using System.Collections.Generic; using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class SetupLightweightConstanstPass : ScriptableRenderPass { public static class PerCameraBuffer { public static int _MainLightPosition; public static int _MainLightColor; public static int _MainLightCookie; public static int _WorldToLight; public static int _AdditionalLightCount; public static int _AdditionalLightPosition; public static int _AdditionalLightColor; public static int _AdditionalLightDistanceAttenuation; public static int _AdditionalLightSpotDir; public static int _AdditionalLightSpotAttenuation; public static int _LightIndexBuffer; public static int _ScaledScreenParams; } MixedLightingSetup m_MixedLightingSetup; Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); Vector4 k_DefaultLightColor = Color.black; Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f); Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); Vector4 k_DefaultLightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f); Vector4[] m_LightPositions; Vector4[] m_LightColors; Vector4[] m_LightDistanceAttenuations; Vector4[] m_LightSpotDirections; Vector4[] m_LightSpotAttenuations; public SetupLightweightConstanstPass(LightweightForwardRenderer renderer) : base(renderer) { PerCameraBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition"); PerCameraBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor"); PerCameraBuffer._MainLightCookie = Shader.PropertyToID("_MainLightCookie"); PerCameraBuffer._WorldToLight = Shader.PropertyToID("_WorldToLight"); PerCameraBuffer._AdditionalLightCount = Shader.PropertyToID("_AdditionalLightCount"); PerCameraBuffer._AdditionalLightPosition = Shader.PropertyToID("_AdditionalLightPosition"); PerCameraBuffer._AdditionalLightColor = Shader.PropertyToID("_AdditionalLightColor"); PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation"); PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir"); PerCameraBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation"); PerCameraBuffer._LightIndexBuffer = Shader.PropertyToID("_LightIndexBuffer"); int maxVisibleLocalLights = renderer.maxVisibleLocalLights; m_LightPositions = new Vector4[maxVisibleLocalLights]; m_LightColors = new Vector4[maxVisibleLocalLights]; m_LightDistanceAttenuations = new Vector4[maxVisibleLocalLights]; m_LightSpotDirections = new Vector4[maxVisibleLocalLights]; m_LightSpotAttenuations = new Vector4[maxVisibleLocalLights]; } void InitializeLightConstants(List lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir, out Vector4 lightSpotAttenuation) { lightPos = k_DefaultLightPosition; lightColor = k_DefaultLightColor; lightDistanceAttenuation = k_DefaultLightSpotAttenuation; lightSpotDir = k_DefaultLightSpotDirection; lightSpotAttenuation = k_DefaultLightAttenuation; // When no lights are visible, main light will be set to -1. // In this case we initialize it to default values and return if (lightIndex < 0) return; VisibleLight lightData = lights[lightIndex]; if (lightData.lightType == LightType.Directional) { Vector4 dir = -lightData.localToWorld.GetColumn(2); lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f); } else { Vector4 pos = lightData.localToWorld.GetColumn(3); lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f); } // VisibleLight.finalColor already returns color in active color space lightColor = lightData.finalColor; // Directional Light attenuation is initialize so distance attenuation always be 1.0 if (lightData.lightType != LightType.Directional) { // Light attenuation in lightweight matches the unity vanilla one. // attenuation = 1.0 / 1.0 + distanceToLightSqr * quadraticAttenuation // then a smooth factor is applied to linearly fade attenuation to light range // the attenuation smooth factor starts having effect at 80% of light range // smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr) // We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor // with one MAD instruction // smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr) // distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr float lightRangeSqr = lightData.range * lightData.range; float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr; float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr); float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr; float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr; float quadAtten = 25.0f / lightRangeSqr; lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, 1.0f); } if (lightData.lightType == LightType.Spot) { Vector4 dir = lightData.localToWorld.GetColumn(2); lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f); // Spot Attenuation with a linear falloff can be defined as // (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle) // This can be rewritten as // invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle) // SdotL * invAngleRange + (-cosOuterAngle * invAngleRange) // If we precompute the terms in a MAD instruction float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f); // We neeed to do a null check for particle lights // This should be changed in the future // Particle lights will use an inline function float cosInnerAngle; if (lightData.light != null) cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f); else cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f); float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle); float invAngleRange = 1.0f / smoothAngleRange; float add = -cosOuterAngle * invAngleRange; lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f); } Light light = lightData.light; // TODO: Add support to shadow mask if (light != null && light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed) { if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None) { m_MixedLightingSetup = MixedLightingSetup.Subtractive; lightDistanceAttenuation.w = 0.0f; } } } void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData) { // Clear to default all light constant data for (int i = 0; i < renderer.maxVisibleLocalLights; ++i) InitializeLightConstants(lightData.visibleLights, -1, out m_LightPositions[i], out m_LightColors[i], out m_LightDistanceAttenuations[i], out m_LightSpotDirections[i], out m_LightSpotAttenuations[i]); m_MixedLightingSetup = MixedLightingSetup.None; // Main light has an optimized shader path for main light. This will benefit games that only care about a single light. // Lightweight pipeline also supports only a single shadow light, if available it will be the main light. SetupMainLightConstants(cmd, ref lightData); SetupAdditionalLightConstants(cmd, ref lightData); } void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData) { Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation; List lights = lightData.visibleLights; InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation); if (lightData.mainLightIndex >= 0) { VisibleLight mainLight = lights[lightData.mainLightIndex]; Light mainLightRef = mainLight.light; if (LightweightPipeline.IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null) { Matrix4x4 lightCookieMatrix; LightweightPipeline.GetLightCookieMatrix(mainLight, out lightCookieMatrix); cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLightRef.cookie); cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix); } } cmd.SetGlobalVector(PerCameraBuffer._MainLightPosition, new Vector4(lightPos.x, lightPos.y, lightPos.z, lightDistanceAttenuation.w)); cmd.SetGlobalVector(PerCameraBuffer._MainLightColor, lightColor); } void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData) { int maxVisibleLocalLights = renderer.maxVisibleLocalLights; List lights = lightData.visibleLights; if (lightData.totalAdditionalLightsCount > 0) { int localLightsCount = 0; for (int i = 0; i < lights.Count && localLightsCount < maxVisibleLocalLights; ++i) { VisibleLight light = lights[i]; if (light.lightType != LightType.Directional) { InitializeLightConstants(lights, i, out m_LightPositions[localLightsCount], out m_LightColors[localLightsCount], out m_LightDistanceAttenuations[localLightsCount], out m_LightSpotDirections[localLightsCount], out m_LightSpotAttenuations[localLightsCount]); localLightsCount++; } } cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4(lightData.pixelAdditionalLightsCount, lightData.totalAdditionalLightsCount, 0.0f, 0.0f)); // if not using a compute buffer, engine will set indices in 2 vec4 constants // unity_4LightIndices0 and unity_4LightIndices1 if (renderer.perObjectLightIndices != null) cmd.SetGlobalBuffer("_LightIndexBuffer", renderer.perObjectLightIndices); } else { cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, Vector4.zero); } cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightPosition, m_LightPositions); cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightColor, m_LightColors); cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations); cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections); cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations); } void SetShaderKeywords(CommandBuffer cmd, ref CameraData cameraData, ref LightData lightData, ref ShadowData shadowData) { int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount; CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.AdditionalLights, lightData.totalAdditionalLightsCount > 0); CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MixedLightingSubtractive, m_MixedLightingSetup == MixedLightingSetup.Subtractive); CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.VertexLights, vertexLightsCount > 0); // TODO: We have to discuss cookie approach on LWRP. // CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null); LightShadows directionalShadowQuality = shadowData.renderedDirectionalShadowQuality; LightShadows localShadowQuality = shadowData.renderedLocalShadowQuality; // Currently shadow filtering keyword is shared between local and directional shadows. bool hasSoftShadows = (directionalShadowQuality == LightShadows.Soft || localShadowQuality == LightShadows.Soft) && shadowData.supportsSoftShadows; CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.DirectionalShadows, directionalShadowQuality != LightShadows.None); CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.LocalShadows, localShadowQuality != LightShadows.None); CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.SoftShadows, hasSoftShadows); CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.CascadeShadows, shadowData.directionalLightCascadeCount > 1); // TODO: Remove this. legacy particles support will be removed from Unity in 2018.3. This should be a shader_feature instead with prop exposed in the Standard particles shader. CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", cameraData.requiresSoftParticles); } public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants"); SetupShaderLightConstants(cmd, ref renderingData.lightData); SetShaderKeywords(cmd, ref renderingData.cameraData, ref renderingData.lightData, ref renderingData.shadowData); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }