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464 行
21 KiB
464 行
21 KiB
using System;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.VR;
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using UnityEditor;
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namespace UnityEngine.Experimental.Rendering.LowendMobile
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{
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public class LowEndMobilePipeline : RenderPipeline
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{
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private readonly LowEndMobilePipelineAsset m_Asset;
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private static readonly int kMaxCascades = 4;
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private static readonly int kMaxLights = 8;
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private int m_ShadowMapProperty;
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private RenderTargetIdentifier m_ShadowMapRTID;
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private int m_DepthBufferBits = 24;
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private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades];
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private static readonly ShaderPassName m_ForwardBasePassName = new ShaderPassName("LowEndMobileForward");
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private Vector4[] m_LightPositions = new Vector4[kMaxLights];
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private Vector4[] m_LightColors = new Vector4[kMaxLights];
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private Vector4[] m_LightAttenuations = new Vector4[kMaxLights];
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private Vector4[] m_LightSpotDirections = new Vector4[kMaxLights];
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private ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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private ShadowSliceData[] m_ShadowSlices = new ShadowSliceData[kMaxCascades];
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public LowEndMobilePipeline(LowEndMobilePipelineAsset asset)
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{
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m_Asset = asset;
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BuildShadowSettings();
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m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap");
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m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty);
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}
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public override void Render(ScriptableRenderContext context, Camera[] cameras)
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{
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var prevPipe = Shader.globalRenderPipeline;
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Shader.globalRenderPipeline = "LowEndMobilePipeline";
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base.Render(context, cameras);
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foreach (Camera camera in cameras)
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{
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context.ResetCameraProperties();
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CullingParameters cullingParameters;
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if (!CullResults.GetCullingParameters(camera, out cullingParameters))
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continue;
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cullingParameters.shadowDistance = m_ShadowSettings.maxShadowDistance;
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CullResults cull = CullResults.Cull(ref cullingParameters, context);
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// Render Shadow Map
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bool shadowsRendered = RenderShadows(cull, context);
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// Draw Opaques with support to one directional shadow cascade
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// Setup camera matrices
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//context.SetupCameraProperties(camera);
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if (VRSettings.isDeviceActive)
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{
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//camera.stereoTargetEye = StereoTargetEyeMask.Left;
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context.StereoSetupCameraProperties(camera);
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context.StartMultiEye(camera);
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}
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else
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{
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context.SetupCameraProperties(camera);
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}
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// set up a temporary RT to render to
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var intermediateRT = Shader.PropertyToID("_IntermediateTarget");
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var intermediateRTID = new RenderTargetIdentifier(intermediateRT);
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var intermediateDepthRT = Shader.PropertyToID("_IntermediateDepthTarget");
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var intermediateDepthRTID = new RenderTargetIdentifier(intermediateDepthRT);
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if (VRSettings.isDeviceActive)
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{
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var bindTempRTCmd = new CommandBuffer() { name = "Bind intermediate RT" };
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RenderTextureDesc vrDesc = VRDevice.GetVREyeTextureDesc();
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vrDesc.depthBufferBits = 24;
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bindTempRTCmd.GetTemporaryRT(intermediateRT, vrDesc, FilterMode.Point);
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bindTempRTCmd.SetRenderTarget(intermediateRTID);
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context.ExecuteCommandBuffer(bindTempRTCmd);
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bindTempRTCmd.Dispose();
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}
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else
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{
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int w = camera.pixelWidth;
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int h = camera.pixelHeight;
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var aa = QualitySettings.antiAliasing;
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if (aa < 1)
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aa = 1;
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var bindTempRTCmd = new CommandBuffer() { name = "Bind intermediate RT" };
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// this does the combined color/depth RT
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bindTempRTCmd.GetTemporaryRT(intermediateRT, w, h, 24, FilterMode.Point, RenderTextureFormat.Default, RenderTextureReadWrite.Default, aa, true);
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bindTempRTCmd.SetRenderTarget(intermediateRTID);
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context.ExecuteCommandBuffer(bindTempRTCmd);
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bindTempRTCmd.Dispose();
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}
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var cmd = new CommandBuffer() { name = "Clear" };
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cmd.ClearRenderTarget(true, true, Color.black);
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context.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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// Setup light and shadow shader constants
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SetupLightShaderVariables(cull.visibleLights, context);
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if (shadowsRendered)
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SetupShadowShaderVariables(context, camera.nearClipPlane, cullingParameters.shadowDistance,
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m_ShadowSettings.directionalLightCascadeCount);
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// Render Opaques
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var settings = new DrawRendererSettings(cull, camera, m_ForwardBasePassName);
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settings.sorting.flags = SortFlags.CommonOpaque;
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settings.inputFilter.SetQueuesOpaque();
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if (m_Asset.EnableLightmap)
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settings.rendererConfiguration |= RendererConfiguration.PerObjectLightmaps;
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if (m_Asset.EnableAmbientProbe)
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settings.rendererConfiguration |= RendererConfiguration.PerObjectLightProbe;
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context.DrawRenderers(ref settings);
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var discardRT = new CommandBuffer();
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discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
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context.ExecuteCommandBuffer(discardRT);
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discardRT.Dispose();
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// TODO: Check skybox shader
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context.DrawSkybox(camera);
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// Render Alpha blended
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settings.sorting.flags = SortFlags.CommonTransparent;
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settings.inputFilter.SetQueuesTransparent();
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context.DrawRenderers(ref settings);
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// ok, copy from temporary RT into the real RT
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if (VRSettings.isDeviceActive)
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{
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//context.StereoSetupCameraProperties(camera);
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var copyIntermediateRTToDefault = new CommandBuffer() { name = "Copy intermediate RT to default RT" };
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//copyIntermediateRTToDefault.Blit(intermediateRTID, BuiltinRenderTextureType.CurrentActive);
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copyIntermediateRTToDefault.Blit(intermediateRTID, BuiltinRenderTextureType.CameraTarget);
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context.ExecuteCommandBuffer(copyIntermediateRTToDefault);
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copyIntermediateRTToDefault.Dispose();
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}
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else
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{
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//context.SetupCameraProperties(camera);
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var copyIntermediateRTToDefault = new CommandBuffer() { name = "Copy intermediate RT to default RT" };
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copyIntermediateRTToDefault.Blit(intermediateRTID, BuiltinRenderTextureType.CameraTarget); // this works, but barely
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//copyIntermediateRTToDefault.Blit(intermediateRTID, camera.targetTexture); // this won't work, target texture won't be right until SetupCameraProperties ACTUALLY executes
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//copyIntermediateRTToDefault.Blit(intermediateRTID, BuiltinRenderTextureType.CurrentActive);
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context.ExecuteCommandBuffer(copyIntermediateRTToDefault);
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copyIntermediateRTToDefault.Dispose();
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}
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if (VRSettings.isDeviceActive)
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{
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context.StopMultiEye(camera);
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context.StereoEndRender(camera);
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}
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}
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context.Submit();
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context.ResetCameraProperties();
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Shader.globalRenderPipeline = prevPipe;
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}
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private void BuildShadowSettings()
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{
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m_ShadowSettings = ShadowSettings.Default;
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m_ShadowSettings.directionalLightCascadeCount = m_Asset.CascadeCount;
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m_ShadowSettings.shadowAtlasWidth = m_Asset.ShadowAtlasResolution;
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m_ShadowSettings.shadowAtlasHeight = m_Asset.ShadowAtlasResolution;
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m_ShadowSettings.maxShadowDistance = m_Asset.ShadowDistance;
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switch (m_ShadowSettings.directionalLightCascadeCount)
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{
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case 1:
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m_ShadowSettings.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
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break;
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case 2:
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m_ShadowSettings.directionalLightCascades = new Vector3(m_Asset.Cascade2Split, 1.0f, 0.0f);
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break;
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default:
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m_ShadowSettings.directionalLightCascades = m_Asset.Cascade4Split;
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break;
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}
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}
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#region HelperMethods
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private void SetupLightShaderVariables(VisibleLight[] lights, ScriptableRenderContext context)
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{
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if (lights.Length <= 0)
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return;
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int pixelLightCount = Mathf.Min(lights.Length, m_Asset.MaxSupportedPixelLights);
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int vertexLightCount = (m_Asset.SupportsVertexLight)
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? Mathf.Min(lights.Length - pixelLightCount, kMaxLights)
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: 0;
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int totalLightCount = Mathf.Min(pixelLightCount + vertexLightCount, kMaxLights);
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for (int i = 0; i < totalLightCount; ++i)
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{
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VisibleLight currLight = lights[i];
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if (currLight.lightType == LightType.Directional)
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{
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Vector4 dir = -currLight.localToWorld.GetColumn(2);
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m_LightPositions[i] = new Vector4(dir.x, dir.y, dir.z, 0.0f);
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}
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else
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{
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Vector4 pos = currLight.localToWorld.GetColumn(3);
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m_LightPositions[i] = new Vector4(pos.x, pos.y, pos.z, 1.0f);
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}
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m_LightColors[i] = currLight.finalColor;
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float rangeSq = currLight.range*currLight.range;
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float quadAtten = (currLight.lightType == LightType.Directional) ? 0.0f : 25.0f/rangeSq;
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if (currLight.lightType == LightType.Spot)
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{
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Vector4 dir = currLight.localToWorld.GetColumn(2);
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m_LightSpotDirections[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
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float spotAngle = Mathf.Deg2Rad*currLight.spotAngle;
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float cosOuterAngle = Mathf.Cos(spotAngle*0.5f);
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float cosInneAngle = Mathf.Cos(spotAngle*0.25f);
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float angleRange = cosInneAngle - cosOuterAngle;
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m_LightAttenuations[i] = new Vector4(cosOuterAngle,
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Mathf.Approximately(angleRange, 0.0f) ? 1.0f : angleRange, quadAtten, rangeSq);
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}
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else
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{
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m_LightSpotDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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m_LightAttenuations[i] = new Vector4(-1.0f, 1.0f, quadAtten, rangeSq);
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}
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}
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CommandBuffer cmd = new CommandBuffer() {name = "SetupShadowShaderConstants"};
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cmd.SetGlobalVectorArray("globalLightPos", m_LightPositions);
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cmd.SetGlobalVectorArray("globalLightColor", m_LightColors);
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cmd.SetGlobalVectorArray("globalLightAtten", m_LightAttenuations);
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cmd.SetGlobalVectorArray("globalLightSpotDir", m_LightSpotDirections);
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cmd.SetGlobalVector("globalLightCount", new Vector4(pixelLightCount, totalLightCount, 0.0f, 0.0f));
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SetShadowKeywords(cmd);
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context.ExecuteCommandBuffer(cmd);
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cmd.Dispose();
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}
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private bool RenderShadows(CullResults cullResults, ScriptableRenderContext context)
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{
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int cascadeCount = m_ShadowSettings.directionalLightCascadeCount;
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VisibleLight[] lights = cullResults.visibleLights;
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int lightCount = lights.Length;
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int shadowResolution = 0;
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int lightIndex = -1;
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for (int i = 0; i < lightCount; ++i)
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{
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if (lights[i].light.shadows != LightShadows.None && lights[i].lightType == LightType.Directional)
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{
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lightIndex = i;
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shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.shadowAtlasWidth,
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m_ShadowSettings.shadowAtlasHeight, cascadeCount);
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break;
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}
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}
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if (lightIndex < 0)
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return false;
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Bounds bounds;
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if (!cullResults.GetShadowCasterBounds(lightIndex, out bounds))
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return false;
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var setRenderTargetCommandBuffer = new CommandBuffer();
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setRenderTargetCommandBuffer.name = "Render packed shadows";
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setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapProperty, m_ShadowSettings.shadowAtlasWidth,
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m_ShadowSettings.shadowAtlasHeight, m_DepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth,
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RenderTextureReadWrite.Linear);
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setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRTID);
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setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black);
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context.ExecuteCommandBuffer(setRenderTargetCommandBuffer);
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setRenderTargetCommandBuffer.Dispose();
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float shadowNearPlane = m_Asset.ShadowNearOffset;
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Vector3 splitRatio = m_ShadowSettings.directionalLightCascades;
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Vector3 lightDir = lights[lightIndex].light.transform.forward;
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for (int cascadeIdx = 0; cascadeIdx < cascadeCount; ++cascadeIdx)
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{
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Matrix4x4 view, proj;
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var settings = new DrawShadowsSettings(cullResults, lightIndex);
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bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex,
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cascadeIdx, cascadeCount, splitRatio, shadowResolution, shadowNearPlane, out view, out proj,
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out settings.splitData);
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m_DirectionalShadowSplitDistances[cascadeIdx] = settings.splitData.cullingSphere;
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m_DirectionalShadowSplitDistances[cascadeIdx].w *= settings.splitData.cullingSphere.w;
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if (needRendering)
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{
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SetupShadowSliceTransform(cascadeIdx, shadowResolution, proj, view);
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RenderShadowSlice(ref context, lightDir, cascadeIdx, proj, view, settings);
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}
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}
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return true;
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}
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private void SetupShadowSliceTransform(int cascadeIndex, int shadowResolution, Matrix4x4 proj, Matrix4x4 view)
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{
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// Assumes MAX_CASCADES = 4
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m_ShadowSlices[cascadeIndex].atlasX = (cascadeIndex%2)*shadowResolution;
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m_ShadowSlices[cascadeIndex].atlasY = (cascadeIndex/2)*shadowResolution;
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m_ShadowSlices[cascadeIndex].shadowResolution = shadowResolution;
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m_ShadowSlices[cascadeIndex].shadowTransform = Matrix4x4.identity;
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var matScaleBias = Matrix4x4.identity;
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matScaleBias.m00 = 0.5f;
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matScaleBias.m11 = 0.5f;
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matScaleBias.m22 = 0.5f;
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matScaleBias.m03 = 0.5f;
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matScaleBias.m23 = 0.5f;
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matScaleBias.m13 = 0.5f;
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// Later down the pipeline the proj matrix will be scaled to reverse-z in case of DX.
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// We need account for that scale in the shadowTransform.
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if (SystemInfo.usesReversedZBuffer)
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matScaleBias.m22 = -0.5f;
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var matTile = Matrix4x4.identity;
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matTile.m00 = (float) m_ShadowSlices[cascadeIndex].shadowResolution/
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(float) m_ShadowSettings.shadowAtlasWidth;
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matTile.m11 = (float) m_ShadowSlices[cascadeIndex].shadowResolution/
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(float) m_ShadowSettings.shadowAtlasHeight;
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matTile.m03 = (float) m_ShadowSlices[cascadeIndex].atlasX/(float) m_ShadowSettings.shadowAtlasWidth;
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matTile.m13 = (float) m_ShadowSlices[cascadeIndex].atlasY/(float) m_ShadowSettings.shadowAtlasHeight;
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m_ShadowSlices[cascadeIndex].shadowTransform = matTile*matScaleBias*proj*view;
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}
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private void RenderShadowSlice(ref ScriptableRenderContext context, Vector3 lightDir, int cascadeIndex,
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Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
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{
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var buffer = new CommandBuffer() {name = "Prepare Shadowmap Slice"};
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buffer.SetViewport(new Rect(m_ShadowSlices[cascadeIndex].atlasX, m_ShadowSlices[cascadeIndex].atlasY,
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m_ShadowSlices[cascadeIndex].shadowResolution, m_ShadowSlices[cascadeIndex].shadowResolution));
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buffer.SetViewProjectionMatrices(view, proj);
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buffer.SetGlobalVector("_WorldLightDirAndBias",
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new Vector4(-lightDir.x, -lightDir.y, -lightDir.z, m_Asset.ShadowBias));
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context.ExecuteCommandBuffer(buffer);
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buffer.Dispose();
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context.DrawShadows(ref settings);
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}
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private int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
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{
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int resolution = Mathf.Min(atlasWidth, atlasHeight);
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if (tileCount > Mathf.Log(resolution))
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{
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Debug.LogError(
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String.Format(
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"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
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tileCount, atlasWidth, atlasHeight));
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return 0;
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}
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int currentTileCount = atlasWidth/resolution*atlasHeight/resolution;
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while (currentTileCount < tileCount)
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{
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resolution = resolution >> 1;
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currentTileCount = atlasWidth/resolution*atlasHeight/resolution;
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}
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return resolution;
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}
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void SetupShadowShaderVariables(ScriptableRenderContext context, float shadowNear, float shadowFar,
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int cascadeCount)
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{
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float shadowResolution = m_ShadowSlices[0].shadowResolution;
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// PSSM distance settings
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float shadowFrustumDepth = shadowFar - shadowNear;
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Vector3 shadowSplitRatio = m_ShadowSettings.directionalLightCascades;
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// We set PSSMDistance to infinity for non active cascades so the comparison test always fails for unavailable cascades
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Vector4 PSSMDistances = new Vector4(
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shadowNear + shadowSplitRatio.x*shadowFrustumDepth,
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(shadowSplitRatio.y > 0.0f) ? shadowNear + shadowSplitRatio.y*shadowFrustumDepth : Mathf.Infinity,
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(shadowSplitRatio.z > 0.0f) ? shadowNear + shadowSplitRatio.z*shadowFrustumDepth : Mathf.Infinity,
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1.0f/shadowResolution);
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const int maxShadowCascades = 4;
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Matrix4x4[] shadowMatrices = new Matrix4x4[maxShadowCascades];
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for (int i = 0; i < cascadeCount; ++i)
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shadowMatrices[i] = (cascadeCount >= i) ? m_ShadowSlices[i].shadowTransform : Matrix4x4.identity;
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// TODO: shadow resolution per cascade in case cascades endup being supported.
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float invShadowResolution = 1.0f/shadowResolution;
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float[] pcfKernel =
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{
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-0.5f*invShadowResolution, 0.5f*invShadowResolution,
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0.5f*invShadowResolution, 0.5f*invShadowResolution,
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-0.5f*invShadowResolution, -0.5f*invShadowResolution,
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0.5f*invShadowResolution, -0.5f*invShadowResolution
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};
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var setupShadow = new CommandBuffer() {name = "SetupShadowShaderConstants"};
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SetShadowKeywords(setupShadow);
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setupShadow.SetGlobalMatrixArray("_WorldToShadow", shadowMatrices);
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setupShadow.SetGlobalVector("_PSSMDistancesAndShadowResolution", PSSMDistances);
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setupShadow.SetGlobalVectorArray("g_vDirShadowSplitSpheres", m_DirectionalShadowSplitDistances);
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setupShadow.SetGlobalFloatArray("_PCFKernel", pcfKernel);
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SetShadowKeywords(setupShadow);
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context.ExecuteCommandBuffer(setupShadow);
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setupShadow.Dispose();
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}
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void SetShadowKeywords(CommandBuffer cmd)
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{
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switch (m_Asset.CurrShadowType)
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{
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case ShadowType.NO_SHADOW:
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cmd.DisableShaderKeyword("HARD_SHADOWS");
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cmd.DisableShaderKeyword("SOFT_SHADOWS");
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break;
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case ShadowType.HARD_SHADOWS:
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cmd.EnableShaderKeyword("HARD_SHADOWS");
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cmd.DisableShaderKeyword("SOFT_SHADOWS");
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break;
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case ShadowType.SOFT_SHADOWS:
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cmd.DisableShaderKeyword("HARD_SHADOWS");
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cmd.EnableShaderKeyword("SOFT_SHADOWS");
|
|
break;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|