using UnityEngine; using UnityEngine.Rendering; using System; using System.Collections; using System.Collections.Generic; namespace UnityEngine.ScriptableRenderLoop { [ExecuteInEditMode] public class FptlLighting : ScriptableRenderLoop { #if UNITY_EDITOR [UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")] static void CreateRenderLoopFPTL() { var instance = ScriptableObject.CreateInstance(); UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset"); //AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset"); } #endif [SerializeField] ShadowSettings m_ShadowSettings = ShadowSettings.Default; ShadowRenderPass m_ShadowPass; [SerializeField] TextureSettings m_TextureSettings = TextureSettings.Default; public Shader m_DeferredShader; public Shader m_DeferredReflectionShader; public Shader m_FinalPassShader; public ComputeShader m_BuildScreenAABBShader; public ComputeShader m_BuildPerTileLightListShader; // FPTL public ComputeShader m_BuildPerVoxelLightListShader; // clustered private Material m_DeferredMaterial; private Material m_DeferredReflectionMaterial; static private int kGBufferAlbedo; static private int kGBufferSpecRough; static private int kGBufferNormal; static private int kGBufferEmission; static private int kGBufferZ; static private int kCameraTarget; static private int kCameraDepthTexture; static private int kGenAABBKernel; static private int kGenListPerTileKernel; static private int kGenListPerVoxelKernel; static private int kClearVoxelAtomicKernel; static private ComputeBuffer m_lightDataBuffer; static private ComputeBuffer m_convexBoundsBuffer; static private ComputeBuffer m_aabbBoundsBuffer; static private ComputeBuffer lightList; static private ComputeBuffer m_dirLightList; // clustered light list specific buffers and data begin public bool EnableClustered = false; const bool gUseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass) const int g_iLog2NumClusters = 6; // accepted range is from 0 to 6. NumClusters is 1< lights = new List(); Matrix4x4 worldToView = camera.worldToCameraMatrix; for (int nLight = 0; nLight < visibleLights.Length; nLight++) { VisibleLight light = visibleLights[nLight]; if (light.lightType == LightType.Directional) { Debug.Assert(dirLightCount < gMaxNumDirLights, "Too many directional lights."); DirectionalLight l = new DirectionalLight(); Matrix4x4 lightToWorld = light.localToWorld; Vector3 lightDir = lightToWorld.GetColumn(2); // Z axis in world space // represents a left hand coordinate system in world space Vector3 vx = lightToWorld.GetColumn(0); // X axis in world space Vector3 vy = lightToWorld.GetColumn(1); // Y axis in world space Vector3 vz = lightDir; // Z axis in world space vx = worldToView.MultiplyVector(vx); vy = worldToView.MultiplyVector(vy); vz = worldToView.MultiplyVector(vz); l.uShadowLightIndex = (light.light.shadows != LightShadows.None) ? (uint)nLight : 0xffffffff; l.vLaxisX = vx; l.vLaxisY = vy; l.vLaxisZ = vz; l.vCol.Set(light.finalColor.r, light.finalColor.g, light.finalColor.b); l.fLightIntensity = light.light.intensity; lights.Add(l); dirLightCount++; } } m_dirLightList.SetData(lights.ToArray()); return dirLightCount; } void UpdateShadowConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow) { int nNumLightsIncludingTooMany = 0; int g_nNumLights = 0; Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[MAX_LIGHTS]; Vector4[] g_vLightFalloffParams = new Vector4[MAX_LIGHTS]; for (int nLight = 0; nLight < visibleLights.Length; nLight++) { nNumLightsIncludingTooMany++; if (nNumLightsIncludingTooMany > MAX_LIGHTS) continue; VisibleLight light = visibleLights[nLight]; LightType lightType = light.lightType; Vector3 position = light.light.transform.position; Vector3 lightDir = light.light.transform.forward.normalized; // Setup shadow data arrays bool hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0; if (lightType == LightType.Directional) { g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1); g_vLightFalloffParams[g_nNumLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType); if (hasShadows) { for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s) { g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s]; } } } else if (lightType == LightType.Point) { g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1); g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); } else if (lightType == LightType.Spot) { g_vLightShadowIndex_vLightParams[g_nNumLights] = new Vector4(0, 0, 1, 1); g_vLightFalloffParams[g_nNumLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType); } if (hasShadows) { // Enable shadows g_vLightShadowIndex_vLightParams[g_nNumLights].x = 1; for (int s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s) { int shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s); g_matWorldToShadow[g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose; } } g_nNumLights++; } // Warn if too many lights found if (nNumLightsIncludingTooMany > MAX_LIGHTS) { if (nNumLightsIncludingTooMany > m_nWarnedTooManyLights) { Debug.LogError("ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS + " active runtime lights at a time!\nDisabling " + (nNumLightsIncludingTooMany - MAX_LIGHTS) + " runtime light" + ((nNumLightsIncludingTooMany - MAX_LIGHTS) > 1 ? "s" : "") + "!\n"); } m_nWarnedTooManyLights = nNumLightsIncludingTooMany; } else { if (m_nWarnedTooManyLights > 0) { m_nWarnedTooManyLights = 0; Debug.Log("SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n"); } } // PCF 3x3 Shadows float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth; float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight; g_vShadow3x3PCFTerms[0] = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f); g_vShadow3x3PCFTerms[1] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY); g_vShadow3x3PCFTerms[2] = new Vector4(flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f); g_vShadow3x3PCFTerms[3] = new Vector4(-flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f); } int GenerateSourceLightBuffers(Camera camera, CullResults inputs) { VisibleReflectionProbe[] probes = inputs.visibleReflectionProbes; //ReflectionProbe[] probes = Object.FindObjectsOfType(); int nrModels = (int)LightDefinitions.NR_LIGHT_MODELS; int nrVolTypes = (int)LightDefinitions.MAX_TYPES; int[,] numEntries = new int[nrModels,nrVolTypes]; int[,] offsets = new int[nrModels,nrVolTypes]; int[,] numEntries2nd = new int[nrModels,nrVolTypes]; // first pass. Figure out how much we have of each and establish offsets foreach (var cl in inputs.visibleLights) { int volType = cl.lightType==LightType.Spot ? LightDefinitions.SPOT_LIGHT : (cl.lightType==LightType.Point ? LightDefinitions.SPHERE_LIGHT : -1); if(volType>=0) ++numEntries[LightDefinitions.DIRECT_LIGHT,volType]; } foreach (var rl in probes) { int volType = LightDefinitions.BOX_LIGHT; // always a box for now if(rl.texture!=null) ++numEntries[LightDefinitions.REFLECTION_LIGHT,volType]; } // add decals here too similar to the above // establish offsets for(int m=0; m 0.0f ? (si / cs) : gFltMax; float cota = si > 0.0f ? (cs / si) : gFltMax; //const float cotasa = l.GetCotanHalfSpotAngle(); // apply nonuniform scale to OBB of spot light bool bSqueeze = true;//sa < 0.7f * 90.0f; // arb heuristic float fS = bSqueeze ? ta : si; bndData.vCen = worldToView.MultiplyPoint(lightPos + ((0.5f * range) * lightDir)); // use mid point of the spot as the center of the bounding volume for building screen-space AABB for tiled lighting. lgtData.vLaxisX = vx; lgtData.vLaxisY = vy; lgtData.vLaxisZ = vz; // scale axis to match box or base of pyramid bndData.vBoxAxisX = (fS * range) * vx; bndData.vBoxAxisY = (fS * range) * vy; bndData.vBoxAxisZ = (0.5f * range) * vz; // generate bounding sphere radius float fAltDx = si; float fAltDy = cs; fAltDy = fAltDy - 0.5f; //if(fAltDy<0) fAltDy=-fAltDy; fAltDx *= range; fAltDy *= range; float fAltDist = Mathf.Sqrt(fAltDy * fAltDy + (bIsCircularSpot ? 1.0f : 2.0f) * fAltDx * fAltDx); bndData.fRadius = fAltDist > (0.5f * range) ? fAltDist : (0.5f * range); // will always pick fAltDist bndData.vScaleXY = bSqueeze ? new Vector2(0.01f, 0.01f) : new Vector2(1.0f, 1.0f); // fill up ldata lgtData.uLightType = (uint)LightDefinitions.SPOT_LIGHT; lgtData.vLpos = worldToView.MultiplyPoint(lightPos); lgtData.fSphRadiusSq = range * range; lgtData.fPenumbra = cs; lgtData.cotan = cota; lgtData.flags |= (bIsCircularSpot ? LightDefinitions.IS_CIRCULAR_SPOT_SHAPE : 0); lgtData.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); lgtData.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPOT_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; } else if (cl.lightType == LightType.Point) { if (bHasCookie) { lgtData.iSliceIndex = m_cubeCookieTexArray.FetchSlice(cl.light.cookie); } bndData.vCen = worldToView.MultiplyPoint(lightPos); bndData.vBoxAxisX.Set(range, 0, 0); bndData.vBoxAxisY.Set(0, range, 0); bndData.vBoxAxisZ.Set(0, 0, -range); // transform to camera space (becomes a left hand coordinate frame in Unity since Determinant(worldToView)<0) bndData.vScaleXY.Set(1.0f, 1.0f); bndData.fRadius = range; // represents a left hand coordinate system in world space since det(worldToView)<0 Matrix4x4 lightToView = worldToView * lightToWorld; Vector3 vx = lightToView.GetColumn(0); Vector3 vy = lightToView.GetColumn(1); Vector3 vz = lightToView.GetColumn(2); // fill up ldata lgtData.uLightType = (uint)LightDefinitions.SPHERE_LIGHT; lgtData.vLpos = bndData.vCen; lgtData.fSphRadiusSq = range * range; lgtData.vLaxisX = vx; lgtData.vLaxisY = vy; lgtData.vLaxisZ = vz; lgtData.flags |= (bHasCookie ? LightDefinitions.HAS_COOKIE_TEXTURE : 0); lgtData.flags |= (bHasShadow ? LightDefinitions.HAS_SHADOW : 0); int i = LightDefinitions.DIRECT_LIGHT, j = LightDefinitions.SPHERE_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; } else { //Assert(false); } // next light if (cl.lightType == LightType.Spot || cl.lightType == LightType.Point) { boundData[idxOut] = bndData; lightData[idxOut] = lgtData; } } int numLightsOut = offsets[LightDefinitions.DIRECT_LIGHT, nrVolTypes-1] + numEntries[LightDefinitions.DIRECT_LIGHT, nrVolTypes-1]; // probe.m_BlendDistance // Vector3f extents = 0.5*Abs(probe.m_BoxSize); // C center of rendered refl box <-- GetComponent (Transform).GetPosition() + m_BoxOffset; // cube map capture point: GetComponent (Transform).GetPosition() // shader parameter min and max are C+/-(extents+blendDistance) foreach (var rl in probes) { Texture cubemap = rl.texture; if (cubemap != null) // always a box for now { SFiniteLightBound bndData = new SFiniteLightBound(); SFiniteLightData lgtData = new SFiniteLightData(); int idxOut = 0; lgtData.flags = 0; Bounds bnds = rl.bounds; Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point float blendDistance = rl.blendDistance; float imp = rl.importance; Matrix4x4 mat = rl.localToWorld; //Matrix4x4 mat = rl.transform.localToWorldMatrix; Vector3 cubeCapturePos = mat.GetColumn(3); // cube map capture position in world space // implicit in CalculateHDRDecodeValues() --> float ints = rl.intensity; bool boxProj = (rl.boxProjection != 0); Vector4 decodeVals = rl.hdr; //Vector4 decodeVals = rl.CalculateHDRDecodeValues(); // C is reflection volume center in world space (NOT same as cube map capture point) Vector3 e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]); //Vector3 C = bnds.center; // P + boxOffset; Vector3 C = mat.MultiplyPoint(boxOffset); // same as commented out line above when rot is identity //Vector3 posForShaderParam = bnds.center - boxOffset; // gives same as rl.GetComponent().position; Vector3 posForShaderParam = cubeCapturePos; // same as commented out line above when rot is identity Vector3 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); Vector3 Cw = worldToView.MultiplyPoint(C); if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED; lgtData.vLpos = Cw; lgtData.vLaxisX = vx; lgtData.vLaxisY = vy; lgtData.vLaxisZ = vz; lgtData.vLocalCubeCapturePoint = -boxOffset; lgtData.fProbeBlendDistance = blendDistance; lgtData.fLightIntensity = decodeVals.x; lgtData.fDecodeExp = decodeVals.y; lgtData.iSliceIndex = m_cubeReflTexArray.FetchSlice(cubemap); Vector3 delta = combinedExtent - e; lgtData.vBoxInnerDist = e; lgtData.vBoxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z); bndData.vCen = Cw; bndData.vBoxAxisX = combinedExtent.x * vx; bndData.vBoxAxisY = combinedExtent.y * vy; bndData.vBoxAxisZ = combinedExtent.z * vz; bndData.vScaleXY.Set(1.0f, 1.0f); bndData.fRadius = combinedExtent.magnitude; // fill up ldata lgtData.uLightType = (uint)LightDefinitions.BOX_LIGHT; lgtData.uLightModel = (uint)LightDefinitions.REFLECTION_LIGHT; int i = LightDefinitions.REFLECTION_LIGHT, j = LightDefinitions.BOX_LIGHT; idxOut = numEntries2nd[i,j] + offsets[i,j]; ++numEntries2nd[i,j]; boundData[idxOut] = bndData; lightData[idxOut] = lgtData; } } int numProbesOut = offsets[LightDefinitions.REFLECTION_LIGHT, nrVolTypes-1] + numEntries[LightDefinitions.REFLECTION_LIGHT, nrVolTypes-1]; for(int m=0; m 0 && m_HeightOnRecord > 0) ReleaseResolutionDependentBuffers(); AllocResolutionDependentBuffers(curWidth, curHeight); // update recorded window resolution m_WidthOnRecord = curWidth; m_HeightOnRecord = curHeight; } } void ReleaseResolutionDependentBuffers() { if (lightList != null) lightList.Release(); if (EnableClustered) { if (m_perVoxelLightLists != null) m_perVoxelLightLists.Release(); if (m_perVoxelOffset != null) m_perVoxelOffset.Release(); if (gUseDepthBuffer && m_perTileLogBaseTweak != null) m_perTileLogBaseTweak.Release(); } } int NumLightIndicesPerClusteredTile() { return 4 * (1 << g_iLog2NumClusters); // total footprint for all layers of the tile (measured in light index entries) } void AllocResolutionDependentBuffers(int width, int height) { int nrTilesX = (width + 15) / 16; int nrTilesY = (height + 15) / 16; int nrTiles = nrTilesX * nrTilesY; const int capacityUShortsPerTileFPTL = 32; const int nrDWordsPerTileFPTL = (capacityUShortsPerTileFPTL + 1) >> 1; // room for 31 lights and a nrLights value. lightList = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * nrDWordsPerTileFPTL * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display if (EnableClustered) { m_perVoxelOffset = new ComputeBuffer(LightDefinitions.NR_LIGHT_MODELS * (1 << g_iLog2NumClusters) * nrTiles, sizeof(uint)); m_perVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint)); if (gUseDepthBuffer) m_perTileLogBaseTweak = new ComputeBuffer(nrTiles, sizeof(float)); } } void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr) { // clear atomic offset index cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", m_globalLightListAtomic); cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, 1, 1, 1); cmd.SetComputeIntParam(m_BuildPerVoxelLightListShader, "g_iNrVisibLights", numLights); SetMatrixCS(cmd, m_BuildPerVoxelLightListShader, "g_mScrProjection", projscr); SetMatrixCS(cmd, m_BuildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr); cmd.SetComputeIntParam(m_BuildPerVoxelLightListShader, "g_iLog2NumClusters", g_iLog2NumClusters); //Vector4 v2_near = invProjscr * new Vector4(0.0f, 0.0f, 0.0f, 1.0f); //Vector4 v2_far = invProjscr * new Vector4(0.0f, 0.0f, 1.0f, 1.0f); //float nearPlane2 = -(v2_near.z/v2_near.w); //float farPlane2 = -(v2_far.z/v2_far.w); float nearPlane = camera.nearClipPlane; float farPlane = camera.farClipPlane; cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fNearPlane", nearPlane); cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fFarPlane", farPlane); float C = (float)(1 << g_iLog2NumClusters); double geomSeries = (1.0 - Mathf.Pow(m_clustLogBase, C)) / (1 - m_clustLogBase); // geometric series: sum_k=0^{C-1} base^k m_clustScale = (float)(geomSeries / (farPlane - nearPlane)); cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fClustScale", m_clustScale); cmd.SetComputeFloatParam(m_BuildPerVoxelLightListShader, "g_fClustBase", m_clustLogBase); cmd.SetComputeTextureParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_depth_tex", new RenderTargetIdentifier(kCameraDepthTexture)); cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_vLayeredLightList", m_perVoxelLightLists); cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_LayeredOffset", m_perVoxelOffset); cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_LayeredSingleIdxBuffer", m_globalLightListAtomic); if (gUseDepthBuffer) cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, "g_logBaseBuffer", m_perTileLogBaseTweak); int nrTilesX = (camera.pixelWidth + 15) / 16; int nrTilesY = (camera.pixelHeight + 15) / 16; cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, nrTilesX, nrTilesY, 1); } void PushGlobalParams(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights) { var cmd = new CommandBuffer(); cmd.name = "Push Global Parameters"; cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth); cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight); cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld); cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse); cmd.SetGlobalMatrix("g_mScrProjection", scrProj); cmd.SetGlobalMatrix("g_mInvScrProjection", incScrProj); cmd.SetGlobalBuffer("g_vLightData", m_lightDataBuffer); cmd.SetGlobalTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache()); cmd.SetGlobalTexture("_reflCubeTextures", m_cubeReflTexArray.GetTexCache()); if (EnableClustered) { cmd.SetGlobalFloat("g_fClustScale", m_clustScale); cmd.SetGlobalFloat("g_fClustBase", m_clustLogBase); cmd.SetGlobalFloat("g_fNearPlane", camera.nearClipPlane); cmd.SetGlobalFloat("g_fFarPlane", camera.farClipPlane); cmd.SetGlobalFloat("g_iLog2NumClusters", g_iLog2NumClusters); cmd.SetGlobalFloat("g_isLogBaseBufferEnabled", gUseDepthBuffer ? 1 : 0); cmd.SetGlobalBuffer("g_vLayeredOffsetsBuffer", m_perVoxelOffset); if (gUseDepthBuffer) cmd.SetGlobalBuffer("g_logBaseBuffer", m_perTileLogBaseTweak); } cmd.SetGlobalFloat("g_nNumDirLights", numDirLights); cmd.SetGlobalBuffer("g_dirLightData", m_dirLightList); // Shadow constants cmd.SetGlobalMatrixArray("g_matWorldToShadow", g_matWorldToShadow); cmd.SetGlobalVectorArray("g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres); cmd.SetGlobalVector("g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms[0]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms[1]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms[2]); cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms[3]); loop.ExecuteCommandBuffer(cmd); cmd.Dispose(); } } }