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Created shadow utils.

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Felipe Lira 7 年前
当前提交
8f6ad3bd
共有 5 个文件被更改,包括 213 次插入309 次删除
  1. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs
  2. 165
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/DirectionalShadowsPass.cs
  3. 151
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/LocalShadowsPass.cs
  4. 179
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowUtils.cs
  5. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowUtils.cs.meta

16
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineCore.cs


public LightShadows renderedLocalShadowQuality;
}
public struct ShadowSliceData
{
public Matrix4x4 shadowTransform;
public int offsetX;
public int offsetY;
public int resolution;
public void Clear()
{
shadowTransform = Matrix4x4.identity;
offsetX = offsetY = 0;
resolution = 1024;
}
}
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)

165
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/DirectionalShadowsPass.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline

Matrix4x4[] m_DirectionalShadowMatrices;
ShadowSliceData[] m_CascadeSlices;
Vector4[] m_CascadeSplitDistances;
Vector4 m_CascadeSplitRadii;
public DirectionalShadowsPass(LightweightForwardRenderer renderer, int atlasResolution) : base(renderer)
{

public override void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int samples)
{
//m_DirectionalShadowmapTexture = RenderTexture.GetTemporary(m_DirectionalShadowmapDescriptor);
//m_DirectionalShadowmapTexture.filterMode = FilterMode.Bilinear;
//m_DirectionalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData)

for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
m_CascadeSplitRadii = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < m_CascadeSlices.Length; ++i)
m_CascadeSlices[i].Clear();
}

CommandBuffer cmd = CommandBufferPool.Get("Prepare Directional Shadowmap");
m_ShadowCasterCascadesCount = shadowData.directionalLightCascadeCount;
int shadowResolution = GetMaxTileResolutionInAtlas(shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight, m_ShadowCasterCascadesCount);
int shadowResolution = LightweightShadowUtils.GetMaxTileResolutionInAtlas(shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight, m_ShadowCasterCascadesCount);
float shadowNearPlane = light.shadowNearPlane;
Matrix4x4 view, proj;

bool success = false;
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
{
success = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex,
cascadeIndex, m_ShadowCasterCascadesCount, shadowData.directionalLightCascades, shadowResolution, shadowNearPlane, out view, out proj,
out settings.splitData);
float cullingSphereRadius = settings.splitData.cullingSphere.w;
m_CascadeSplitDistances[cascadeIndex] = settings.splitData.cullingSphere;
m_CascadeSplitRadii[cascadeIndex] = cullingSphereRadius * cullingSphereRadius;
if (!success)
break;
m_CascadeSlices[cascadeIndex].offsetX = (cascadeIndex % 2) * shadowResolution;
m_CascadeSlices[cascadeIndex].offsetY = (cascadeIndex / 2) * shadowResolution;
m_CascadeSlices[cascadeIndex].resolution = shadowResolution;
m_CascadeSlices[cascadeIndex].shadowTransform = GetShadowTransform(proj, view);
// If we have shadow cascades baked into the atlas we bake cascade transform
// in each shadow matrix to save shader ALU and L/S
if (m_ShadowCasterCascadesCount > 1)
ApplySliceTransform(ref m_CascadeSlices[cascadeIndex], shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight);
SetupShadowCasterConstants(cmd, ref shadowLight, proj, shadowResolution);
RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], proj, view, settings);
success = LightweightShadowUtils.ExtractDirectionalLightMatrix(ref cullResults, ref shadowData, shadowLightIndex, cascadeIndex, shadowResolution, shadowNearPlane, out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex], out view, out proj);
if (success)
{
LightweightShadowUtils.SetupShadowCasterConstants(cmd, ref shadowLight, proj, shadowResolution);
LightweightShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], proj,
view, settings);
}
}
if (success)

return shadowQuality;
}
Matrix4x4 GetShadowTransform(Matrix4x4 proj, Matrix4x4 view)
{
// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
// apply z reversal to projection matrix. We need to do it manually here.
if (SystemInfo.usesReversedZBuffer)
{
proj.m20 = -proj.m20;
proj.m21 = -proj.m21;
proj.m22 = -proj.m22;
proj.m23 = -proj.m23;
}
Matrix4x4 worldToShadow = proj * view;
var textureScaleAndBias = Matrix4x4.identity;
textureScaleAndBias.m00 = 0.5f;
textureScaleAndBias.m11 = 0.5f;
textureScaleAndBias.m22 = 0.5f;
textureScaleAndBias.m03 = 0.5f;
textureScaleAndBias.m23 = 0.5f;
textureScaleAndBias.m13 = 0.5f;
// Apply texture scale and offset to save a MAD in shader.
return textureScaleAndBias * worldToShadow;
}
void ApplySliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight)
{
Matrix4x4 sliceTransform = Matrix4x4.identity;
float oneOverAtlasWidth = 1.0f / atlasWidth;
float oneOverAtlasHeight = 1.0f / atlasHeight;
sliceTransform.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
sliceTransform.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
sliceTransform.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
sliceTransform.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
// Apply shadow slice scale and offset
shadowSliceData.shadowTransform = sliceTransform * shadowSliceData.shadowTransform;
}
void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext context, ref ShadowSliceData shadowSliceData,
Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
{
cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
cmd.SetViewProjectionMatrices(view, proj);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
context.DrawShadows(ref settings);
cmd.DisableScissorRect();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
{
int resolution = Mathf.Min(atlasWidth, atlasHeight);
if (tileCount > Mathf.Log(resolution))
{
Debug.LogError(
String.Format(
"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
tileCount, atlasWidth, atlasHeight));
return 0;
}
int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
while (currentTileCount < tileCount)
{
resolution = resolution >> 1;
currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
}
return resolution;
}
void SetupShadowCasterConstants(CommandBuffer cmd, ref VisibleLight visibleLight, Matrix4x4 proj, float cascadeResolution)
{
Light light = visibleLight.light;
float bias = 0.0f;
float normalBias = 0.0f;
// Use same kernel radius as built-in pipeline so we can achieve same bias results
// with the default light bias parameters.
const float kernelRadius = 3.65f;
if (visibleLight.lightType == LightType.Directional)
{
// Scale bias by cascade's world space depth range.
// Directional shadow lights have orthogonal projection.
// proj.m22 = -2 / (far - near) since the projection's depth range is [-1.0, 1.0]
// In order to be correct we should multiply bias by 0.5 but this introducing aliasing along cascades more visible.
float sign = (SystemInfo.usesReversedZBuffer) ? 1.0f : -1.0f;
bias = light.shadowBias * proj.m22 * sign;
// Currently only square POT cascades resolutions are used.
// We scale normalBias
double frustumWidth = 2.0 / (double)proj.m00;
double frustumHeight = 2.0 / (double)proj.m11;
float texelSizeX = (float)(frustumWidth / (double)cascadeResolution);
float texelSizeY = (float)(frustumHeight / (double)cascadeResolution);
float texelSize = Mathf.Max(texelSizeX, texelSizeY);
// Since we are applying normal bias on caster side we want an inset normal offset
// thus we use a negative normal bias.
normalBias = -light.shadowNormalBias * texelSize * kernelRadius;
}
else if (visibleLight.lightType == LightType.Spot)
{
float sign = (SystemInfo.usesReversedZBuffer) ? -1.0f : 1.0f;
bias = light.shadowBias * sign;
normalBias = 0.0f;
}
else
{
Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
}
Vector3 lightDirection = -visibleLight.localToWorld.GetColumn(2);
cmd.SetGlobalVector("_ShadowBias", new Vector4(bias, normalBias, 0.0f, 0.0f));
cmd.SetGlobalVector("_LightDirection", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z, 0.0f));
}
void SetupDirectionalShadowReceiverConstants(ref ScriptableRenderContext context, CommandBuffer cmd, ref ShadowData shadowData, VisibleLight shadowLight)
{
Light light = shadowLight.light;

cmd.SetGlobalMatrixArray(DirectionalShadowConstantBuffer._WorldToShadow, m_DirectionalShadowMatrices);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowData, new Vector4(light.shadowStrength, 0.0f, 0.0f, 0.0f));
cmd.SetGlobalVectorArray(DirectionalShadowConstantBuffer._DirShadowSplitSpheres, m_CascadeSplitDistances);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, m_CascadeSplitRadii);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, new Vector4(m_CascadeSplitDistances[0].w, m_CascadeSplitDistances[1].w, m_CascadeSplitDistances[2].w, m_CascadeSplitDistances[3].w));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));

151
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/LocalShadowsPass.cs


public override void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int samples)
{
//m_LocalShadowmapTexture = RenderTexture.GetTemporary(m_LocalShadowmapDescriptor);
//m_LocalShadowmapTexture.filterMode = FilterMode.Bilinear;
//m_LocalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
m_Disposed = false;
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData)

// for spot lights and with max spot shadows per pass.
int atlasWidth = shadowData.localShadowAtlasWidth;
int atlasHeight = shadowData.localShadowAtlasHeight;
int sliceResolution = GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);
int sliceResolution = LightweightShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);
int shadowSampling = 0;
m_LocalShadowmapTexture = RenderTexture.GetTemporary(m_LocalShadowmapDescriptor);

if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
continue;
var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
Matrix4x4 shadowTransform;
bool success = LightweightShadowUtils.ExtractSpotLightMatrix(ref cullResults, ref shadowData,
shadowLightIndex, out shadowTransform, out view, out proj);
if (cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(shadowLightIndex, out view, out proj, out settings.splitData))
if (success)
{
// This way of computing the shadow slice only work for spots and with most 4 shadow casting lights per pass
// Change this when point lights are supported.

m_LocalLightSlices[i].offsetX = (i % 2) * sliceResolution;
m_LocalLightSlices[i].offsetY = (i / 2) * sliceResolution;
m_LocalLightSlices[i].resolution = sliceResolution;
m_LocalLightSlices[i].shadowTransform = GetShadowTransform(proj, view);
if (shadowCastingLightsCount > 1)
ApplySliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight);
m_LocalLightSlices[i].shadowTransform = shadowTransform;
SetupShadowCasterConstants(cmd, ref shadowLight, proj, sliceResolution);
RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], proj, view, settings);
if (shadowCastingLightsCount > 1)
LightweightShadowUtils.ApplySliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight);
LightweightShadowUtils.SetupShadowCasterConstants(cmd, ref shadowLight, proj, sliceResolution);
var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
LightweightShadowUtils.RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], proj, view, settings);
}
}

CommandBufferPool.Release(cmd);
return shadowQuality;
}
Matrix4x4 GetShadowTransform(Matrix4x4 proj, Matrix4x4 view)
{
// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
// apply z reversal to projection matrix. We need to do it manually here.
if (SystemInfo.usesReversedZBuffer)
{
proj.m20 = -proj.m20;
proj.m21 = -proj.m21;
proj.m22 = -proj.m22;
proj.m23 = -proj.m23;
}
Matrix4x4 worldToShadow = proj * view;
var textureScaleAndBias = Matrix4x4.identity;
textureScaleAndBias.m00 = 0.5f;
textureScaleAndBias.m11 = 0.5f;
textureScaleAndBias.m22 = 0.5f;
textureScaleAndBias.m03 = 0.5f;
textureScaleAndBias.m23 = 0.5f;
textureScaleAndBias.m13 = 0.5f;
// Apply texture scale and offset to save a MAD in shader.
return textureScaleAndBias * worldToShadow;
}
void ApplySliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight)
{
Matrix4x4 sliceTransform = Matrix4x4.identity;
float oneOverAtlasWidth = 1.0f / atlasWidth;
float oneOverAtlasHeight = 1.0f / atlasHeight;
sliceTransform.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
sliceTransform.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
sliceTransform.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
sliceTransform.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
// Apply shadow slice scale and offset
shadowSliceData.shadowTransform = sliceTransform * shadowSliceData.shadowTransform;
}
void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext context, ref ShadowSliceData shadowSliceData,
Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
{
cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
cmd.SetViewProjectionMatrices(view, proj);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
context.DrawShadows(ref settings);
cmd.DisableScissorRect();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
{
int resolution = Mathf.Min(atlasWidth, atlasHeight);
if (tileCount > Mathf.Log(resolution))
{
Debug.LogError(
String.Format(
"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
tileCount, atlasWidth, atlasHeight));
return 0;
}
int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
while (currentTileCount < tileCount)
{
resolution = resolution >> 1;
currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
}
return resolution;
}
void SetupShadowCasterConstants(CommandBuffer cmd, ref VisibleLight visibleLight, Matrix4x4 proj, float cascadeResolution)
{
Light light = visibleLight.light;
float bias = 0.0f;
float normalBias = 0.0f;
// Use same kernel radius as built-in pipeline so we can achieve same bias results
// with the default light bias parameters.
const float kernelRadius = 3.65f;
if (visibleLight.lightType == LightType.Directional)
{
// Scale bias by cascade's world space depth range.
// Directional shadow lights have orthogonal projection.
// proj.m22 = -2 / (far - near) since the projection's depth range is [-1.0, 1.0]
// In order to be correct we should multiply bias by 0.5 but this introducing aliasing along cascades more visible.
float sign = (SystemInfo.usesReversedZBuffer) ? 1.0f : -1.0f;
bias = light.shadowBias * proj.m22 * sign;
// Currently only square POT cascades resolutions are used.
// We scale normalBias
double frustumWidth = 2.0 / (double)proj.m00;
double frustumHeight = 2.0 / (double)proj.m11;
float texelSizeX = (float)(frustumWidth / (double)cascadeResolution);
float texelSizeY = (float)(frustumHeight / (double)cascadeResolution);
float texelSize = Mathf.Max(texelSizeX, texelSizeY);
// Since we are applying normal bias on caster side we want an inset normal offset
// thus we use a negative normal bias.
normalBias = -light.shadowNormalBias * texelSize * kernelRadius;
}
else if (visibleLight.lightType == LightType.Spot)
{
float sign = (SystemInfo.usesReversedZBuffer) ? -1.0f : 1.0f;
bias = light.shadowBias * sign;
normalBias = 0.0f;
}
else
{
Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
}
Vector3 lightDirection = -visibleLight.localToWorld.GetColumn(2);
cmd.SetGlobalVector("_ShadowBias", new Vector4(bias, normalBias, 0.0f, 0.0f));
cmd.SetGlobalVector("_LightDirection", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z, 0.0f));
}
void SetupLocalLightsShadowReceiverConstants(ref ScriptableRenderContext context, CommandBuffer cmd, ref ShadowData shadowData)

179
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowUtils.cs


using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public struct ShadowSliceData
{
public Matrix4x4 shadowTransform;
public int offsetX;
public int offsetY;
public int resolution;
public void Clear()
{
shadowTransform = Matrix4x4.identity;
offsetX = offsetY = 0;
resolution = 1024;
}
}
public class LightweightShadowUtils
{
public static bool ExtractDirectionalLightMatrix(ref CullResults cullResults, ref ShadowData shadowData, int shadowLightIndex, int cascadeIndex, int shadowResolution, float shadowNearPlane, out Vector4 cascadeSplitDistance, out ShadowSliceData shadowSliceData, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix)
{
ShadowSplitData splitData;
bool success = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex,
cascadeIndex, shadowData.directionalLightCascadeCount, shadowData.directionalLightCascades, shadowResolution, shadowNearPlane, out viewMatrix, out projMatrix,
out splitData);
float cullingSphereRadius = splitData.cullingSphere.w;
cascadeSplitDistance = splitData.cullingSphere;
cascadeSplitDistance.w = cullingSphereRadius * cullingSphereRadius;
shadowSliceData.offsetX = (cascadeIndex % 2) * shadowResolution;
shadowSliceData.offsetY = (cascadeIndex / 2) * shadowResolution;
shadowSliceData.resolution = shadowResolution;
shadowSliceData.shadowTransform = GetShadowTransform(projMatrix, viewMatrix);
// If we have shadow cascades baked into the atlas we bake cascade transform
// in each shadow matrix to save shader ALU and L/S
if (shadowData.directionalLightCascadeCount > 1)
ApplySliceTransform(ref shadowSliceData, shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight);
return success;
}
public static bool ExtractSpotLightMatrix(ref CullResults cullResults, ref ShadowData shadowData, int shadowLightIndex, out Matrix4x4 shadowMatrix, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix)
{
ShadowSplitData splitData;
bool success = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(shadowLightIndex, out viewMatrix, out projMatrix, out splitData);
shadowMatrix = GetShadowTransform(projMatrix, viewMatrix);
return success;
}
public static void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext context,
ref ShadowSliceData shadowSliceData,
Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
{
cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
cmd.SetViewProjectionMatrices(view, proj);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
context.DrawShadows(ref settings);
cmd.DisableScissorRect();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
public static int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
{
int resolution = Mathf.Min(atlasWidth, atlasHeight);
if (tileCount > Mathf.Log(resolution))
{
Debug.LogError(
String.Format(
"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
tileCount, atlasWidth, atlasHeight));
return 0;
}
int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
while (currentTileCount < tileCount)
{
resolution = resolution >> 1;
currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
}
return resolution;
}
public static void ApplySliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight)
{
Matrix4x4 sliceTransform = Matrix4x4.identity;
float oneOverAtlasWidth = 1.0f / atlasWidth;
float oneOverAtlasHeight = 1.0f / atlasHeight;
sliceTransform.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
sliceTransform.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
sliceTransform.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
sliceTransform.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
// Apply shadow slice scale and offset
shadowSliceData.shadowTransform = sliceTransform * shadowSliceData.shadowTransform;
}
public static void SetupShadowCasterConstants(CommandBuffer cmd, ref VisibleLight visibleLight, Matrix4x4 proj, float cascadeResolution)
{
Light light = visibleLight.light;
float bias = 0.0f;
float normalBias = 0.0f;
// Use same kernel radius as built-in pipeline so we can achieve same bias results
// with the default light bias parameters.
const float kernelRadius = 3.65f;
if (visibleLight.lightType == LightType.Directional)
{
// Scale bias by cascade's world space depth range.
// Directional shadow lights have orthogonal projection.
// proj.m22 = -2 / (far - near) since the projection's depth range is [-1.0, 1.0]
// In order to be correct we should multiply bias by 0.5 but this introducing aliasing along cascades more visible.
float sign = (SystemInfo.usesReversedZBuffer) ? 1.0f : -1.0f;
bias = light.shadowBias * proj.m22 * sign;
// Currently only square POT cascades resolutions are used.
// We scale normalBias
double frustumWidth = 2.0 / (double)proj.m00;
double frustumHeight = 2.0 / (double)proj.m11;
float texelSizeX = (float)(frustumWidth / (double)cascadeResolution);
float texelSizeY = (float)(frustumHeight / (double)cascadeResolution);
float texelSize = Mathf.Max(texelSizeX, texelSizeY);
// Since we are applying normal bias on caster side we want an inset normal offset
// thus we use a negative normal bias.
normalBias = -light.shadowNormalBias * texelSize * kernelRadius;
}
else if (visibleLight.lightType == LightType.Spot)
{
float sign = (SystemInfo.usesReversedZBuffer) ? -1.0f : 1.0f;
bias = light.shadowBias * sign;
normalBias = 0.0f;
}
else
{
Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
}
Vector3 lightDirection = -visibleLight.localToWorld.GetColumn(2);
cmd.SetGlobalVector("_ShadowBias", new Vector4(bias, normalBias, 0.0f, 0.0f));
cmd.SetGlobalVector("_LightDirection", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z, 0.0f));
}
static Matrix4x4 GetShadowTransform(Matrix4x4 proj, Matrix4x4 view)
{
// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
// apply z reversal to projection matrix. We need to do it manually here.
if (SystemInfo.usesReversedZBuffer)
{
proj.m20 = -proj.m20;
proj.m21 = -proj.m21;
proj.m22 = -proj.m22;
proj.m23 = -proj.m23;
}
Matrix4x4 worldToShadow = proj * view;
var textureScaleAndBias = Matrix4x4.identity;
textureScaleAndBias.m00 = 0.5f;
textureScaleAndBias.m11 = 0.5f;
textureScaleAndBias.m22 = 0.5f;
textureScaleAndBias.m03 = 0.5f;
textureScaleAndBias.m23 = 0.5f;
textureScaleAndBias.m13 = 0.5f;
// Apply texture scale and offset to save a MAD in shader.
return textureScaleAndBias * worldToShadow;
}
}
}

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowUtils.cs.meta


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assetBundleName:
assetBundleVariant:
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