using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; using System; namespace UnityEngine.Experimental.ScriptableRenderLoop { namespace SinglePass { //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- public class LightLoop { string GetKeyword() { return "LIGHTLOOP_SINGLE_PASS"; } // Static keyword is required here else we get a "DestroyBuffer can only be call in main thread" static ComputeBuffer s_DirectionalLights; static ComputeBuffer s_PunctualLightList; static ComputeBuffer s_EnvLightList; static ComputeBuffer s_AreaLightList; static ComputeBuffer s_PunctualShadowList; static ComputeBuffer s_DirectionalShadowList; Material m_DeferredMaterial; void ClearComputeBuffers() { if (s_DirectionalLights != null) s_DirectionalLights.Release(); if (s_DirectionalShadowList != null) s_DirectionalShadowList.Release(); if (s_PunctualLightList != null) s_PunctualLightList.Release(); if (s_AreaLightList != null) s_AreaLightList.Release(); if (s_PunctualShadowList != null) s_PunctualShadowList.Release(); if (s_EnvLightList != null) s_EnvLightList.Release(); } public void Rebuild() { ClearComputeBuffers(); s_DirectionalLights = new ComputeBuffer(HDRenderLoop.k_MaxDirectionalLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalLightData))); s_DirectionalShadowList = new ComputeBuffer(HDRenderLoop.k_MaxCascadeCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(DirectionalShadowData))); s_PunctualLightList = new ComputeBuffer(HDRenderLoop.k_MaxPunctualLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData))); s_AreaLightList = new ComputeBuffer(HDRenderLoop.k_MaxAreaLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData))); s_EnvLightList = new ComputeBuffer(HDRenderLoop.k_MaxEnvLightsOnSCreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData))); s_PunctualShadowList = new ComputeBuffer(HDRenderLoop.k_MaxShadowOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualShadowData))); m_DeferredMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Deferred"); m_DeferredMaterial.EnableKeyword("LIGHTLOOP_SINGLE_PASS"); } public void OnDisable() { s_DirectionalLights.Release(); s_DirectionalLights = null; s_DirectionalShadowList.Release(); s_DirectionalShadowList = null; s_PunctualLightList.Release(); s_PunctualLightList = null; s_AreaLightList.Release(); s_AreaLightList = null; s_EnvLightList.Release(); s_EnvLightList = null; s_PunctualShadowList.Release(); s_PunctualShadowList = null; Utilities.Destroy(m_DeferredMaterial); } public void PrepareLightsForGPU(CullResults cullResults, Camera camera, HDRenderLoop.LightList lightList) {} public void PushGlobalParams(Camera camera, RenderLoop loop, HDRenderLoop.LightList lightList) { s_DirectionalLights.SetData(lightList.directionalLights.ToArray()); s_DirectionalShadowList.SetData(lightList.directionalShadows.ToArray()); s_PunctualLightList.SetData(lightList.punctualLights.ToArray()); s_AreaLightList.SetData(lightList.areaLights.ToArray()); s_EnvLightList.SetData(lightList.envLights.ToArray()); s_PunctualShadowList.SetData(lightList.punctualShadows.ToArray()); Shader.SetGlobalBuffer("_DirectionalLightList", s_DirectionalLights); Shader.SetGlobalInt("_DirectionalLightCount", lightList.directionalLights.Count); Shader.SetGlobalBuffer("_DirectionalShadowList", s_DirectionalShadowList); Shader.SetGlobalBuffer("_PunctualLightList", s_PunctualLightList); Shader.SetGlobalInt("_PunctualLightCount", lightList.punctualLights.Count); Shader.SetGlobalBuffer("_AreaLightList", s_AreaLightList); Shader.SetGlobalInt("_AreaLightCount", lightList.areaLights.Count); Shader.SetGlobalBuffer("_PunctualShadowList", s_PunctualShadowList); Shader.SetGlobalBuffer("_EnvLightList", s_EnvLightList); Shader.SetGlobalInt("_EnvLightCount", lightList.envLights.Count); Shader.SetGlobalVectorArray("_DirShadowSplitSpheres", lightList.directionalShadowSplitSphereSqr); } public void RenderDeferredLighting(Camera camera, RenderLoop renderLoop, RenderTargetIdentifier colorBuffer) { var invViewProj = Utilities.GetViewProjectionMatrix(camera).inverse; m_DeferredMaterial.SetMatrix("_InvViewProjMatrix", invViewProj); var screenSize = Utilities.ComputeScreenSize(camera); m_DeferredMaterial.SetVector("_ScreenSize", screenSize); // m_gbufferManager.BindBuffers(m_DeferredMaterial); // TODO: Bind depth textures var cmd = new CommandBuffer { name = "" }; cmd.Blit(null, colorBuffer, m_DeferredMaterial, 0); renderLoop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } } } }