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Renamed and refactored shadowpass to improve readability

/main
Felipe Lira 6 年前
当前提交
e42f8f63
共有 2 个文件被更改,包括 137 次插入127 次删除
  1. 22
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs
  2. 242
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs

22
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs


}
}
public class LightEqualityComparer : IEqualityComparer<VisibleLight>
{
public bool Equals(VisibleLight x, VisibleLight y)
{
if (x.light == null && y.light == null)
return true;
if (x.light == null || y.light == null)
return false;
return x.light.GetInstanceID() == y.light.GetInstanceID();
}
public int GetHashCode(VisibleLight obj)
{
if (obj.light == null) // Particle light weirdness
return obj.GetHashCode();
return obj.light.GetInstanceID();
}
}
[Flags]
public enum FrameRenderingConfiguration
{

242
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs


{
public LightShadows shadowType;
public bool screenSpace;
public int shadowAtlasWidth;
public int shadowAtlasHeight;
public int directionalShadowAtlasWidth;
public int directionalShadowAtlasHeight;
public int localShadowAtlasWidth;
public int localShadowAtlasHeight;
public int bufferBitCount;
public float directionalLightNearPlaneOffset;
public RenderTextureFormat shadowmapTextureFormat;
public RenderTextureFormat screenspaceShadowmapTextureFormat;

defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.shadowType = LightShadows.None;
defaultShadowSettings.screenSpace = true;
defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096;
defaultShadowSettings.directionalShadowAtlasHeight = defaultShadowSettings.directionalShadowAtlasWidth = 2048;
defaultShadowSettings.localShadowAtlasWidth = 512;
defaultShadowSettings.localShadowAtlasHeight = 512;
defaultShadowSettings.bufferBitCount = 16;
defaultShadowSettings.directionalLightNearPlaneOffset = 5;
defaultShadowSettings.maxShadowDistance = 1000.0F;
defaultShadowSettings.shadowmapTextureFormat = RenderTextureFormat.Shadowmap;
defaultShadowSettings.screenspaceShadowmapTextureFormat = RenderTextureFormat.R8;
}

public int offsetX;
public int offsetY;
public int resolution;
public void Clear()
{
shadowTransform = Matrix4x4.identity;
offsetX = offsetY = 0;
resolution = 1024;
}
}
public class LightweightShadowPass

public bool HasDirectionalShadowmap { get { return m_DirectionalShadowmapQuality != LightShadows.None; } }
public bool HasLocalLightsShadowmap { get { return m_LocalShadowmapQuality != LightShadows.None; } }
public bool HasDirectionalShadowmap { get { return m_ShadowSampling != LightShadows.None; } }
public bool HasLocalLightsShadowmap { get { return m_LocalLightShadowSampling != LightShadows.None; } }
private int m_DirectionalShadowmapRTID;
private int m_AdditionalShadowmapRTID;
private int m_ScreenSpaceShadowMapRTID;
private int m_DirectionalShadowmapID;
private int m_LocalShadowmapID;
private int m_ScreenSpaceShadowmapID;
private Matrix4x4[] m_ShadowMatrices = new Matrix4x4[kMaxCascades + 1];
private Matrix4x4[] m_LocalLightShadowMatrices = new Matrix4x4[kMaxLocalPixelLightPerPass];
private RenderTexture m_DirectionalShadowmapRT;
private RenderTexture m_AdditionalShadowmapRT;
private RenderTargetIdentifier m_ScreenSpaceShadowMapRT;
private ShadowSettings m_ShadowSettings = ShadowSettings.Default;
private const int kShadowBufferBits = 16;
private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades];
private Vector4 m_DirectionalShadowSplitRadii;
private Material m_ScreenSpaceShadowsMaterial;
private ShadowSettings m_ShadowSettings = ShadowSettings.Default;
private ShadowSliceData[] m_ShadowCascadeSlices = new ShadowSliceData[kMaxCascades];
private ShadowSliceData[] m_LocalLightShadowSlices = new ShadowSliceData[kMaxPerObjectLights];
private RenderTexture m_DirectionalShadowmapTexture;
private RenderTexture m_LocalShadowmapTexture;
private RenderTargetIdentifier m_ScreenSpaceShadowmapTexture;
private RenderTextureDescriptor m_DirectionalShadowmapDescriptor;
private RenderTextureDescriptor m_LocalShadowmapDescriptor;
private LightShadows m_DirectionalShadowmapQuality;
private LightShadows m_LocalShadowmapQuality;
private Matrix4x4[] m_DirectionalShadowMatrices = new Matrix4x4[kMaxCascades + 1];
private Matrix4x4[] m_LocalShadowMatrices = new Matrix4x4[kMaxLocalPixelLightPerPass];
private Vector4[] m_CascadeSplitDistances = new Vector4[kMaxCascades];
private Vector4 m_CascadeSplitRadii;
private ShadowSliceData[] m_CascadeSlices = new ShadowSliceData[kMaxCascades];
private ShadowSliceData[] m_LocalLightSlices = new ShadowSliceData[kMaxPerObjectLights];
private LightShadows m_ShadowSampling;
private LightShadows m_LocalLightShadowSampling;
private int m_LocalLightShadowAtlasResolution = 512;
private Material m_ScreenSpaceShadowsMaterial;
public LightweightShadowPass(LightweightPipelineAsset pipelineAsset)
{

LocalShadowConstantBuffer._LocalShadowOffset3 = Shader.PropertyToID("_LocalShadowOffset3");
LocalShadowConstantBuffer._LocalShadowmapSize = Shader.PropertyToID("_LocalShadowmapSize");
m_DirectionalShadowmapRTID = Shader.PropertyToID("_ShadowMap");
m_AdditionalShadowmapRTID = Shader.PropertyToID("_LocalShadowMapAtlas");
m_ScreenSpaceShadowMapRTID = Shader.PropertyToID("_ScreenSpaceShadowMap");
m_ScreenSpaceShadowMapRT = new RenderTargetIdentifier(m_ScreenSpaceShadowMapRTID);
m_DirectionalShadowmapID = Shader.PropertyToID("_ShadowMap");
m_LocalShadowmapID = Shader.PropertyToID("_LocalShadowMapAtlas");
m_ScreenSpaceShadowmapID = Shader.PropertyToID("_ScreenSpaceShadowMap");
m_ScreenSpaceShadowmapTexture = new RenderTargetIdentifier(m_ScreenSpaceShadowmapID);
for (int i = 0; i < kMaxCascades; ++i)
m_DirectionalShadowSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
m_DirectionalShadowSplitRadii = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
m_DirectionalShadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.directionalShadowAtlasWidth,
m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
m_LocalShadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.localShadowAtlasWidth,
m_ShadowSettings.localShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
Clear();
}
public void InitializeResources(CommandBuffer cmd, RenderTextureDescriptor renderTextureDesc)

renderTextureDesc.depthBufferBits = 0;
renderTextureDesc.colorFormat = m_ShadowSettings.screenspaceShadowmapTextureFormat;
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, renderTextureDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(m_ScreenSpaceShadowmapID, renderTextureDesc, FilterMode.Bilinear);
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowMapRTID);
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowmapID);
if (m_DirectionalShadowmapRT)
if (m_DirectionalShadowmapTexture)
RenderTexture.ReleaseTemporary(m_DirectionalShadowmapRT);
m_DirectionalShadowmapRT = null;
RenderTexture.ReleaseTemporary(m_DirectionalShadowmapTexture);
m_DirectionalShadowmapTexture = null;
if (m_AdditionalShadowmapRT)
if (m_LocalShadowmapTexture)
RenderTexture.ReleaseTemporary(m_AdditionalShadowmapRT);
m_AdditionalShadowmapRT = null;
RenderTexture.ReleaseTemporary(m_LocalShadowmapTexture);
m_LocalShadowmapTexture = null;
}
}

// stereo functionality, we use the screen-space shadow map as the source (until we have
// a better solution).
// An alternative would be DrawProcedural, but that would require further changes in the shader.
cmd.Blit(m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowsMaterial);
cmd.Blit(m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowsMaterial);
LightweightUtils.StartStereoRendering(camera, ref context, frameRenderingConfiguration);

m_ShadowSettings.screenSpace = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
m_ShadowSettings.directionalLightCascadeCount = pipelineAsset.CascadeCount;
m_ShadowSettings.shadowAtlasWidth = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.shadowAtlasHeight = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.maxShadowDistance = pipelineAsset.ShadowDistance;
m_ShadowSettings.shadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
? RenderTextureFormat.Shadowmap

private void Clear()
{
m_DirectionalShadowmapRT = null;
m_AdditionalShadowmapRT = null;
m_ShadowSampling = LightShadows.None;
m_LocalLightShadowSampling = LightShadows.None;
for (int i = 0; i < kMaxLocalPixelLightPerPass; ++i)
{
m_LocalLightShadowMatrices[i] = Matrix4x4.identity;
m_DirectionalShadowmapTexture = null;
m_LocalShadowmapTexture = null;
m_DirectionalShadowmapQuality = LightShadows.None;
m_LocalShadowmapQuality = LightShadows.None;
for (int i = 0; i < m_DirectionalShadowMatrices.Length; ++i)
m_DirectionalShadowMatrices[i] = Matrix4x4.identity;
for (int i = 0; i < m_LocalShadowMatrices.Length; ++i)
m_LocalShadowMatrices[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);
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();
for (int i = 0; i < m_LocalLightSlices.Length; ++i)
m_LocalLightSlices[i].Clear();
for (int i = 0; i < m_LocalShadowStrength.Length; ++i)
}
CoreUtils.SetKeyword(cmd, "_SHADOWS_SOFT", m_ShadowSampling == LightShadows.Soft);
CoreUtils.SetKeyword(cmd, "_SHADOWS_SOFT", m_DirectionalShadowmapQuality == LightShadows.Soft);
CoreUtils.SetKeyword(cmd, "_SHADOWS_CASCADE", m_ShadowSettings.directionalLightCascadeCount > 1);
}

CommandBuffer cmd = CommandBufferPool.Get("Prepare Directional Shadowmap");
m_ShadowCasterCascadesCount = m_ShadowSettings.directionalLightCascadeCount;
int shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight, m_ShadowCasterCascadesCount);
int shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowCasterCascadesCount);
float shadowNearPlane = light.shadowNearPlane;
Bounds bounds;

Matrix4x4 view, proj;
var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
RenderTextureDescriptor shadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.shadowAtlasWidth,
m_ShadowSettings.shadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, kShadowBufferBits);
shadowmapDescriptor.shadowSamplingMode = ShadowSamplingMode.CompareDepths;
m_DirectionalShadowmapRT = RenderTexture.GetTemporary(shadowmapDescriptor);
m_DirectionalShadowmapRT.filterMode = FilterMode.Bilinear;
m_DirectionalShadowmapRT.wrapMode = TextureWrapMode.Clamp;
m_DirectionalShadowmapTexture = RenderTexture.GetTemporary(m_DirectionalShadowmapDescriptor);
m_DirectionalShadowmapTexture.filterMode = FilterMode.Bilinear;
m_DirectionalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
CoreUtils.SetRenderTarget(cmd, m_DirectionalShadowmapRT, ClearFlag.Depth);
CoreUtils.SetRenderTarget(cmd, m_DirectionalShadowmapTexture, ClearFlag.Depth);
bool success = false;
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)

out settings.splitData);
float cullingSphereRadius = settings.splitData.cullingSphere.w;
m_DirectionalShadowSplitDistances[cascadeIndex] = settings.splitData.cullingSphere;
m_DirectionalShadowSplitRadii[cascadeIndex] = cullingSphereRadius * cullingSphereRadius;
m_CascadeSplitDistances[cascadeIndex] = settings.splitData.cullingSphere;
m_CascadeSplitRadii[cascadeIndex] = cullingSphereRadius * cullingSphereRadius;
m_ShadowCascadeSlices[cascadeIndex].offsetX = (cascadeIndex % 2) * shadowResolution;
m_ShadowCascadeSlices[cascadeIndex].offsetY = (cascadeIndex / 2) * shadowResolution;
m_ShadowCascadeSlices[cascadeIndex].resolution = shadowResolution;
m_CascadeSlices[cascadeIndex].offsetX = (cascadeIndex % 2) * shadowResolution;
m_CascadeSlices[cascadeIndex].offsetY = (cascadeIndex / 2) * shadowResolution;
m_CascadeSlices[cascadeIndex].resolution = shadowResolution;
SetupShadowSliceTransform(ref m_ShadowCascadeSlices[cascadeIndex], m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_ShadowCascadeSlices[cascadeIndex], proj, view, settings);
SetupShadowSliceTransform(ref m_CascadeSlices[cascadeIndex], m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], proj, view, settings);
m_ShadowSampling = (m_ShadowSettings.shadowType != LightShadows.Soft) ? LightShadows.Hard : light.shadows;
m_DirectionalShadowmapQuality = (m_ShadowSettings.shadowType != LightShadows.Soft) ? LightShadows.Hard : light.shadows;
m_ShadowSampling = LightShadows.Hard;
m_DirectionalShadowmapQuality = LightShadows.Hard;
SetupDirectionalShadowReceiverConstants(cmd, shadowLight, ref context);
}

// TODO: Add support to point light shadows. We make a simplification here that only works
// for spot lights and with max spot shadows per pass.
int atlasWidth = m_LocalLightShadowAtlasResolution;
int atlasHeight = m_LocalLightShadowAtlasResolution;
int atlasWidth = m_ShadowSettings.localShadowAtlasWidth;
int atlasHeight = m_ShadowSettings.localShadowAtlasHeight;
RenderTextureDescriptor shadowmapDescriptor = new RenderTextureDescriptor(m_LocalLightShadowAtlasResolution, m_LocalLightShadowAtlasResolution, m_ShadowSettings.shadowmapTextureFormat, kShadowBufferBits);
shadowmapDescriptor.shadowSamplingMode = ShadowSamplingMode.CompareDepths;
m_AdditionalShadowmapRT = RenderTexture.GetTemporary(shadowmapDescriptor);
m_AdditionalShadowmapRT.filterMode = FilterMode.Bilinear;
m_AdditionalShadowmapRT.wrapMode = TextureWrapMode.Clamp;
m_LocalShadowmapTexture = RenderTexture.GetTemporary(m_LocalShadowmapDescriptor);
m_LocalShadowmapTexture.filterMode = FilterMode.Bilinear;
m_LocalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
CoreUtils.SetRenderTarget(cmd, m_AdditionalShadowmapRT, ClearFlag.Depth);
CoreUtils.SetRenderTarget(cmd, m_LocalShadowmapTexture, ClearFlag.Depth);
for (int i = 0; i < localLightIndices.Count; ++i)
{

// 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.
Debug.Assert(kMaxLocalPixelLightPerPass == 4 && shadowLight.lightType == LightType.Spot);
m_LocalLightShadowSlices[i].offsetX = (i % 2) * sliceResolution;
m_LocalLightShadowSlices[i].offsetY = (i / 2) * sliceResolution;
m_LocalLightShadowSlices[i].resolution = sliceResolution;
m_LocalLightSlices[i].offsetX = (i % 2) * sliceResolution;
m_LocalLightSlices[i].offsetY = (i / 2) * sliceResolution;
m_LocalLightSlices[i].resolution = sliceResolution;
SetupShadowSliceTransform(ref m_LocalLightShadowSlices[i], atlasWidth, atlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_LocalLightShadowSlices[i], proj, view, settings);
SetupShadowSliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight, proj, view);
RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], proj, view, settings);
m_LocalShadowStrength[i] = light.shadowStrength;
shadowSampling = Math.Max(shadowSampling, (int)light.shadows);
lightData.localShadowMask |= (1 << shadowLightIndex);

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

int cascadeCount = m_ShadowCasterCascadesCount;
for (int i = 0; i < kMaxCascades; ++i)
m_ShadowMatrices[i] = (cascadeCount >= i) ? m_ShadowCascadeSlices[i].shadowTransform : Matrix4x4.identity;
m_DirectionalShadowMatrices[i] = (cascadeCount >= i) ? m_CascadeSlices[i].shadowTransform : Matrix4x4.identity;
// We setup and additional a no-op WorldToShadow matrix in the last index
// because the ComputeCascadeIndex function in Shadows.hlsl can return an index

m_ShadowMatrices[kMaxCascades] = noOpShadowMatrix;
m_DirectionalShadowMatrices[kMaxCascades] = noOpShadowMatrix;
float invShadowAtlasWidth = 1.0f / m_ShadowSettings.shadowAtlasWidth;
float invShadowAtlasHeight = 1.0f / m_ShadowSettings.shadowAtlasHeight;
float invShadowAtlasWidth = 1.0f / m_ShadowSettings.directionalShadowAtlasWidth;
float invShadowAtlasHeight = 1.0f / m_ShadowSettings.directionalShadowAtlasHeight;
cmd.SetGlobalTexture(m_DirectionalShadowmapRTID, m_DirectionalShadowmapRT);
cmd.SetGlobalMatrixArray(DirectionalShadowConstantBuffer._WorldToShadow, m_ShadowMatrices);
cmd.SetGlobalTexture(m_DirectionalShadowmapID, m_DirectionalShadowmapTexture);
cmd.SetGlobalMatrixArray(DirectionalShadowConstantBuffer._WorldToShadow, m_DirectionalShadowMatrices);
cmd.SetGlobalVectorArray(DirectionalShadowConstantBuffer._DirShadowSplitSpheres, m_DirectionalShadowSplitDistances);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, m_DirectionalShadowSplitRadii);
cmd.SetGlobalVectorArray(DirectionalShadowConstantBuffer._DirShadowSplitSpheres, m_CascadeSplitDistances);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, m_CascadeSplitRadii);
m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight));
m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}

for (int i = 0; i < kMaxLocalPixelLightPerPass; ++i)
m_LocalLightShadowMatrices[i] = m_LocalLightShadowSlices[i].shadowTransform;
m_LocalShadowMatrices[i] = m_LocalLightSlices[i].shadowTransform;
float invShadowResolution = 1.0f / m_LocalLightShadowAtlasResolution;
float invHalfShadowResolution = 0.5f * invShadowResolution;
float invShadowAtlasWidth = 1.0f / m_ShadowSettings.localShadowAtlasWidth;
float invShadowAtlasHeight = 1.0f / m_ShadowSettings.localShadowAtlasHeight;
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
cmd.SetGlobalTexture(m_AdditionalShadowmapRTID, m_AdditionalShadowmapRT);
cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadow, m_LocalLightShadowMatrices);
cmd.SetGlobalTexture(m_LocalShadowmapID, m_LocalShadowmapTexture);
cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadow, m_LocalShadowMatrices);
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset0, new Vector4(-invHalfShadowResolution, -invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4( invHalfShadowResolution, -invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset2, new Vector4(-invHalfShadowResolution, invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4( invHalfShadowResolution, invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowmapSize, new Vector4(invShadowResolution, invShadowResolution, m_LocalLightShadowAtlasResolution, m_LocalLightShadowAtlasResolution));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4( invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4( invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight,
m_ShadowSettings.localShadowAtlasWidth, m_ShadowSettings.localShadowAtlasHeight));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
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