using System; using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class CameraComparer : IComparer { public int Compare(Camera lhs, Camera rhs) { return (int)(lhs.depth - rhs.depth); } } public class LightComparer : IComparer { public Camera CurrCamera { get; set; } public int Compare(VisibleLight lhs, VisibleLight rhs) { Light lhsLight = lhs.light; Light rhsLight = rhs.light; // Particle Lights have the Light reference set to null // They are at the end of the priority if (lhsLight == null) return 1; if (rhsLight == null) return -1; // Prioritize lights marked as important if (lhsLight.renderMode != rhsLight.renderMode) { if (lhsLight.renderMode == LightRenderMode.ForcePixel) return -1; if (rhsLight.renderMode == LightRenderMode.ForcePixel) return 1; } // Prioritize Directional Lights if (lhs.lightType != rhs.lightType) { if (lhs.lightType == LightType.Directional) return -1; if (rhs.lightType == LightType.Directional) return 1; } // Prioritize Shadows Lights Soft > Hard > None if (lhsLight.shadows != rhsLight.shadows) return (int)rhsLight.shadows - (int)lhsLight.shadows; // Prioritize lights with cookies if (lhsLight.cookie != rhsLight.cookie) return (lhsLight.cookie != null) ? -1 : 1; // If directional sort by intensity if (lhs.lightType == LightType.Directional) { return (int)(rhsLight.intensity * 100.0f) - (int)(lhsLight.intensity * 100.0f); } // Punctual lights are sorted per-object by the engine based on distance to object center + luminance // Here we sort globally the light list per camera distance to fit the closest lights in the global light buffer // Check MAX_VISIBLE_LIGHTS in the LightweightLighting.cginc to see the max global buffer list size int lhsDistance = (int)(SquaredDistanceToCamera(lhsLight.transform.position) * 100.0f); int rhsDistance = (int)(SquaredDistanceToCamera(rhsLight.transform.position) * 100.0f); int result = lhsDistance - rhsDistance; return result; } public float SquaredDistanceToCamera(Vector3 lightPos) { Vector3 lightCameraVector = lightPos - CurrCamera.transform.position; return Vector3.Dot(lightCameraVector, lightCameraVector); } } [Flags] public enum FrameRenderingConfiguration { None = 0, Stereo = (1 << 0), Msaa = (1 << 1), BeforeTransparentPostProcess = (1 << 2), PostProcess = (1 << 3), DepthPass = (1 << 4), DepthCopy = (1 << 5), DefaultViewport = (1 << 6), IntermediateTexture = (1 << 7), } public static class LightweightUtils { public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix) { cookieMatrix = Matrix4x4.Inverse(light.localToWorld); if (light.lightType == LightType.Directional) { float scale = 1.0f / light.light.cookieSize; // apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1] Vector4 row0 = cookieMatrix.GetRow(0); Vector4 row1 = cookieMatrix.GetRow(1); cookieMatrix.SetRow(0, new Vector4(row0.x * scale, row0.y * scale, row0.z * scale, row0.w * scale + 0.5f)); cookieMatrix.SetRow(1, new Vector4(row1.x * scale, row1.y * scale, row1.z * scale, row1.w * scale + 0.5f)); } else if (light.lightType == LightType.Spot) { // we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle // c = cotHalfSpotAngle // 1 0 0 0 // 0 1 0 0 // 0 0 1 0 // 0 0 2/c 0 // the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5 float scale = 1.0f / light.range; float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f; float cs = Mathf.Cos(halfSpotAngleRad); float ss = Mathf.Sin(halfSpotAngleRad); float cotHalfSpotAngle = cs / ss; Matrix4x4 scaleMatrix = Matrix4x4.identity; scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale; scaleMatrix.m33 = 0.0f; scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle); cookieMatrix = scaleMatrix * cookieMatrix; } // Remaining light types don't support cookies } public static bool IsSupportedShadowType(LightType lightType) { return lightType == LightType.Directional || lightType == LightType.Spot; } public static bool IsSupportedCookieType(LightType lightType) { return lightType == LightType.Directional || lightType == LightType.Spot; } public static bool PlatformSupportsMSAABackBuffer() { #if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV return true; #else return false; #endif } public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag) { return (mask & flag) != 0; } public static Mesh CreateQuadMesh(bool uvStartsAtTop) { float topV, bottomV; if (uvStartsAtTop) { topV = 0.0f; bottomV = 1.0f; } else { topV = 1.0f; bottomV = 0.0f; } Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(-1.0f, -1.0f, 0.0f), new Vector3(-1.0f, 1.0f, 0.0f), new Vector3(1.0f, -1.0f, 0.0f), new Vector3(1.0f, 1.0f, 0.0f) }; mesh.uv = new Vector2[] { new Vector2(0.0f, bottomV), new Vector2(0.0f, topV), new Vector2(1.0f, bottomV), new Vector2(1.0f, topV) }; mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 }; return mesh; } } }