using System; using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class LocalShadowsPass : ScriptableRenderPass { private static class LocalShadowConstantBuffer { public static int _LocalWorldToShadowAtlas; public static int _LocalShadowStrength; public static int _LocalShadowOffset0; public static int _LocalShadowOffset1; public static int _LocalShadowOffset2; public static int _LocalShadowOffset3; public static int _LocalShadowmapSize; } const int k_ShadowmapBufferBits = 16; RenderTexture m_LocalShadowmapTexture; RenderTextureFormat m_LocalShadowmapFormat; Matrix4x4[] m_LocalShadowMatrices; ShadowSliceData[] m_LocalLightSlices; float[] m_LocalShadowStrength; const string k_RenderLocalShadows = "Render Local Shadows"; private RenderTargetHandle destination { get; set; } public LocalShadowsPass() { RegisterShaderPassName("ShadowCaster"); m_LocalShadowMatrices = new Matrix4x4[0]; m_LocalLightSlices = new ShadowSliceData[0]; m_LocalShadowStrength = new float[0]; LocalShadowConstantBuffer._LocalWorldToShadowAtlas = Shader.PropertyToID("_LocalWorldToShadowAtlas"); LocalShadowConstantBuffer._LocalShadowStrength = Shader.PropertyToID("_LocalShadowStrength"); LocalShadowConstantBuffer._LocalShadowOffset0 = Shader.PropertyToID("_LocalShadowOffset0"); LocalShadowConstantBuffer._LocalShadowOffset1 = Shader.PropertyToID("_LocalShadowOffset1"); LocalShadowConstantBuffer._LocalShadowOffset2 = Shader.PropertyToID("_LocalShadowOffset2"); LocalShadowConstantBuffer._LocalShadowOffset3 = Shader.PropertyToID("_LocalShadowOffset3"); LocalShadowConstantBuffer._LocalShadowmapSize = Shader.PropertyToID("_LocalShadowmapSize"); m_LocalShadowmapFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap) ? RenderTextureFormat.Shadowmap : RenderTextureFormat.Depth; } public void Setup(RenderTargetHandle destination, int maxVisibleLocalLights) { this.destination = destination; if (m_LocalShadowMatrices.Length != maxVisibleLocalLights) { m_LocalShadowMatrices = new Matrix4x4[maxVisibleLocalLights]; m_LocalLightSlices = new ShadowSliceData[maxVisibleLocalLights]; m_LocalShadowStrength = new float[maxVisibleLocalLights]; } } public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData) { if (renderingData.shadowData.renderLocalShadows) { Clear(); RenderLocalShadowmapAtlas(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData); } } public override void FrameCleanup(CommandBuffer cmd) { if (m_LocalShadowmapTexture) { RenderTexture.ReleaseTemporary(m_LocalShadowmapTexture); m_LocalShadowmapTexture = null; } } void Clear() { m_LocalShadowmapTexture = null; for (int i = 0; i < m_LocalShadowMatrices.Length; ++i) m_LocalShadowMatrices[i] = Matrix4x4.identity; for (int i = 0; i < m_LocalLightSlices.Length; ++i) m_LocalLightSlices[i].Clear(); for (int i = 0; i < m_LocalShadowStrength.Length; ++i) m_LocalShadowStrength[i] = 0.0f; } void RenderLocalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData) { List localLightIndices = lightData.visibleLocalLightIndices; List visibleLights = lightData.visibleLights; int shadowCastingLightsCount = 0; int localLightsCount = localLightIndices.Count; for (int i = 0; i < localLightsCount; ++i) { VisibleLight shadowLight = visibleLights[localLightIndices[i]]; if (shadowLight.lightType == LightType.Spot && shadowLight.light.shadows != LightShadows.None) shadowCastingLightsCount++; } if (shadowCastingLightsCount == 0) return; Matrix4x4 view, proj; Bounds bounds; CommandBuffer cmd = CommandBufferPool.Get(k_RenderLocalShadows); using (new ProfilingSample(cmd, k_RenderLocalShadows)) { // 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 = shadowData.localShadowAtlasWidth; int atlasHeight = shadowData.localShadowAtlasHeight; int sliceResolution = LightweightShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount); m_LocalShadowmapTexture = RenderTexture.GetTemporary(shadowData.localShadowAtlasWidth, shadowData.localShadowAtlasHeight, k_ShadowmapBufferBits, m_LocalShadowmapFormat); m_LocalShadowmapTexture.filterMode = FilterMode.Bilinear; m_LocalShadowmapTexture.wrapMode = TextureWrapMode.Clamp; SetRenderTarget(cmd, m_LocalShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, TextureDimension.Tex2D); for (int i = 0; i < localLightsCount; ++i) { int shadowLightIndex = localLightIndices[i]; VisibleLight shadowLight = visibleLights[shadowLightIndex]; Light light = shadowLight.light; // TODO: Add support to point light shadows if (shadowLight.lightType != LightType.Spot || shadowLight.light.shadows == LightShadows.None) continue; if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds)) continue; Matrix4x4 shadowTransform; bool success = LightweightShadowUtils.ExtractSpotLightMatrix(ref cullResults, ref shadowData, shadowLightIndex, out shadowTransform, out view, out proj); 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. Debug.Assert(shadowCastingLightsCount <= 4 && shadowLight.lightType == LightType.Spot); // TODO: We need to pass bias and scale list to shader to be able to support multiple // shadow casting local lights. m_LocalLightSlices[i].offsetX = (i % 2) * sliceResolution; m_LocalLightSlices[i].offsetY = (i / 2) * sliceResolution; m_LocalLightSlices[i].resolution = sliceResolution; m_LocalLightSlices[i].shadowTransform = shadowTransform; m_LocalShadowStrength[i] = light.shadowStrength; if (shadowCastingLightsCount > 1) LightweightShadowUtils.ApplySliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight); var settings = new DrawShadowsSettings(cullResults, shadowLightIndex); LightweightShadowUtils.SetupShadowCasterConstants(cmd, ref shadowLight, proj, sliceResolution); LightweightShadowUtils.RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], ref settings, proj, view); } } SetupLocalLightsShadowReceiverConstants(cmd, ref shadowData); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } void SetupLocalLightsShadowReceiverConstants(CommandBuffer cmd, ref ShadowData shadowData) { for (int i = 0; i < m_LocalLightSlices.Length; ++i) m_LocalShadowMatrices[i] = m_LocalLightSlices[i].shadowTransform; float invShadowAtlasWidth = 1.0f / shadowData.localShadowAtlasWidth; float invShadowAtlasHeight = 1.0f / shadowData.localShadowAtlasHeight; float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth; float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight; cmd.SetGlobalTexture(destination.id, m_LocalShadowmapTexture); cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadowAtlas, m_LocalShadowMatrices); cmd.SetGlobalFloatArray(LocalShadowConstantBuffer._LocalShadowStrength, m_LocalShadowStrength); 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, shadowData.localShadowAtlasWidth, shadowData.localShadowAtlasHeight)); } } }