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1040 行
42 KiB
1040 行
42 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.OnTileDeferredRenderPipeline
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{
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class ShadowSetup : IDisposable
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{
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// shadow related stuff
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const int k_MaxShadowDataSlots = 64;
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const int k_MaxPayloadSlotsPerShadowData = 4;
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ShadowmapBase[] m_Shadowmaps;
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ShadowManager m_ShadowMgr;
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ComputeBuffer s_ShadowDataBuffer;
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ComputeBuffer s_ShadowPayloadBuffer;
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public ShadowSetup(ShadowInitParameters shadowInit, ShadowSettings shadowSettings, out IShadowManager shadowManager)
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{
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s_ShadowDataBuffer = new ComputeBuffer(k_MaxShadowDataSlots, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowData)));
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s_ShadowPayloadBuffer = new ComputeBuffer(k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ShadowPayload)));
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ShadowAtlas.AtlasInit atlasInit;
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atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth;
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atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight;
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atlasInit.baseInit.slices = 1;
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atlasInit.baseInit.shadowmapBits = 32;
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atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap;
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atlasInit.baseInit.samplerState = SamplerState.Default();
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atlasInit.baseInit.comparisonSamplerState = ComparisonSamplerState.Default();
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atlasInit.baseInit.clearColor = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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atlasInit.baseInit.maxPayloadCount = 0;
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atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional | ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot;
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atlasInit.shaderKeyword = null;
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m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) };
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ShadowContext.SyncDel syncer = (ShadowContext sc) =>
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{
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// update buffers
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uint offset, count;
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ShadowData[] sds;
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sc.GetShadowDatas(out sds, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowDataBuffer.SetData(sds); // unfortunately we can't pass an offset or count to this function
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ShadowPayload[] payloads;
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sc.GetPayloads(out payloads, out offset, out count);
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Debug.Assert(offset == 0);
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s_ShadowPayloadBuffer.SetData(payloads);
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};
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// binding code. This needs to be in sync with ShadowContext.hlsl
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ShadowContext.BindDel binder = (ShadowContext sc, CommandBuffer cb, ComputeShader computeShader, int computeKernel) =>
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{
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// bind buffers
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cb.SetGlobalBuffer("_ShadowDatasExp", s_ShadowDataBuffer);
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cb.SetGlobalBuffer("_ShadowPayloads", s_ShadowPayloadBuffer);
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// bind textures
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uint offset, count;
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RenderTargetIdentifier[] tex;
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sc.GetTex2DArrays(out tex, out offset, out count);
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cb.SetGlobalTexture("_ShadowmapExp_PCF", tex[0]);
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// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
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};
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ShadowContext.CtxtInit scInit;
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scInit.storage.maxShadowDataSlots = k_MaxShadowDataSlots;
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scInit.storage.maxPayloadSlots = k_MaxShadowDataSlots * k_MaxPayloadSlotsPerShadowData;
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scInit.storage.maxTex2DArraySlots = 1;
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scInit.storage.maxTexCubeArraySlots = 0;
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scInit.storage.maxComparisonSamplerSlots = 1;
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scInit.storage.maxSamplerSlots = 0;
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scInit.dataSyncer = syncer;
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scInit.resourceBinder = binder;
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m_ShadowMgr = new ShadowManager(shadowSettings, ref scInit, m_Shadowmaps);
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// set global overrides - these need to match the override specified in ShadowDispatch.hlsl
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, true );
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shadowManager = m_ShadowMgr;
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}
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public void Dispose()
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{
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if (m_Shadowmaps != null)
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{
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(m_Shadowmaps[0] as ShadowAtlas).Dispose();
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m_Shadowmaps = null;
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}
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m_ShadowMgr = null;
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if (s_ShadowDataBuffer != null) {
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s_ShadowDataBuffer.Release ();
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s_ShadowDataBuffer = null;
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}
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if (s_ShadowPayloadBuffer != null) {
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s_ShadowPayloadBuffer.Release ();
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s_ShadowPayloadBuffer = null;
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}
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}
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}
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public class OnTileDeferredRenderPipelineInstance : RenderPipeline {
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private readonly OnTileDeferredRenderPipeline m_Owner;
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public OnTileDeferredRenderPipelineInstance(OnTileDeferredRenderPipeline owner)
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{
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m_Owner = owner;
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if (m_Owner != null)
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m_Owner.Build();
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}
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public override void Dispose()
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{
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base.Dispose();
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if (m_Owner != null)
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m_Owner.Cleanup();
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}
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public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
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{
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base.Render(renderContext, cameras);
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m_Owner.Render(renderContext, cameras);
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}
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}
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[ExecuteInEditMode]
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public class OnTileDeferredRenderPipeline : RenderPipelineAsset {
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("RenderPipeline/OnTileDeferredPipeline/Create Pipeline Asset", false, 17)]
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static void CreateDeferredRenderPipeline()
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{
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var instance = ScriptableObject.CreateInstance<OnTileDeferredRenderPipeline> ();
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UnityEditor.AssetDatabase.CreateAsset (instance, "Assets/OnTileDeferredPipeline.asset");
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}
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[UnityEditor.MenuItem("RenderPipeline/OnTileDeferredPipeline/Material Upgraders/Upgrade Standard Shader Materials")]
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static void SetupDeferredRenderPipelineMaterials()
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{
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Renderer[] _renderers = Component.FindObjectsOfType<Renderer> ();
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foreach (Renderer _renderer in _renderers) {
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Material[] _materials = _renderer.sharedMaterials;
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foreach (Material _material in _materials) {
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if (_material == null)
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continue;
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if (_material.shader.name.Contains ("Standard (Specular setup)")) {
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_material.shader = Shader.Find("Standard-SRP (Specular setup)");
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} else if (_material.shader.name.Contains ("Standard")) {
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_material.shader = Shader.Find("Standard-SRP");
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}
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}
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}
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}
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#endif
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new OnTileDeferredRenderPipelineInstance(this);
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}
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[SerializeField] ShadowSettings m_ShadowSettings = new ShadowSettings();
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ShadowSetup m_ShadowSetup;
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IShadowManager m_ShadowMgr;
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FrameId m_FrameId = new FrameId();
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List<int> m_ShadowRequests = new List<int>();
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Dictionary<int, int> m_ShadowIndices = new Dictionary<int,int>();
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void InitShadowSystem(ShadowSettings shadowSettings)
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{
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m_ShadowSetup = new ShadowSetup(new ShadowInitParameters(), shadowSettings, out m_ShadowMgr);
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}
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void DeinitShadowSystem()
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{
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if (m_ShadowSetup != null)
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{
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m_ShadowSetup.Dispose();
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m_ShadowSetup = null;
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m_ShadowMgr = null;
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}
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}
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// This must match MAX_LIGHTS in UnityStandardForwardMobile
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const int k_MaxLights = 100;
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// arrays for shader data
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private Vector4[] m_LightData = new Vector4[k_MaxLights]; // x:Light_type, y:ShadowIndex z:w:UNUSED
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private Vector4[] m_LightPositions = new Vector4[k_MaxLights];
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private Vector4[] m_LightColors = new Vector4[k_MaxLights];
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private Vector4[] m_LightDirections = new Vector4[k_MaxLights];
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private Matrix4x4[] m_LightMatrix = new Matrix4x4[k_MaxLights];
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private Matrix4x4[] m_WorldToLightMatrix = new Matrix4x4[k_MaxLights];
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[SerializeField] TextureSettings m_TextureSettings = new TextureSettings();
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[SerializeField] public bool UseLegacyCookies;
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[SerializeField] public bool TransparencyShadows;
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[SerializeField] public Mesh m_PointLightMesh;
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[SerializeField] public float PointLightMeshScaleFactor = 2.0f;
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[SerializeField] public Mesh m_SpotLightMesh;
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[SerializeField] public float SpotLightMeshScaleFactor = 1.0f;
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[SerializeField] public Mesh m_QuadMesh;
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[SerializeField] public Mesh m_BoxMesh;
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[SerializeField] public Texture m_DefaultSpotCookie;
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[SerializeField] public Shader finalPassShader;
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[SerializeField] public Shader deferredShader;
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[SerializeField] public Shader deferredReflectionShader;
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private TextureCache2D m_CookieTexArray;
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private TextureCacheCubemap m_CubeCookieTexArray;
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private TextureCacheCubemap m_CubeReflTexArray;
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private ComputeBuffer s_LightDataBuffer;
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private RenderPassAttachment s_GBufferAlbedo;
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private RenderPassAttachment s_GBufferSpecRough;
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private RenderPassAttachment s_GBufferNormal;
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private RenderPassAttachment s_GBufferEmission;
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private RenderPassAttachment s_CameraTarget;
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private RenderPassAttachment s_Depth;
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// write depth to red color buffer if on mobile so we can read it back
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// cannot read depth buffer directly in shader on iOS
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private RenderPassAttachment s_GBufferRedF32;
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// TODO: When graphics/renderpass lands, replace code that uses boolean below with SystemInfo.supportsReadOnlyDepth
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#if UNITY_EDITOR || UNITY_STANDALONE
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static bool s_SupportsReadOnlyDepth = true;
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#else
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static bool s_SupportsReadOnlyDepth = false;
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#endif
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private static int _sceneViewBlitId;
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private static int _sceneViewDepthId;
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private static Material _blitDepthMaterial;
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private Material m_DirectionalDeferredLightingMaterial;
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private Material m_FiniteDeferredLightingMaterial;
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private Material m_FiniteNearDeferredLightingMaterial;
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private Material m_ReflectionMaterial;
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private Material m_ReflectionNearClipMaterial;
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private Material m_ReflectionNearAndFarClipMaterial;
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private Material m_BlitMaterial;
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private void OnValidate()
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{
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Build();
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}
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public void Cleanup()
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{
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if (m_BlitMaterial) DestroyImmediate(m_BlitMaterial);
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if (m_DirectionalDeferredLightingMaterial) DestroyImmediate(m_DirectionalDeferredLightingMaterial);
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if (m_FiniteDeferredLightingMaterial) DestroyImmediate(m_FiniteDeferredLightingMaterial);
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if (m_FiniteNearDeferredLightingMaterial) DestroyImmediate(m_FiniteNearDeferredLightingMaterial);
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if (m_ReflectionMaterial) DestroyImmediate (m_ReflectionMaterial);
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if (m_ReflectionNearClipMaterial) DestroyImmediate (m_ReflectionNearClipMaterial);
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if (m_ReflectionNearAndFarClipMaterial) DestroyImmediate (m_ReflectionNearAndFarClipMaterial);
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if (s_LightDataBuffer != null) {
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s_LightDataBuffer.Release ();
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s_LightDataBuffer = null;
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}
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m_CookieTexArray.Release();
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m_CubeCookieTexArray.Release();
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m_CubeReflTexArray.Release();
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DeinitShadowSystem();
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}
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public void Build()
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{
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s_GBufferAlbedo = new RenderPassAttachment(RenderTextureFormat.ARGB32) { hideFlags = HideFlags.HideAndDontSave };
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s_GBufferSpecRough = new RenderPassAttachment(RenderTextureFormat.ARGB32) { hideFlags = HideFlags.HideAndDontSave };
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s_GBufferNormal = new RenderPassAttachment(RenderTextureFormat.ARGB2101010) { hideFlags = HideFlags.HideAndDontSave };
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s_GBufferEmission = new RenderPassAttachment(RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
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s_Depth = new RenderPassAttachment(RenderTextureFormat.Depth) { hideFlags = HideFlags.HideAndDontSave };
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s_CameraTarget = s_GBufferAlbedo;
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s_GBufferEmission.Clear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0);
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s_Depth.Clear(new Color(), 1.0f, 0);
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if (s_SupportsReadOnlyDepth)
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{
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s_GBufferRedF32 = null;
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}
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else
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{
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s_GBufferRedF32 = new RenderPassAttachment(RenderTextureFormat.RFloat) { hideFlags = HideFlags.HideAndDontSave };
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s_GBufferRedF32.Clear(new Color(), 1.0f, 0);
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}
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m_BlitMaterial = new Material (finalPassShader) { hideFlags = HideFlags.HideAndDontSave };
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_blitDepthMaterial = new Material(Shader.Find("Hidden/BlitCopyWithDepth")) { hideFlags = HideFlags.HideAndDontSave };
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_sceneViewBlitId = Shader.PropertyToID("_TempCameraRT");
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_sceneViewDepthId = Shader.PropertyToID("_TempCameraDepth");
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m_DirectionalDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave };
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m_DirectionalDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One);
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m_DirectionalDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_DirectionalDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One);
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m_DirectionalDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_DirectionalDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Off);
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m_DirectionalDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.Always);
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m_FiniteDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave };
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m_FiniteDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One);
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m_FiniteDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_FiniteDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One);
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m_FiniteDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_FiniteDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Back);
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m_FiniteDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.LessEqual);
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m_FiniteNearDeferredLightingMaterial = new Material (deferredShader) { hideFlags = HideFlags.HideAndDontSave };
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m_FiniteNearDeferredLightingMaterial.SetInt("_SrcBlend", (int)BlendMode.One);
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m_FiniteNearDeferredLightingMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_FiniteNearDeferredLightingMaterial.SetInt("_SrcABlend", (int)BlendMode.One);
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m_FiniteNearDeferredLightingMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_FiniteNearDeferredLightingMaterial.SetInt("_CullMode", (int)CullMode.Front);
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m_FiniteNearDeferredLightingMaterial.SetInt("_CompareFunc", (int)CompareFunction.Greater);
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m_ReflectionMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave };
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m_ReflectionMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha);
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m_ReflectionMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_ReflectionMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha);
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m_ReflectionMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_ReflectionMaterial.SetInt("_CullMode", (int)CullMode.Back);
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m_ReflectionMaterial.SetInt("_CompareFunc", (int)CompareFunction.LessEqual);
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m_ReflectionNearClipMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave };
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m_ReflectionNearClipMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha);
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m_ReflectionNearClipMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_ReflectionNearClipMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha);
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m_ReflectionNearClipMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_ReflectionNearClipMaterial.SetInt("_CullMode", (int)CullMode.Front);
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m_ReflectionNearClipMaterial.SetInt("_CompareFunc", (int)CompareFunction.GreaterEqual);
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m_ReflectionNearAndFarClipMaterial = new Material (deferredReflectionShader) { hideFlags = HideFlags.HideAndDontSave };
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m_ReflectionNearAndFarClipMaterial.SetInt("_SrcBlend", (int)BlendMode.DstAlpha);
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m_ReflectionNearAndFarClipMaterial.SetInt("_DstBlend", (int)BlendMode.One);
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m_ReflectionNearAndFarClipMaterial.SetInt("_SrcABlend", (int)BlendMode.DstAlpha);
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m_ReflectionNearAndFarClipMaterial.SetInt("_DstABlend", (int)BlendMode.Zero);
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m_ReflectionNearAndFarClipMaterial.SetInt("_CullMode", (int)CullMode.Off);
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m_ReflectionNearAndFarClipMaterial.SetInt("_CompareFunc", (int)CompareFunction.Always);
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m_CookieTexArray = new TextureCache2D();
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m_CubeCookieTexArray = new TextureCacheCubemap();
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m_CubeReflTexArray = new TextureCacheCubemap();
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m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
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m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
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m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureCache.GetPreferredHdrCompressedTextureFormat, true);
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s_LightDataBuffer = new ComputeBuffer(k_MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
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//shadows
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InitShadowSystem(m_ShadowSettings);
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}
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void NewFrame()
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{
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// update texture caches
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m_CookieTexArray.NewFrame();
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m_CubeCookieTexArray.NewFrame();
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m_CubeReflTexArray.NewFrame();
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}
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public void Render(ScriptableRenderContext context, IEnumerable<Camera> cameras)
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{
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foreach (var camera in cameras) {
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// Culling
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ScriptableCullingParameters cullingParams;
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if (!CullResults.GetCullingParameters (camera, out cullingParams))
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continue;
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m_ShadowMgr.UpdateCullingParameters(ref cullingParams);
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var cullResults = CullResults.Cull (ref cullingParams, context);
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NewFrame ();
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UpdateShadowConstants (camera, cullResults);
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CommandBuffer cmdShadow = CommandBufferPool.Get();
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m_ShadowMgr.RenderShadows( m_FrameId, context, cmdShadow, cullResults, cullResults.visibleLights );
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m_ShadowMgr.SyncData();
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m_ShadowMgr.BindResources( cmdShadow, null, 0 );
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context.ExecuteCommandBuffer(cmdShadow);
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CommandBufferPool.Release(cmdShadow);
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context.SetupCameraProperties(camera);
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// The scene view needs extra blit because it'll be using a non-fullscreen viewport
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if (camera.cameraType == CameraType.SceneView)
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{
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using (var cmd = new CommandBuffer())
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{
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cmd.GetTemporaryRT(_sceneViewBlitId, camera.pixelWidth, camera.pixelHeight, 0,
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FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
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cmd.GetTemporaryRT(_sceneViewDepthId, camera.pixelWidth, camera.pixelHeight, 24,
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FilterMode.Point, RenderTextureFormat.Depth, RenderTextureReadWrite.Default);
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context.ExecuteCommandBuffer(cmd);
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}
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s_CameraTarget.BindSurface(new RenderTargetIdentifier(_sceneViewBlitId), false, true);
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s_Depth.BindSurface(new RenderTargetIdentifier(_sceneViewDepthId), false, false);
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}
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else
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{
|
|
s_CameraTarget.BindSurface(BuiltinRenderTextureType.CameraTarget, false, true);
|
|
s_Depth.BindSurface(BuiltinRenderTextureType.Depth, false, false);
|
|
}
|
|
|
|
// set load store actions
|
|
s_GBufferSpecRough.BindSurface (BuiltinRenderTextureType.None, false, false);
|
|
s_GBufferNormal.BindSurface (BuiltinRenderTextureType.None, false, false);
|
|
s_GBufferEmission.BindSurface (BuiltinRenderTextureType.None, false, false);
|
|
if (s_GBufferRedF32 != null)
|
|
s_GBufferRedF32.BindSurface(BuiltinRenderTextureType.None, false, false);
|
|
|
|
ExecuteRenderLoop(camera, cullResults, context);
|
|
|
|
if (camera.cameraType == CameraType.SceneView)
|
|
{
|
|
using (var cmd = new CommandBuffer())
|
|
{
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
|
|
cmd.SetGlobalTexture("_DepthTex", _sceneViewDepthId);
|
|
cmd.Blit(_sceneViewBlitId, BuiltinRenderTextureType.CameraTarget, _blitDepthMaterial);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
}
|
|
}
|
|
|
|
context.Submit ();
|
|
}
|
|
|
|
}
|
|
|
|
void ExecuteRenderLoop(Camera camera, CullResults cullResults, ScriptableRenderContext loop)
|
|
{
|
|
using (RenderPass rp = new RenderPass (loop, camera.pixelWidth, camera.pixelHeight, 1, s_SupportsReadOnlyDepth ?
|
|
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission } :
|
|
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission, s_GBufferRedF32 }, s_Depth)) {
|
|
|
|
// GBuffer pass
|
|
using (new RenderPass.SubPass (rp, s_SupportsReadOnlyDepth ?
|
|
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission } :
|
|
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_GBufferEmission, s_GBufferRedF32 }, null)) {
|
|
using (var cmd = new CommandBuffer { name = "Create G-Buffer" }) {
|
|
|
|
cmd.EnableShaderKeyword ("UNITY_HDR_ON");
|
|
cmd.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
|
|
loop.ExecuteCommandBuffer (cmd);
|
|
|
|
// render opaque objects using Deferred pass
|
|
var drawSettings = new DrawRendererSettings (camera, new ShaderPassName ("Deferred")) {
|
|
sorting = { flags = SortFlags.CommonOpaque },
|
|
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe
|
|
};
|
|
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.opaque};
|
|
loop.DrawRenderers (cullResults.visibleRenderers, ref drawSettings, filterSettings);
|
|
|
|
}
|
|
}
|
|
|
|
//Lighting Pass
|
|
using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission },
|
|
new[] { s_GBufferAlbedo, s_GBufferSpecRough, s_GBufferNormal, s_SupportsReadOnlyDepth ? s_Depth : s_GBufferRedF32 }, true))
|
|
{
|
|
using (var cmd = new CommandBuffer { name = "Deferred Lighting and Reflections Pass"} )
|
|
{
|
|
RenderLightsDeferred (camera, cullResults, cmd, loop);
|
|
RenderReflections (camera, cmd, cullResults, loop);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
}
|
|
}
|
|
|
|
//skybox
|
|
using (new RenderPass.SubPass (rp, new[] { s_GBufferEmission }, null)) {
|
|
loop.DrawSkybox (camera);
|
|
}
|
|
|
|
//Single Pass Forward Transparencies
|
|
using (new RenderPass.SubPass(rp, new[] { s_GBufferEmission }, null))
|
|
{
|
|
using (var cmd = new CommandBuffer { name = "Forwward Lighting Setup"} )
|
|
{
|
|
|
|
SetupLightShaderVariables (cullResults, camera, loop, cmd);
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
|
|
var settings = new DrawRendererSettings(camera, new ShaderPassName("ForwardSinglePass"))
|
|
{
|
|
sorting = { flags = SortFlags.CommonTransparent },
|
|
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe,
|
|
};
|
|
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
|
|
loop.DrawRenderers (cullResults.visibleRenderers, ref settings, filterSettings);
|
|
}
|
|
}
|
|
|
|
//Final pass
|
|
using (new RenderPass.SubPass(rp, new[] { s_CameraTarget }, new[] { s_GBufferEmission }))
|
|
{
|
|
var cmd = new CommandBuffer { name = "FinalPass" };
|
|
|
|
cmd.DrawProcedural(new Matrix4x4(), m_BlitMaterial, 0, MeshTopology.Triangles, 3);
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// Utilites
|
|
static Matrix4x4 GetFlipMatrix()
|
|
{
|
|
Matrix4x4 flip = Matrix4x4.identity;
|
|
bool isLeftHand = ((int)LightDefinitions.USE_LEFTHAND_CAMERASPACE) != 0;
|
|
if (isLeftHand) flip.SetColumn(2, new Vector4(0.0f, 0.0f, -1.0f, 0.0f));
|
|
return flip;
|
|
}
|
|
|
|
static Matrix4x4 WorldToCamera(Camera camera)
|
|
{
|
|
return GetFlipMatrix() * camera.worldToCameraMatrix;
|
|
}
|
|
|
|
static Matrix4x4 CameraToWorld(Camera camera)
|
|
{
|
|
return camera.cameraToWorldMatrix * GetFlipMatrix();
|
|
}
|
|
|
|
static Matrix4x4 CameraProjection(Camera camera)
|
|
{
|
|
return camera.projectionMatrix * GetFlipMatrix();
|
|
}
|
|
|
|
Matrix4x4 PerspectiveCotanMatrix(float cotangent, float zNear, float zFar )
|
|
{
|
|
float deltaZ = zNear - zFar;
|
|
var m = Matrix4x4.zero;
|
|
|
|
m.m00 = cotangent; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f;
|
|
m.m10 = 0.0f; m.m11 = cotangent; m.m12 = 0.0f; m.m13 = 0.0f;
|
|
m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = (zFar + zNear) / deltaZ; m.m23 = 2.0f * zNear * zFar / deltaZ;
|
|
m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = -1.0f; m.m33 = 0.0f;
|
|
|
|
return m;
|
|
}
|
|
|
|
float GetCotanHalfSpotAngle (float spotAngle)
|
|
{
|
|
const float degToRad = (float)(Mathf.PI / 180.0);
|
|
var cs = Mathf.Cos(0.5f * spotAngle * degToRad);
|
|
var ss = Mathf.Sin(0.5f * spotAngle * degToRad);
|
|
return cs / ss; //cothalfspotangle
|
|
}
|
|
|
|
// Shadows
|
|
void UpdateShadowConstants(Camera camera, CullResults inputs)
|
|
{
|
|
m_FrameId.frameCount++;
|
|
// get the indices for all lights that want to have shadows
|
|
m_ShadowRequests.Clear();
|
|
m_ShadowRequests.Capacity = inputs.visibleLights.Count;
|
|
int lcnt = inputs.visibleLights.Count;
|
|
for (int i = 0; i < lcnt; ++i)
|
|
{
|
|
VisibleLight vl = inputs.visibleLights[i];
|
|
|
|
AdditionalShadowData asd = vl.light.GetComponent<AdditionalShadowData>();
|
|
|
|
if (vl.light.shadows != LightShadows.None && asd != null && asd.shadowDimmer > 0.0f)
|
|
m_ShadowRequests.Add(i);
|
|
}
|
|
// pass this list to a routine that assigns shadows based on some heuristic
|
|
uint shadowRequestCount = (uint)m_ShadowRequests.Count;
|
|
int[] shadowRequests = m_ShadowRequests.ToArray();
|
|
int[] shadowDataIndices;
|
|
m_ShadowMgr.ProcessShadowRequests(m_FrameId, inputs, camera, false, inputs.visibleLights,
|
|
ref shadowRequestCount, shadowRequests, out shadowDataIndices);
|
|
|
|
// update the visibleLights with the shadow information
|
|
m_ShadowIndices.Clear();
|
|
for (uint i = 0; i < shadowRequestCount; i++)
|
|
{
|
|
m_ShadowIndices.Add(shadowRequests[i], shadowDataIndices[i]);
|
|
}
|
|
}
|
|
|
|
// Reflections
|
|
void RenderReflections(Camera camera, CommandBuffer cmd, CullResults cullResults, ScriptableRenderContext loop)
|
|
{
|
|
var probes = cullResults.visibleReflectionProbes;
|
|
var worldToView = camera.worldToCameraMatrix; //WorldToCamera(camera);
|
|
|
|
// matches builtin deferred
|
|
float nearDistanceFudged = camera.nearClipPlane * 1.001f;
|
|
float farDistanceFudged = camera.farClipPlane * 0.999f;
|
|
var viewDir = camera.cameraToWorldMatrix.GetColumn(2);
|
|
var viewDirNormalized = -1 * Vector3.Normalize(new Vector3 (viewDir.x, viewDir.y, viewDir.z));
|
|
|
|
Plane eyePlane = new Plane ();
|
|
eyePlane.SetNormalAndPosition(viewDirNormalized, camera.transform.position);
|
|
|
|
// Note: Optimization for tiled GPUs: render all probes in reverse order so they are blended into the existing emission buffer with the correct blend settings as follows:
|
|
// emisNew = emis + Lerp( Lerp( Lerp(base,probe0,1-t0), probe1, 1-t1 ), probe2, 1-t2)....
|
|
// DST_COL = DST_COL + DST_ALPHA * SRC_COLOR
|
|
// DST_ALPHA = DST_ALPHA * SRC_ALPHA
|
|
|
|
int numProbes = probes.Count;
|
|
for (int i = numProbes-1; i >= 0; i--)
|
|
{
|
|
var rl = probes [i];
|
|
var cubemap = rl.texture;
|
|
|
|
// always a box for now
|
|
if (cubemap == null)
|
|
continue;
|
|
|
|
var bnds = rl.bounds;
|
|
var boxOffset = rl.center; // reflection volume offset relative to cube map capture point
|
|
var blendDistance = rl.blendDistance;
|
|
|
|
// TODO: fix for rotations on probes... Builtin Unity also does not take these into account, for now just grab position for mat
|
|
//var mat = rl.localToWorld;
|
|
Matrix4x4 mat = Matrix4x4.identity;
|
|
mat.SetColumn (3, rl.localToWorld.GetColumn (3));
|
|
|
|
var boxProj = (rl.boxProjection != 0);
|
|
var probePosition = mat.GetColumn (3); // translation vector
|
|
var probePosition1 = new Vector4 (probePosition [0], probePosition [1], probePosition [2], boxProj ? 1f : 0f);
|
|
|
|
// C is reflection volume center in world space (NOT same as cube map capture point)
|
|
var e = bnds.extents; // 0.5f * Vector3.Max(-boxSizes[p], boxSizes[p]);
|
|
var combinedExtent = e + new Vector3(blendDistance, blendDistance, blendDistance);
|
|
|
|
Matrix4x4 scaled = Matrix4x4.Scale (combinedExtent * 2.0f);
|
|
mat = mat * Matrix4x4.Translate (boxOffset) * scaled;
|
|
|
|
var probeRadius = combinedExtent.magnitude;
|
|
var viewDistance = eyePlane.GetDistanceToPoint(boxOffset);
|
|
bool intersectsNear = viewDistance - probeRadius <= nearDistanceFudged;
|
|
bool intersectsFar = viewDistance + probeRadius >= farDistanceFudged;
|
|
bool renderAsQuad = (intersectsNear && intersectsFar);
|
|
|
|
var props = new MaterialPropertyBlock ();
|
|
props.SetFloat ("_LightAsQuad", renderAsQuad ? 1 : 0);
|
|
|
|
var min = rl.bounds.min;
|
|
var max = rl.bounds.max;
|
|
|
|
// TODO: (cleanup) dont use builtins like unity_SpecCube0
|
|
cmd.SetGlobalTexture("unity_SpecCube0", cubemap);
|
|
cmd.SetGlobalVector("unity_SpecCube0_HDR", rl.probe.textureHDRDecodeValues);
|
|
cmd.SetGlobalVector ("unity_SpecCube0_BoxMin", min);
|
|
cmd.SetGlobalVector ("unity_SpecCube0_BoxMax", max);
|
|
cmd.SetGlobalVector ("unity_SpecCube0_ProbePosition", probePosition1);
|
|
cmd.SetGlobalVector ("unity_SpecCube1_ProbePosition", new Vector4(0, 0, 0, blendDistance));
|
|
|
|
if (renderAsQuad) {
|
|
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_ReflectionNearAndFarClipMaterial, 0, 0, props);
|
|
} else if (intersectsNear) {
|
|
cmd.DrawMesh (m_BoxMesh, mat, m_ReflectionNearClipMaterial, 0, 0, props);
|
|
} else{
|
|
cmd.DrawMesh (m_BoxMesh, mat, m_ReflectionMaterial, 0, 0, props);
|
|
}
|
|
}
|
|
|
|
// draw the base probe
|
|
// TODO: (cleanup) dont use builtins like unity_SpecCube0
|
|
{
|
|
var props = new MaterialPropertyBlock ();
|
|
props.SetFloat ("_LightAsQuad", 1.0f);
|
|
|
|
// base reflection probe
|
|
var topCube = ReflectionProbe.defaultTexture;
|
|
var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues;
|
|
cmd.SetGlobalTexture ("unity_SpecCube0", topCube);
|
|
cmd.SetGlobalVector ("unity_SpecCube0_HDR", defdecode);
|
|
|
|
float max = float.PositiveInfinity;
|
|
float min = float.NegativeInfinity;
|
|
cmd.SetGlobalVector("unity_SpecCube0_BoxMin", new Vector4(min, min, min, 1));
|
|
cmd.SetGlobalVector("unity_SpecCube0_BoxMax", new Vector4(max, max, max, 1));
|
|
|
|
cmd.SetGlobalVector ("unity_SpecCube0_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector ("unity_SpecCube1_ProbePosition", new Vector4 (0.0f, 0.0f, 0.0f, 1.0f));
|
|
|
|
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_ReflectionNearAndFarClipMaterial, 0, 0, props);
|
|
}
|
|
}
|
|
|
|
Matrix4x4 SpotlightMatrix (VisibleLight light, Matrix4x4 worldToLight, float range, float chsa)
|
|
{
|
|
Matrix4x4 temp1 = Matrix4x4.Scale(new Vector3 (-.5f, -.5f, 1.0f));
|
|
Matrix4x4 temp2 = Matrix4x4.Translate( new Vector3 (.5f, .5f, 0.0f));
|
|
Matrix4x4 temp3 = PerspectiveCotanMatrix (chsa, 0.0f, range);
|
|
return temp2 * temp1 * temp3 * worldToLight;
|
|
}
|
|
|
|
void RenderSpotlight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool renderAsQuad, bool intersectsNear, bool deferred)
|
|
{
|
|
float range = light.range;
|
|
var lightToWorld = light.localToWorld;
|
|
var worldToLight = lightToWorld.inverse;
|
|
float chsa = GetCotanHalfSpotAngle (light.spotAngle);
|
|
|
|
// Setup Light Matrix
|
|
properties.SetMatrix ("_LightMatrix0", SpotlightMatrix(light, worldToLight, range, chsa));
|
|
|
|
// Setup Spot Rendering mesh matrix
|
|
float sideLength = range / chsa;
|
|
|
|
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
|
|
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
|
|
lightToWorld = lightToWorld * Matrix4x4.Scale (new Vector3(sideLength*SpotLightMeshScaleFactor, sideLength*SpotLightMeshScaleFactor, range*SpotLightMeshScaleFactor));
|
|
|
|
//set default cookie for spot light if there wasnt one added to the light manually
|
|
Texture cookie = light.light.cookie;
|
|
if (cookie == null) {
|
|
cmd.SetGlobalTexture ("_LightTexture0", m_DefaultSpotCookie);
|
|
}
|
|
|
|
// turn on spotlights in shader, there is no spot cookie varient so no need for that
|
|
cmd.EnableShaderKeyword ("SPOT");
|
|
|
|
if (renderAsQuad) {
|
|
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties);
|
|
} else if (intersectsNear) {
|
|
cmd.DrawMesh (m_SpotLightMesh, lightToWorld, m_FiniteNearDeferredLightingMaterial, 0, 0, properties);
|
|
} else {
|
|
cmd.DrawMesh (m_SpotLightMesh, lightToWorld, m_FiniteDeferredLightingMaterial, 0, 0, properties);
|
|
}
|
|
}
|
|
|
|
void RenderPointLight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool renderAsQuad, bool intersectsNear, bool deferred)
|
|
{
|
|
Vector3 lightPos = light.localToWorld.GetColumn (3); //position
|
|
float range = light.range;
|
|
|
|
// scalingFactor corrosoponds to the scale factor setting (and wether file scale is used) of mesh in Unity mesh inspector.
|
|
// A scale factor setting in Unity of 0.01 would require this to be set to 100. A scale factor setting of 1, is just 1 here.
|
|
var matrix = Matrix4x4.TRS (lightPos, Quaternion.identity, new Vector3 (range*PointLightMeshScaleFactor, range*PointLightMeshScaleFactor, range*PointLightMeshScaleFactor));
|
|
|
|
Texture cookie = light.light.cookie;
|
|
if (cookie != null)
|
|
cmd.EnableShaderKeyword ("POINT_COOKIE");
|
|
else
|
|
cmd.EnableShaderKeyword ("POINT");
|
|
|
|
if (renderAsQuad)
|
|
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties);
|
|
else if (intersectsNear)
|
|
cmd.DrawMesh (m_PointLightMesh, matrix, m_FiniteNearDeferredLightingMaterial, 0, 0, properties);
|
|
else
|
|
cmd.DrawMesh (m_PointLightMesh, matrix, m_FiniteDeferredLightingMaterial, 0, 0, properties);
|
|
|
|
}
|
|
|
|
Matrix4x4 DirectionalLightmatrix(VisibleLight light, Matrix4x4 worldToLight)
|
|
{
|
|
// Setup Light Matrix
|
|
float scale = 1.0f / light.light.cookieSize;
|
|
Matrix4x4 temp1 = Matrix4x4.Scale(new Vector3 (scale, scale, 0.0f));
|
|
Matrix4x4 temp2 = Matrix4x4.Translate( new Vector3 (.5f, .5f, 0.0f));
|
|
return temp2 * temp1 * worldToLight;
|
|
}
|
|
|
|
void RenderDirectionalLight(VisibleLight light, CommandBuffer cmd, MaterialPropertyBlock properties, bool intersectsNear)
|
|
{
|
|
var lightToWorld = light.localToWorld;
|
|
var worldToLight = lightToWorld.inverse;
|
|
|
|
// Setup Light Matrix
|
|
properties.SetMatrix ("_LightMatrix0", DirectionalLightmatrix (light, worldToLight));
|
|
|
|
Texture cookie = light.light.cookie;
|
|
if (cookie != null) {
|
|
cmd.EnableShaderKeyword ("DIRECTIONAL_COOKIE");
|
|
} else
|
|
cmd.EnableShaderKeyword ("DIRECTIONAL");
|
|
|
|
cmd.DrawMesh (m_QuadMesh, Matrix4x4.identity, m_DirectionalDeferredLightingMaterial, 0, 0, properties);
|
|
}
|
|
|
|
void RenderLightsDeferred (Camera camera, CullResults inputs, CommandBuffer cmd, ScriptableRenderContext loop)
|
|
{
|
|
int lightCount = inputs.visibleLights.Count;
|
|
for (int lightNum = 0; lightNum < lightCount; lightNum++)
|
|
{
|
|
VisibleLight light = inputs.visibleLights[lightNum];
|
|
|
|
bool intersectsNear = (light.flags & VisibleLightFlags.IntersectsNearPlane) != 0;
|
|
bool intersectsFar = (light.flags & VisibleLightFlags.IntersectsFarPlane) != 0;
|
|
bool renderAsQuad = (intersectsNear && intersectsFar) || (light.lightType == LightType.Directional);
|
|
|
|
Vector3 lightPos = light.localToWorld.GetColumn (3); //position
|
|
Vector3 lightDir = light.localToWorld.GetColumn (2); //z axis
|
|
float range = light.range;
|
|
var lightToWorld = light.localToWorld;
|
|
var worldToLight = lightToWorld.inverse;
|
|
|
|
cmd.SetGlobalMatrix ("unity_WorldToLight", lightToWorld.inverse);
|
|
|
|
var props = new MaterialPropertyBlock ();
|
|
props.SetFloat ("_LightAsQuad", renderAsQuad ? 1 : 0);
|
|
props.SetVector ("_LightPos", new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f / (range * range)));
|
|
props.SetVector ("_LightDir", new Vector4(lightDir.x, lightDir.y, lightDir.z, 0.0f));
|
|
props.SetVector ("_LightColor", light.finalColor);
|
|
|
|
int shadowIdx;
|
|
float lightShadowNDXOrNot = m_ShadowIndices.TryGetValue( (int) lightNum, out shadowIdx ) ? (float) shadowIdx : -1.0f;
|
|
props.SetFloat ("_LightIndexForShadowMatrixArray", lightShadowNDXOrNot);
|
|
props.SetFloat ("_useLegacyCookies", UseLegacyCookies?1.0f:0.0f);
|
|
|
|
Texture cookie = light.light.cookie;
|
|
if (cookie != null)
|
|
cmd.SetGlobalTexture ("_LightTexture0", cookie);
|
|
|
|
cmd.DisableShaderKeyword ("POINT");
|
|
cmd.DisableShaderKeyword ("POINT_COOKIE");
|
|
cmd.DisableShaderKeyword ("SPOT");
|
|
cmd.DisableShaderKeyword ("DIRECTIONAL");
|
|
cmd.DisableShaderKeyword ("DIRECTIONAL_COOKIE");
|
|
switch (light.lightType)
|
|
{
|
|
case LightType.Point:
|
|
RenderPointLight (light, cmd, props, renderAsQuad, intersectsNear, true);
|
|
break;
|
|
case LightType.Spot:
|
|
RenderSpotlight (light, cmd, props, renderAsQuad, intersectsNear, true);
|
|
break;
|
|
case LightType.Directional:
|
|
RenderDirectionalLight(light, cmd, props, intersectsNear);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void InitializeLightData()
|
|
{
|
|
for (int i = 0; i < k_MaxLights; i++)
|
|
{
|
|
m_LightData [i] = new Vector4(0.0f, -1.0f, -1.0f, 0.0f);
|
|
m_LightColors[i] = Vector4.zero;
|
|
m_LightDirections[i] = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
|
|
m_LightPositions[i] = Vector4.zero;
|
|
m_LightMatrix[i] = Matrix4x4.identity;
|
|
m_WorldToLightMatrix[i] = Matrix4x4.identity;
|
|
}
|
|
}
|
|
|
|
private void SetupLightShaderVariables(CullResults cull, Camera camera, ScriptableRenderContext context, CommandBuffer cmd)
|
|
{
|
|
int totalLightCount = cull.visibleLights.Count;
|
|
InitializeLightData();
|
|
|
|
var w = camera.pixelWidth;
|
|
var h = camera.pixelHeight;
|
|
var viewToWorld = CameraToWorld (camera);
|
|
var worldToView = WorldToCamera(camera);
|
|
|
|
// camera to screen matrix (and it's inverse)
|
|
var proj = CameraProjection(camera);
|
|
var temp = new Matrix4x4();
|
|
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
|
|
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
|
|
temp.SetRow(2, new Vector4(0.0f, 0.0f, 0.5f, 0.5f));
|
|
temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
var projscr = temp * proj;
|
|
var invProjscr = projscr.inverse;
|
|
|
|
for (int i = 0; i < totalLightCount; ++i)
|
|
{
|
|
VisibleLight light = cull.visibleLights [i];
|
|
|
|
Vector3 lightPos = light.localToWorld.GetColumn (3); //position
|
|
Vector3 lightDir = light.localToWorld.GetColumn (2); //z axis
|
|
float range = light.range;
|
|
float rangeSq = light.range * light.range;
|
|
var lightToWorld = light.localToWorld;
|
|
var worldToLight = lightToWorld.inverse;
|
|
|
|
m_WorldToLightMatrix[i] = worldToLight;
|
|
|
|
//postiions and directions
|
|
m_LightPositions [i] = new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f / rangeSq);
|
|
m_LightDirections [i] = new Vector4(lightDir.x, lightDir.y, lightDir.z, 0.0f);
|
|
|
|
//shadow index
|
|
int shadowIdx;
|
|
float lightShadowNDXOrNot = m_ShadowIndices.TryGetValue(i, out shadowIdx ) ? (float) shadowIdx : -1.0f;
|
|
m_LightData[i].y = lightShadowNDXOrNot;
|
|
|
|
// color
|
|
m_LightColors [i] = light.finalColor;
|
|
|
|
if (light.lightType == LightType.Point) {
|
|
m_LightData[i].x = LightDefinitions.SPHERE_LIGHT;
|
|
|
|
if (light.light.cookie != null)
|
|
m_LightData[i].z = m_CubeCookieTexArray.FetchSlice(light.light.cookie);
|
|
|
|
} else if (light.lightType == LightType.Spot) {
|
|
m_LightData[i].x = LightDefinitions.SPOT_LIGHT;
|
|
|
|
float chsa = GetCotanHalfSpotAngle (light.spotAngle);
|
|
|
|
// Setup Light Matrix
|
|
m_LightMatrix[i] = SpotlightMatrix (light, worldToLight, range, chsa);
|
|
|
|
if (light.light.cookie != null)
|
|
m_LightData[i].z = m_CookieTexArray.FetchSlice (light.light.cookie);
|
|
else
|
|
m_LightData [i].z = m_CookieTexArray.FetchSlice (m_DefaultSpotCookie);
|
|
|
|
} else if (light.lightType == LightType.Directional) {
|
|
m_LightData[i].x = LightDefinitions.DIRECTIONAL_LIGHT;
|
|
|
|
// Setup Light Matrix
|
|
m_LightMatrix[i] = DirectionalLightmatrix (light, worldToLight);
|
|
|
|
if (light.light.cookie != null)
|
|
m_LightData[i].z = m_CookieTexArray.FetchSlice (light.light.cookie);
|
|
|
|
}
|
|
}
|
|
|
|
int probeCount = cull.visibleReflectionProbes.Count;
|
|
int finalProbeCount = probeCount;
|
|
var lightData = new SFiniteLightData[probeCount];
|
|
int idx = 0;
|
|
|
|
// TODO: (cleanup) unify reflection probe setup with deferred
|
|
for (int i = 0; i < probeCount; ++i) {
|
|
var rl = cull.visibleReflectionProbes [i];
|
|
|
|
// always a box for now
|
|
var cubemap = rl.texture;
|
|
if (cubemap == null) {
|
|
finalProbeCount--;
|
|
continue;
|
|
}
|
|
var lgtData = new SFiniteLightData();
|
|
lgtData.flags = 0;
|
|
|
|
var bnds = rl.bounds;
|
|
var boxOffset = rl.center; // reflection volume offset relative to cube map capture point
|
|
var blendDistance = rl.blendDistance;
|
|
var mat = rl.localToWorld;
|
|
|
|
var boxProj = (rl.boxProjection != 0);
|
|
var decodeVals = rl.hdr;
|
|
|
|
// C is reflection volume center in world space (NOT same as cube map capture point)
|
|
var e = bnds.extents;
|
|
var C = mat.MultiplyPoint(boxOffset);
|
|
var 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);
|
|
|
|
var Cw = worldToView.MultiplyPoint(C);
|
|
|
|
if (boxProj) lgtData.flags |= LightDefinitions.IS_BOX_PROJECTED;
|
|
|
|
lgtData.lightPos = Cw;
|
|
lgtData.lightAxisX = vx;
|
|
lgtData.lightAxisY = vy;
|
|
lgtData.lightAxisZ = vz;
|
|
lgtData.localCubeCapturePoint = -boxOffset;
|
|
lgtData.probeBlendDistance = blendDistance;
|
|
|
|
lgtData.lightIntensity = decodeVals.x;
|
|
lgtData.decodeExp = decodeVals.y;
|
|
|
|
lgtData.sliceIndex = m_CubeReflTexArray.FetchSlice(cubemap);
|
|
|
|
var delta = combinedExtent - e;
|
|
lgtData.boxInnerDist = e;
|
|
lgtData.boxInvRange.Set(1.0f / delta.x, 1.0f / delta.y, 1.0f / delta.z);
|
|
|
|
lgtData.lightType = (uint)LightDefinitions.BOX_LIGHT;
|
|
lgtData.lightModel = (uint)LightDefinitions.REFLECTION_LIGHT;
|
|
|
|
lightData [idx++] = lgtData;
|
|
}
|
|
|
|
s_LightDataBuffer.SetData(lightData);
|
|
|
|
cmd.SetGlobalMatrix("g_mViewToWorld", viewToWorld);
|
|
cmd.SetGlobalMatrix("g_mWorldToView", viewToWorld.inverse);
|
|
cmd.SetGlobalMatrix("g_mScrProjection", projscr);
|
|
cmd.SetGlobalMatrix("g_mInvScrProjection", invProjscr);
|
|
|
|
cmd.SetGlobalVectorArray("gPerLightData", m_LightData);
|
|
cmd.SetGlobalVectorArray("gLightColor", m_LightColors);
|
|
cmd.SetGlobalVectorArray("gLightDirection", m_LightDirections);
|
|
cmd.SetGlobalVectorArray("gLightPos", m_LightPositions);
|
|
cmd.SetGlobalMatrixArray("gLightMatrix", m_LightMatrix);
|
|
cmd.SetGlobalMatrixArray("gWorldToLightMatrix", m_WorldToLightMatrix);
|
|
cmd.SetGlobalVector("gLightData", new Vector4(totalLightCount, finalProbeCount, 0, 0));
|
|
|
|
cmd.SetGlobalTexture("_spotCookieTextures", m_CookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture("_pointCookieTextures", m_CubeCookieTexArray.GetTexCache());
|
|
cmd.SetGlobalTexture("_reflCubeTextures", m_CubeReflTexArray.GetTexCache());
|
|
|
|
cmd.SetGlobalBuffer("g_vProbeData", s_LightDataBuffer);
|
|
var topCube = ReflectionProbe.defaultTexture;
|
|
var defdecode = ReflectionProbe.defaultTextureHDRDecodeValues;
|
|
cmd.SetGlobalTexture("_reflRootCubeTexture", topCube);
|
|
cmd.SetGlobalFloat("_reflRootHdrDecodeMult", defdecode.x);
|
|
cmd.SetGlobalFloat("_reflRootHdrDecodeExp", defdecode.y);
|
|
|
|
cmd.SetGlobalFloat ("_useLegacyCookies", UseLegacyCookies?1.0f:0.0f);
|
|
cmd.SetGlobalFloat ("_transparencyShadows", TransparencyShadows ? 1.0f : 0.0f);
|
|
|
|
}
|
|
}
|
|
}
|
|
|