using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.OnTileDeferredRenderPipeline { class ShadowSetup : IDisposable { // shadow related stuff const int k_MaxShadowDataSlots = 64; const int k_MaxPayloadSlotsPerShadowData = 4; ShadowmapBase[] m_Shadowmaps; ShadowManager m_ShadowMgr; ComputeBuffer s_ShadowDataBuffer; ComputeBuffer s_ShadowPayloadBuffer; public ShadowSetup(ShadowInitParameters shadowInit, ShadowSettings shadowSettings, out IShadowManager shadowManager) { s_ShadowDataBuffer = new ComputeBuffer(k_MaxShadowDataSlots, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData))); s_ShadowPayloadBuffer = new ComputeBuffer(k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowPayload))); ShadowAtlas.AtlasInit atlasInit; atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth; atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight; atlasInit.baseInit.slices = 1; atlasInit.baseInit.shadowmapBits = 32; atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap; atlasInit.baseInit.samplerState = SamplerState.Default(); atlasInit.baseInit.comparisonSamplerState = ComparisonSamplerState.Default(); atlasInit.baseInit.clearColor = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); atlasInit.baseInit.maxPayloadCount = 0; atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional | ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot; atlasInit.shaderKeyword = null; m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) }; ShadowContext.SyncDel syncer = (ShadowContext sc) => { // update buffers uint offset, count; ShadowData[] sds; sc.GetShadowDatas(out sds, out offset, out count); Debug.Assert(offset == 0); s_ShadowDataBuffer.SetData(sds); // unfortunately we can't pass an offset or count to this function ShadowPayload[] payloads; sc.GetPayloads(out payloads, out offset, out count); Debug.Assert(offset == 0); s_ShadowPayloadBuffer.SetData(payloads); }; // binding code. This needs to be in sync with ShadowContext.hlsl ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel) => { // bind buffers cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer); cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer); // bind textures uint offset, count; RenderTargetIdentifier[] tex; sc.GetTex2DArrays(out tex, out offset, out count); cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[0]); // TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here }; ShadowContext.CtxtInit scInit; scInit.storage.maxShadowDataSlots = k_MaxShadowDataSlots; scInit.storage.maxPayloadSlots = k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData; scInit.storage.maxTex2DArraySlots = 1; scInit.storage.maxTexCubeArraySlots = 0; scInit.storage.maxComparisonSamplerSlots = 1; scInit.storage.maxSamplerSlots = 0; scInit.dataSyncer = syncer; scInit.resourceBinder = binder; m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, m_Shadowmaps); // set global overrides - these need to match the override specified in Fptl/Shadow.hlsl m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true ); m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true ); m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true ); shadowManager = m_ShadowMgr; } public void Dispose() { if (m_Shadowmaps != null) { (m_Shadowmaps[0] as ShadowAtlas).Dispose(); m_Shadowmaps = null; } m_ShadowMgr = null; if (s_ShadowDataBuffer != null) { s_ShadowDataBuffer.Release (); s_ShadowDataBuffer = null; } if (s_ShadowPayloadBuffer != null) { s_ShadowPayloadBuffer.Release (); s_ShadowPayloadBuffer = null; } } } public class OnTileDeferredRenderPipelineInstance : RenderPipeline { private readonly OnTileDeferredRenderPipeline m_Owner; public OnTileDeferredRenderPipelineInstance(OnTileDeferredRenderPipeline owner) { m_Owner = owner; if (m_Owner != null) m_Owner.Build(); } public override void Dispose() { base.Dispose(); if (m_Owner != null) m_Owner.Cleanup(); } public override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { base.Render(renderContext, cameras); m_Owner.Render(renderContext, cameras); } } [ExecuteInEditMode] public class OnTileDeferredRenderPipeline : RenderPipelineAsset { #if UNITY_EDITOR [UnityEditor.MenuItem("Assets/Create/Render Pipeline/On Tile Deferred/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)] static void CreateDeferredRenderPipeline() { var instance = ScriptableObject.CreateInstance (); UnityEditor.AssetDatabase.CreateAsset (instance, "Assets/OnTileDeferredPipeline.asset"); } [UnityEditor.MenuItem("Edit/Render Pipeline/Upgrade/On Tile Deferred/Upgrade Standard Shader Materials", priority = CoreUtils.editMenuPriority2)] static void SetupDeferredRenderPipelineMaterials() { Renderer[] _renderers = Component.FindObjectsOfType (); foreach (Renderer _renderer in _renderers) { Material[] _materials = _renderer.sharedMaterials; foreach (Material _material in _materials) { if (_material == null) continue; if (_material.shader.name.Contains ("Standard (Specular setup)")) { _material.shader = Shader.Find("Standard-SRP (Specular setup)"); } else if (_material.shader.name.Contains ("Standard")) { _material.shader = Shader.Find("Standard-SRP"); } } } } #endif protected override IRenderPipeline InternalCreatePipeline() { return new OnTileDeferredRenderPipelineInstance(this); } [SerializeField] ShadowSettings m_ShadowSettings = new ShadowSettings(); ShadowSetup m_ShadowSetup; IShadowManager m_ShadowMgr; FrameId m_FrameId = new FrameId(); List m_ShadowRequests = new List(); Dictionary m_ShadowIndices = new Dictionary(); void InitShadowSystem(ShadowSettings shadowSettings) { m_ShadowSetup = new ShadowSetup(new ShadowInitParameters(), shadowSettings, out m_ShadowMgr); } void DeinitShadowSystem() { if (m_ShadowSetup != null) { m_ShadowSetup.Dispose(); m_ShadowSetup = null; m_ShadowMgr = null; } } // This must match MAX_LIGHTS in UnityStandardForwardMobile const int k_MaxLights = 100; // arrays for shader data private Vector4[] m_LightData = new Vector4[k_MaxLights]; // x:Light_type, y:ShadowIndex z:w:UNUSED private Vector4[] m_LightPositions = new Vector4[k_MaxLights]; private Vector4[] m_LightColors = new Vector4[k_MaxLights]; private Vector4[] m_LightDirections = new Vector4[k_MaxLights]; private Matrix4x4[] m_LightMatrix = new Matrix4x4[k_MaxLights]; private Matrix4x4[] m_WorldToLightMatrix = new Matrix4x4[k_MaxLights]; [SerializeField] TextureSettings m_TextureSettings = new TextureSettings(); [SerializeField] public bool UseLegacyCookies; [SerializeField] public bool TransparencyShadows; [SerializeField] public Mesh m_PointLightMesh; [SerializeField] public float PointLightMeshScaleFactor = 2.0f; [SerializeField] public Mesh m_SpotLightMesh; [SerializeField] public float SpotLightMeshScaleFactor = 1.0f; [SerializeField] public Mesh m_QuadMesh; [SerializeField] public Mesh m_BoxMesh; [SerializeField] public Texture m_DefaultSpotCookie; [SerializeField] public Shader finalPassShader; [SerializeField] public Shader deferredShader; [SerializeField] public Shader deferredReflectionShader; private TextureCache2D m_CookieTexArray; private TextureCacheCubemap m_CubeCookieTexArray; private TextureCacheCubemap m_CubeReflTexArray; private ComputeBuffer s_LightDataBuffer; private RenderPassAttachment s_GBufferAlbedo; private RenderPassAttachment s_GBufferSpecRough; private RenderPassAttachment s_GBufferNormal; private RenderPassAttachment s_GBufferEmission; private RenderPassAttachment s_CameraTarget; private RenderPassAttachment s_Depth; // write depth to red color buffer if on mobile so we can read it back // cannot read depth buffer directly in shader on iOS private RenderPassAttachment s_GBufferRedF32; // TODO: When graphics/renderpass lands, replace code that uses boolean below with SystemInfo.supportsReadOnlyDepth #if UNITY_EDITOR || UNITY_STANDALONE static bool s_SupportsReadOnlyDepth = true; #else static bool s_SupportsReadOnlyDepth = false; #endif private static int _sceneViewBlitId; private static int _sceneViewDepthId; private static Material _blitDepthMaterial; private Material m_DirectionalDeferredLightingMaterial; private Material m_FiniteDeferredLightingMaterial; private Material m_FiniteNearDeferredLightingMaterial; private Material m_ReflectionMaterial; private Material m_ReflectionNearClipMaterial; private Material m_ReflectionNearAndFarClipMaterial; private Material m_BlitMaterial; private void OnValidate() { Build(); } public void Cleanup() { if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial); if (m_DirectionalDeferredLightingMaterial) DestroyImmediate(m_DirectionalDeferredLightingMaterial); if (m_FiniteDeferredLightingMaterial) DestroyImmediate(m_FiniteDeferredLightingMaterial); if (m_FiniteNearDeferredLightingMaterial) DestroyImmediate(m_FiniteNearDeferredLightingMaterial); if (m_ReflectionMaterial) DestroyImmediate (m_ReflectionMaterial); if (m_ReflectionNearClipMaterial) DestroyImmediate (m_ReflectionNearClipMaterial); if (m_ReflectionNearAndFarClipMaterial) DestroyImmediate (m_ReflectionNearAndFarClipMaterial); if (s_LightDataBuffer != null) { s_LightDataBuffer.Release (); s_LightDataBuffer = null; } m_CookieTexArray.Release(); m_CubeCookieTexArray.Release(); m_CubeReflTexArray.Release(); DeinitShadowSystem(); } public void Build() { s_GBufferAlbedo = new RenderPassAttachment(RenderTextureFormat.ARGB32) { hideFlags = HideFlags.HideAndDontSave }; s_GBufferSpecRough = new RenderPassAttachment(RenderTextureFormat.ARGB32) { hideFlags = HideFlags.HideAndDontSave }; s_GBufferNormal = new RenderPassAttachment(RenderTextureFormat.ARGB2101010) { hideFlags = HideFlags.HideAndDontSave }; s_GBufferEmission = new RenderPassAttachment(RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave }; s_Depth = new RenderPassAttachment(RenderTextureFormat.Depth) { hideFlags = HideFlags.HideAndDontSave }; s_CameraTarget = s_GBufferAlbedo; s_GBufferEmission.Clear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0); s_Depth.Clear(new Color(), 1.0f, 0); if (s_SupportsReadOnlyDepth) { s_GBufferRedF32 = null; } else { s_GBufferRedF32 = new RenderPassAttachment(RenderTextureFormat.RFloat) { hideFlags = HideFlags.HideAndDontSave }; s_GBufferRedF32.Clear(new Color(), 1.0f, 0); } m_BlitMaterial = new Material (finalPassShader) { hideFlags = HideFlags.HideAndDontSave }; _blitDepthMaterial = new Material(Shader.Find("Hidden/BlitCopyWithDepth")) { hideFlags = HideFlags.HideAndDontSave }; _sceneViewBlitId = Shader.PropertyToID("_TempCameraRT"); _sceneViewDepthId = Shader.PropertyToID("_TempCameraDepth"); m_DirectionalDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave }; m_DirectionalDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One); m_DirectionalDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_DirectionalDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One); m_DirectionalDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_DirectionalDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Off); m_DirectionalDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.Always); m_FiniteDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave }; m_FiniteDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One); m_FiniteDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_FiniteDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One); m_FiniteDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_FiniteDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Back); m_FiniteDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.LessEqual); m_FiniteNearDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave }; m_FiniteNearDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One); m_FiniteNearDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_FiniteNearDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One); m_FiniteNearDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_FiniteNearDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Front); m_FiniteNearDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.Greater); m_ReflectionMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave }; m_ReflectionMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha); m_ReflectionMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_ReflectionMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha); m_ReflectionMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_ReflectionMaterial.SetInt("_CullMode", (int)CullMode.Back); m_ReflectionMaterial.SetInt("_CompareFunc", (int)CompareFunction.LessEqual); m_ReflectionNearClipMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave }; m_ReflectionNearClipMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha); m_ReflectionNearClipMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_ReflectionNearClipMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha); m_ReflectionNearClipMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_ReflectionNearClipMaterial.SetInt("_CullMode", (int)CullMode.Front); m_ReflectionNearClipMaterial.SetInt("_CompareFunc", (int)CompareFunction.GreaterEqual); m_ReflectionNearAndFarClipMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave }; m_ReflectionNearAndFarClipMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha); m_ReflectionNearAndFarClipMaterial.SetInt("_DstBlend", (int)BlendMode.One); m_ReflectionNearAndFarClipMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha); m_ReflectionNearAndFarClipMaterial.SetInt("_DstABlend", (int)BlendMode.Zero); m_ReflectionNearAndFarClipMaterial.SetInt("_CullMode", (int)CullMode.Off); m_ReflectionNearAndFarClipMaterial.SetInt("_CompareFunc", (int)CompareFunction.Always); m_CookieTexArray = new TextureCache2D(); m_CubeCookieTexArray = new TextureCacheCubemap(); m_CubeReflTexArray = new TextureCacheCubemap(); m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true); m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true); m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureCache.GetPreferredHDRCompressedTextureFormat, true); s_LightDataBuffer = new ComputeBuffer(k_MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData))); //shadows InitShadowSystem(m_ShadowSettings); } void NewFrame() { // update texture caches m_CookieTexArray.NewFrame(); m_CubeCookieTexArray.NewFrame(); m_CubeReflTexArray.NewFrame(); } public void Render(ScriptableRenderContext context, IEnumerable cameras) { foreach (var camera in cameras) { // Culling ScriptableCullingParameters cullingParams; if (!CullResults.GetCullingParameters (camera, out cullingParams)) continue; m_ShadowMgr.UpdateCullingParameters(ref cullingParams); var cullResults = CullResults.Cull (ref cullingParams, context); NewFrame (); UpdateShadowConstants (camera, cullResults); CommandBuffer cmdShadow = CommandBufferPool.Get(); m_ShadowMgr.RenderShadows( m_FrameId, context, cmdShadow, cullResults, cullResults.visibleLights ); m_ShadowMgr.SyncData(); m_ShadowMgr.BindResources( cmdShadow, null, 0 ); context.ExecuteCommandBuffer(cmdShadow); CommandBufferPool.Release(cmdShadow); context.SetupCameraProperties(camera); // The scene view needs extra blit because it'll be using a non-fullscreen viewport if (camera.cameraType == CameraType.SceneView) { using (var cmd = new CommandBuffer()) { cmd.GetTemporaryRT(_sceneViewBlitId, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); cmd.GetTemporaryRT(_sceneViewDepthId, camera.pixelWidth, camera.pixelHeight, 24, FilterMode.Point, RenderTextureFormat.Depth, RenderTextureReadWrite.Default); context.ExecuteCommandBuffer(cmd); } s_CameraTarget.BindSurface(new RenderTargetIdentifier(_sceneViewBlitId), false, true); s_Depth.BindSurface(new RenderTargetIdentifier(_sceneViewDepthId), false, false); } else { s_CameraTarget.BindSurface(BuiltinRenderTextureType.CameraTarget, false, true); s_Depth.BindSurface(BuiltinRenderTextureType.Depth, false, false); } // set load store actions s_GBufferSpecRough.BindSurface (BuiltinRenderTextureType.None, false, false); s_GBufferNormal.BindSurface (BuiltinRenderTextureType.None, false, false); s_GBufferEmission.BindSurface (BuiltinRenderTextureType.None, false, false); if (s_GBufferRedF32 != null) s_GBufferRedF32.BindSurface(BuiltinRenderTextureType.None, false, false); ExecuteRenderLoop(camera, cullResults, context); if (camera.cameraType == CameraType.SceneView) { using (var cmd = new CommandBuffer()) { cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); cmd.SetGlobalTexture("_DepthTex", _sceneViewDepthId); cmd.Blit(_sceneViewBlitId, BuiltinRenderTextureType.CameraTarget, _blitDepthMaterial); context.ExecuteCommandBuffer(cmd); } } context.Submit (); } } void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop) { using (RenderPass rp = new RenderPass (loop, camera.pixelWidth, camera.pixelHeight, 1, s_SupportsReadOnlyDepth ? new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission } : new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission, s_GBufferRedF32 }, s_Depth)) { // GBuffer pass using (new RenderPass.SubPass (rp, s_SupportsReadOnlyDepth ? new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission } : new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission, s_GBufferRedF32 }, null)) { using (var cmd = new CommandBuffer { name = "Create G-Buffer" }) { cmd.EnableShaderKeyword ("UNITY_HDR_ON"); cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0)); loop.ExecuteCommandBuffer (cmd); // render opaque objects using Deferred pass var drawSettings = new DrawSettings (camera, new ShaderPassName ("Deferred")) { sorting = { flags = SortFlags.CommonOpaque }, rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe }; var filterSettings = new FilterSettings(true) {renderQueueRange = RenderQueueRange.opaque}; loop.DrawRenderers (cullResults.visibleRenderers, ref drawSettings, filterSettings); } } //Lighting Pass using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission }, new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_SupportsReadOnlyDepth ? s_Depth : s_GBufferRedF32 }, true)) { using (var cmd = new CommandBuffer { name = "Deferred Lighting and Reflections Pass"} ) { RenderLightsDeferred (camera, cullResults, cmd, loop); RenderReflections (camera, cmd, cullResults, loop); loop.ExecuteCommandBuffer(cmd); } } //skybox using (new RenderPass.SubPass (rp, new[] { s_GBufferEmission }, null)) { loop.DrawSkybox (camera); } //Single Pass Forward Transparencies using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission }, null)) { using (var cmd = new CommandBuffer { name = "Forwward Lighting Setup"} ) { SetupLightShaderVariables (cullResults, camera, loop, cmd); loop.ExecuteCommandBuffer(cmd); var settings = new DrawSettings (camera, new ShaderPassName("ForwardSinglePass")) { sorting = { flags = SortFlags.CommonTransparent }, rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe, }; var filterSettings = new FilterSettings(true) {renderQueueRange = RenderQueueRange.transparent}; loop.DrawRenderers (cullResults.visibleRenderers, ref settings, filterSettings); } } //Final pass using (new RenderPass.SubPass(rp, new[] { s_CameraTarget }, new[] { s_GBufferEmission })) { var cmd = new CommandBuffer { name = "FinalPass" }; cmd.DrawProcedural(new Matrix4x4(), m_BlitMaterial, 0, MeshTopology.Triangles, 3); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } } } // Utilites static Matrix4x4 GetFlipMatrix() { Matrix4x4 flip = Matrix4x4.identity; bool isLeftHand = ((int)LightDefinitions.USE_LEFTHAND_CAMERASPACE) != 0; if (isLeftHand) flip.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f)); return flip; } static Matrix4x4 WorldToCamera(Camera camera) { return GetFlipMatrix() * camera.worldToCameraMatrix; } static Matrix4x4 CameraToWorld(Camera camera) { return camera.cameraToWorldMatrix * GetFlipMatrix(); } static Matrix4x4 CameraProjection(Camera camera) { return camera.projectionMatrix * GetFlipMatrix(); } Matrix4x4 PerspectiveCotanMatrix(float cotangent, float zNear, float zFar ) { float deltaZ = zNear - zFar; var m = Matrix4x4.zero; m.m00 = cotangent; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f; m.m10 = 0.0f; m.m11 = cotangent; m.m12 = 0.0f; m.m13 = 0.0f; m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = (zFar + zNear) / deltaZ; m.m23 = 2.0f * zNear * zFar / deltaZ; m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = -1.0f; m.m33 = 0.0f; return m; } float GetCotanHalfSpotAngle (float spotAngle) { const float degToRad = (float)(Mathf.PI / 180.0); var cs = Mathf.Cos(0.5f * spotAngle * degToRad); var ss = Mathf.Sin(0.5f * spotAngle * degToRad); return cs / ss; //cothalfspotangle } // Shadows void UpdateShadowConstants(Camera camera, CullResults inputs) { m_FrameId.frameCount++; // get the indices for all lights that want to have shadows m_ShadowRequests.Clear(); m_ShadowRequests.Capacity = inputs.visibleLights.Count; int lcnt = inputs.visibleLights.Count; for (int i = 0; i < lcnt; ++i) { VisibleLight vl = inputs.visibleLights[i]; AdditionalShadowData asd = vl.light.GetComponent(); if (vl.light.shadows != LightShadows.None && asd != null && asd.shadowDimmer > 0.0f) m_ShadowRequests.Add(i); } // pass this list to a routine that assigns shadows based on some heuristic uint shadowRequestCount = (uint)m_ShadowRequests.Count; int[] shadowRequests = m_ShadowRequests.ToArray(); int[] shadowDataIndices; m_ShadowMgr.ProcessShadowRequests(m_FrameId, inputs, camera, false, inputs.visibleLights, ref shadowRequestCount, shadowRequests, out shadowDataIndices); // update the visibleLights with the shadow information m_ShadowIndices.Clear(); for (uint i = 0; i < shadowRequestCount; i++) { m_ShadowIndices.Add(shadowRequests[i], shadowDataIndices[i]); } } // Reflections void RenderReflections(Camera camera, CommandBuffer cmd, CullResults cullResults, ScriptableRenderContext loop) { var probes = cullResults.visibleReflectionProbes; var worldToView = camera.worldToCameraMatrix; //WorldToCamera(camera); // matches builtin deferred float nearDistanceFudged = camera.nearClipPlane * 1.001f; float farDistanceFudged = camera.farClipPlane * 0.999f; var viewDir = camera.cameraToWorldMatrix.GetColumn(2); var viewDirNormalized = -1 * Vector3.Normalize(new Vector3 (viewDir.x, viewDir.y, viewDir.z)); Plane eyePlane = new Plane (); eyePlane.SetNormalAndPosition(viewDirNormalized, camera.transform.position); // Note: Optimization for tiled GPUs: render all probes in reverse order so they are blended into the existing emission buffer with the correct blend settings as follows: // emisNew = emis + Lerp( Lerp( Lerp(base,probe0,1-t0), probe1, 1-t1 ), probe2, 1-t2).... // DST_COL = DST_COL + DST_ALPHA * SRC_COLOR // DST_ALPHA = DST_ALPHA * SRC_ALPHA int numProbes = probes.Count; for (int i = numProbes-1; i >= 0; i--) { var rl = probes [i]; var cubemap = rl.texture; // always a box for now if (cubemap == null) continue; var bnds = rl.bounds; var boxOffset = rl.center; // reflection volume offset relative to cube map capture point var blendDistance = rl.blendDistance; // TODO: fix for rotations on probes... Builtin Unity also does not take these into account, for now just grab position for mat //var mat = rl.localToWorld; Matrix4x4 mat = Matrix4x4.identity; mat.SetColumn (3, rl.localToWorld.GetColumn (3)); var boxProj = (rl.boxProjection != 0); var probePosition = mat.GetColumn (3); // translation vector var probePosition1 = new Vector4 (probePosition [0], probePosition [1], probePosition [2], boxProj ? 1f : 0f); // C is reflection volume center in world space (NOT same as cube map capture point) var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); Matrix4x4 scaled = Matrix4x4.Scale (combinedExtent * 2.0f); mat = mat * Matrix4x4.Translate (boxOffset) * scaled; var probeRadius = combinedExtent.magnitude; var viewDistance = eyePlane.GetDistanceToPoint(boxOffset); bool intersectsNear = viewDistance - probeRadius <= nearDistanceFudged; bool intersectsFar = viewDistance + probeRadius >= farDistanceFudged; bool renderAsQuad = (intersectsNear && intersectsFar); var props = new MaterialPropertyBlock (); props.SetFloat ("_LightAsQuad", renderAsQuad ? 1 : 0); var min = rl.bounds.min; var max = rl.bounds.max; // TODO: (cleanup) dont use builtins like unity_SpecCube0 cmd.SetGlobalTexture("unity_SpecCube0", cubemap); cmd.SetGlobalVector("unity_SpecCube0_HDR", rl.probe.textureHDRDecodeValues); cmd.SetGlobalVector ("unity_SpecCube0_BoxMin", min); cmd.SetGlobalVector ("unity_SpecCube0_BoxMax", max); cmd.SetGlobalVector ("unity_SpecCube0_ProbePosition", probePosition1); cmd.SetGlobalVector ("unity_SpecCube1_ProbePosition", new Vector4(0, 0, 0, blendDistance)); if (renderAsQuad) { cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_ReflectionNearAndFarClipMaterial, 0, 0, props); } else if (intersectsNear) { cmd.DrawMesh (m_BoxMesh, mat, m_ReflectionNearClipMaterial, 0, 0, props); } else{ cmd.DrawMesh (m_BoxMesh, mat, m_ReflectionMaterial, 0, 0, props); } } // draw the base probe // TODO: (cleanup) dont use builtins like unity_SpecCube0 { var props = new MaterialPropertyBlock (); props.SetFloat ("_LightAsQuad", 1.0f); // base reflection probe var topCube = ReflectionProbe.defaultTexture; var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues; cmd.SetGlobalTexture ("unity_SpecCube0", topCube); cmd.SetGlobalVector ("unity_SpecCube0_HDR", defdecode); float max = float.PositiveInfinity; float min = float.NegativeInfinity; cmd.SetGlobalVector("unity_SpecCube0_BoxMin", new Vector4(min, min, min, 1)); cmd.SetGlobalVector("unity_SpecCube0_BoxMax", new Vector4(max, max, max, 1)); cmd.SetGlobalVector ("unity_SpecCube0_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 0.0f)); cmd.SetGlobalVector ("unity_SpecCube1_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 1.0f)); cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_ReflectionNearAndFarClipMaterial, 0, 0, props); } } Matrix4x4 SpotlightMatrix (VisibleLight light, Matrix4x4 worldToLight, float range, float chsa) { Matrix4x4 temp1 = Matrix4x4.Scale(new Vector3 (-.5f, -.5f, 1.0f)); Matrix4x4 temp2 = Matrix4x4.Translate( new Vector3 (.5f, .5f, 0.0f)); Matrix4x4 temp3 = PerspectiveCotanMatrix (chsa, 0.0f, range); return temp2 * temp1 * temp3 * worldToLight; } void RenderSpotlight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool renderAsQuad, bool intersectsNear, bool deferred) { float range = light.range; var lightToWorld = light.localToWorld; var worldToLight = lightToWorld.inverse; float chsa = GetCotanHalfSpotAngle (light.spotAngle); // Setup Light Matrix properties.SetMatrix ("_LightMatrix0", SpotlightMatrix(light, worldToLight, range, chsa)); // Setup Spot Rendering mesh matrix float sideLength = range / chsa; // scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector. // A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here. lightToWorld = lightToWorld * Matrix4x4.Scale (new Vector3(sideLength*SpotLightMeshScaleFactor, sideLength*SpotLightMeshScaleFactor, range*SpotLightMeshScaleFactor)); //set default cookie for spot light if there wasnt one added to the light manually Texture cookie = light.light.cookie; if (cookie == null) { cmd.SetGlobalTexture ("_LightTexture0", m_DefaultSpotCookie); } // turn on spotlights in shader, there is no spot cookie varient so no need for that cmd.EnableShaderKeyword ("SPOT"); if (renderAsQuad) { cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties); } else if (intersectsNear) { cmd.DrawMesh (m_SpotLightMesh, lightToWorld, m_FiniteNearDeferredLightingMaterial, 0, 0, properties); } else { cmd.DrawMesh (m_SpotLightMesh, lightToWorld, m_FiniteDeferredLightingMaterial, 0, 0, properties); } } void RenderPointLight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool renderAsQuad, bool intersectsNear, bool deferred) { Vector3 lightPos = light.localToWorld.GetColumn (3); //position float range = light.range; // scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector. // A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here. var matrix = Matrix4x4.TRS (lightPos, Quaternion.identity, new Vector3 (range*PointLightMeshScaleFactor, range*PointLightMeshScaleFactor, range*PointLightMeshScaleFactor)); Texture cookie = light.light.cookie; if (cookie != null) cmd.EnableShaderKeyword ("POINT_COOKIE"); else cmd.EnableShaderKeyword ("POINT"); if (renderAsQuad) cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties); else if (intersectsNear) cmd.DrawMesh (m_PointLightMesh, matrix, m_FiniteNearDeferredLightingMaterial, 0, 0, properties); else cmd.DrawMesh (m_PointLightMesh, matrix, m_FiniteDeferredLightingMaterial, 0, 0, properties); } Matrix4x4 DirectionalLightmatrix(VisibleLight light, Matrix4x4 worldToLight) { // Setup Light Matrix float scale = 1.0f / light.light.cookieSize; Matrix4x4 temp1 = Matrix4x4.Scale(new Vector3 (scale, scale, 0.0f)); Matrix4x4 temp2 = Matrix4x4.Translate( new Vector3 (.5f, .5f, 0.0f)); return temp2 * temp1 * worldToLight; } void RenderDirectionalLight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool intersectsNear) { var lightToWorld = light.localToWorld; var worldToLight = lightToWorld.inverse; // Setup Light Matrix properties.SetMatrix ("_LightMatrix0", DirectionalLightmatrix (light, worldToLight)); Texture cookie = light.light.cookie; if (cookie != null) { cmd.EnableShaderKeyword ("DIRECTIONAL_COOKIE"); } else cmd.EnableShaderKeyword ("DIRECTIONAL"); cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties); } void RenderLightsDeferred (Camera camera, CullResults inputs, CommandBuffer cmd, ScriptableRenderContext loop) { int lightCount = inputs.visibleLights.Count; for (int lightNum = 0; lightNum < lightCount; lightNum++) { VisibleLight light = inputs.visibleLights[lightNum]; bool intersectsNear = (light.flags & VisibleLightFlags.IntersectsNearPlane) != 0; bool intersectsFar = (light.flags & VisibleLightFlags.IntersectsFarPlane) != 0; bool renderAsQuad = (intersectsNear && intersectsFar) || (light.lightType == LightType.Directional); Vector3 lightPos = light.localToWorld.GetColumn (3); //position Vector3 lightDir = light.localToWorld.GetColumn (2); //z axis float range = light.range; var lightToWorld = light.localToWorld; var worldToLight = lightToWorld.inverse; cmd.SetGlobalMatrix ("unity_WorldToLight", lightToWorld.inverse); var props = new MaterialPropertyBlock (); props.SetFloat ("_LightAsQuad", renderAsQuad ? 1 : 0); props.SetVector ("_LightPos", new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f / (range * range))); props.SetVector ("_LightDir", new Vector4(lightDir.x, lightDir.y, lightDir.z, 0.0f)); props.SetVector ("_LightColor", light.finalColor); int shadowIdx; float lightShadowNDXOrNot = m_ShadowIndices.TryGetValue( (int) lightNum, out shadowIdx ) ? (float) shadowIdx : -1.0f; props.SetFloat ("_LightIndexForShadowMatrixArray", lightShadowNDXOrNot); props.SetFloat ("_useLegacyCookies", UseLegacyCookies?1.0f:0.0f); Texture cookie = light.light.cookie; if (cookie != null) cmd.SetGlobalTexture ("_LightTexture0", cookie); cmd.DisableShaderKeyword ("POINT"); cmd.DisableShaderKeyword ("POINT_COOKIE"); cmd.DisableShaderKeyword ("SPOT"); cmd.DisableShaderKeyword ("DIRECTIONAL"); cmd.DisableShaderKeyword ("DIRECTIONAL_COOKIE"); switch (light.lightType) { case LightType.Point: RenderPointLight (light, cmd, props, renderAsQuad, intersectsNear, true); break; case LightType.Spot: RenderSpotlight (light, cmd, props, renderAsQuad, intersectsNear, true); break; case LightType.Directional: RenderDirectionalLight(light, cmd, props, intersectsNear); break; } } } private void InitializeLightData() { for (int i = 0; i < k_MaxLights; i++) { m_LightData [i] = new Vector4(0.0f, -1.0f, -1.0f, 0.0f); m_LightColors[i] = Vector4.zero; m_LightDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); m_LightPositions[i] = Vector4.zero; m_LightMatrix[i] = Matrix4x4.identity; m_WorldToLightMatrix[i] = Matrix4x4.identity; } } private void SetupLightShaderVariables(CullResults cull, Camera camera, ScriptableRenderContext context, CommandBuffer cmd) { int totalLightCount = cull.visibleLights.Count; InitializeLightData(); var w = camera.pixelWidth; var h = camera.pixelHeight; var viewToWorld = CameraToWorld (camera); var worldToView = WorldToCamera(camera); // camera to screen matrix (and it's inverse) var proj = CameraProjection(camera); var temp = new Matrix4x4(); temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w)); temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h)); temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f)); temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); var projscr = temp * proj; var invProjscr = projscr.inverse; for (int i = 0; i < totalLightCount; ++i) { VisibleLight light = cull.visibleLights [i]; Vector3 lightPos = light.localToWorld.GetColumn (3); //position Vector3 lightDir = light.localToWorld.GetColumn (2); //z axis float range = light.range; float rangeSq = light.range * light.range; var lightToWorld = light.localToWorld; var worldToLight = lightToWorld.inverse; m_WorldToLightMatrix[i] = worldToLight; //postiions and directions m_LightPositions [i] = new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f / rangeSq); m_LightDirections [i] = new Vector4(lightDir.x, lightDir.y, lightDir.z, 0.0f); //shadow index int shadowIdx; float lightShadowNDXOrNot = m_ShadowIndices.TryGetValue(i, out shadowIdx ) ? (float) shadowIdx : -1.0f; m_LightData[i].y = lightShadowNDXOrNot; // color m_LightColors [i] = light.finalColor; if (light.lightType == LightType.Point) { m_LightData[i].x = LightDefinitions.SPHERE_LIGHT; if (light.light.cookie != null) m_LightData[i].z = m_CubeCookieTexArray.FetchSlice(cmd, light.light.cookie); } else if (light.lightType == LightType.Spot) { m_LightData[i].x = LightDefinitions.SPOT_LIGHT; float chsa = GetCotanHalfSpotAngle (light.spotAngle); // Setup Light Matrix m_LightMatrix[i] = SpotlightMatrix (light, worldToLight, range, chsa); if (light.light.cookie != null) m_LightData[i].z = m_CookieTexArray.FetchSlice (cmd, light.light.cookie); else m_LightData [i].z = m_CookieTexArray.FetchSlice (cmd, m_DefaultSpotCookie); } else if (light.lightType == LightType.Directional) { m_LightData[i].x = LightDefinitions.DIRECTIONAL_LIGHT; // Setup Light Matrix m_LightMatrix[i] = DirectionalLightmatrix (light, worldToLight); if (light.light.cookie != null) m_LightData[i].z = m_CookieTexArray.FetchSlice (cmd, light.light.cookie); } } int probeCount = cull.visibleReflectionProbes.Count; int finalProbeCount = probeCount; var lightData = new SFiniteLightData[probeCount]; int idx = 0; // TODO: (cleanup) unify reflection probe setup with deferred for (int i = 0; i < probeCount; ++i) { var rl = cull.visibleReflectionProbes [i]; // always a box for now var cubemap = rl.texture; if (cubemap == null) { finalProbeCount--; continue; } var lgtData = new SFiniteLightData(); lgtData.flags = 0; var bnds = rl.bounds; var boxOffset = rl.center; // reflection volume offset relative to cube map capture point var blendDistance = rl.blendDistance; var mat = rl.localToWorld; var boxProj = (rl.boxProjection != 0); var decodeVals = rl.hdr; // C is reflection volume center in world space (NOT same as cube map capture point) var e = bnds.extents; var C = mat.MultiplyPoint(boxOffset); var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance); Vector3 vx = mat.GetColumn(0); Vector3 vy = mat.GetColumn(1); Vector3 vz = mat.GetColumn(2); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) vx = worldToView.MultiplyVector(vx); vy = worldToView.MultiplyVector(vy); vz = worldToView.MultiplyVector(vz); var Cw = worldToView.MultiplyPoint(C); if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED; lgtData.lightPos = Cw; lgtData.lightAxisX = vx; lgtData.lightAxisY = vy; lgtData.lightAxisZ = vz; lgtData.localCubeCapturePoint = -boxOffset; lgtData.probeBlendDistance = blendDistance; lgtData.lightIntensity = decodeVals.x; lgtData.decodeExp = decodeVals.y; lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cmd, cubemap); var delta = combinedExtent - e; lgtData.boxInnerDist = e; lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT; lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT; lightData [idx++] = lgtData; } s_LightDataBuffer.SetData(lightData); cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld); cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse); cmd.SetGlobalMatrix("g_mScrProjection", projscr); cmd.SetGlobalMatrix("g_mInvScrProjection", invProjscr); cmd.SetGlobalVectorArray("gPerLightData", m_LightData); cmd.SetGlobalVectorArray("gLightColor", m_LightColors); cmd.SetGlobalVectorArray("gLightDirection", m_LightDirections); cmd.SetGlobalVectorArray("gLightPos", m_LightPositions); cmd.SetGlobalMatrixArray("gLightMatrix", m_LightMatrix); cmd.SetGlobalMatrixArray("gWorldToLightMatrix", m_WorldToLightMatrix); cmd.SetGlobalVector("gLightData", new Vector4(totalLightCount, finalProbeCount, 0, 0)); cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache()); cmd.SetGlobalBuffer("g_vProbeData", s_LightDataBuffer); var topCube = ReflectionProbe.defaultTexture; var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues; cmd.SetGlobalTexture("_reflRootCubeTexture", topCube); cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x); cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y); cmd.SetGlobalFloat ("_useLegacyCookies", UseLegacyCookies?1.0f:0.0f); cmd.SetGlobalFloat ("_transparencyShadows", TransparencyShadows ? 1.0f : 0.0f); } } }