightShadowPass
{
public bool IsEnabled { get { return m_ShadowSettings.shadowType != LightShadows.None; } }
public bool RequireScreenSpaceShadowmap { get { return IsEnabled && m_ShadowSettings.screenSpace; } }
public bool IsDirectionalShadowsEnabled { get { return m_ShadowSettings.directionalShadowQuality != LightShadows.None; } }
public bool IsLocalShadowsEnabled { get { return m_ShadowSettings.localLightsShadowQuality != LightShadows.None; }}
public bool RequireScreenSpaceShadowmap { get { return IsDirectionalShadowsEnabled && m_ShadowSettings.screenSpace; } }
public bool HasDirectionalShadowmap { get { return m_DirectionalShadowmapQuality != LightShadows.None; } }
public bool HasLocalLightsShadowmap { get { return m_LocalShadowmapQuality != LightShadows.None; } }

{
Clear();
if (!IsEnabled)
return false;
bool directionalShadowmapRendered = false;
if (IsDirectionalShadowsEnabled)
directionalShadowmapRendered = RenderDirectionalCascadeShadowmap(ref cullResults, ref lightData, ref context);
if (IsLocalShadowsEnabled)
RenderLocalShadowmapAtlas(ref cullResults, ref lightData, ref context);
bool directionalShadowmapRendered = RenderDirectionalCascadeShadowmap(ref cullResults, ref lightData, ref context);
RenderLocalShadowmapAtlas(ref cullResults, ref lightData, ref context);
return directionalShadowmapRendered && m_ShadowSettings.screenSpace;
}

private void BuildShadowSettings(LightweightPipelineAsset pipelineAsset)
{
bool isOpenGLES2 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2;
bool supportsLocalShadows = Application.isMobilePlatform || Application.platform == RuntimePlatform.WebGLPlayer;
m_ShadowSettings.shadowType = (LightShadows)pipelineAsset.ShadowSetting;
m_ShadowSettings.directionalShadowQuality = (LightShadows)pipelineAsset.ShadowSetting;
// Until we can have keyword stripping forcing single cascade hard shadows on gles2
m_ShadowSettings.screenSpace = !isOpenGLES2;

m_ShadowSettings.directionalLightCascades = pipelineAsset.Cascade4Split;
break;
}
// Until we can have keyword stripping we disable local light shadows on mobile
m_ShadowSettings.localLightsShadowQuality = (supportsLocalShadows) ? LightShadows.Hard : LightShadows.None;
}
private void Clear()

if (success)
{
m_DirectionalShadowmapQuality = (m_ShadowSettings.shadowType != LightShadows.Soft) ? LightShadows.Hard : light.shadows;
m_DirectionalShadowmapQuality = (m_ShadowSettings.directionalShadowQuality != LightShadows.Soft) ? LightShadows.Hard : light.shadows;
// In order to avoid shader variants explosion we only do hard shadows when sampling shadowmap in the lit pass.
// GLES2 platform is forced to hard single cascade shadows.

SetupLocalLightsShadowReceiverConstants(cmd, ref context);
m_LocalShadowmapQuality = (LightShadows)Math.Min(shadowSampling, (int)m_ShadowSettings.shadowType);
m_LocalShadowmapQuality = (LightShadows)Math.Min(shadowSampling, (int)m_ShadowSettings.directionalShadowQuality);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}

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