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180 行
7.5 KiB
180 行
7.5 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.GlobalIllumination;
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using Unity.Collections;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class GlobalIlluminationUtils
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{
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// Return true if the light must be added to the baking
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public static bool LightDataGIExtract(Light l, ref LightDataGI ld)
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{
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var add = l.GetComponent<HDAdditionalLightData>();
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if (add == null)
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{
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add = HDUtils.s_DefaultHDAdditionalLightData;
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}
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// TODO: Only take into account the light dimmer when we have real time GI.
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ld.instanceID = l.GetInstanceID();
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ld.color = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black();
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ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black();
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// For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't)
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// We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
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ld.color.red /= Mathf.PI;
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ld.color.green /= Mathf.PI;
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ld.color.blue /= Mathf.PI;
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ld.indirectColor.red /= Mathf.PI;
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ld.indirectColor.green /= Mathf.PI;
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ld.indirectColor.blue /= Mathf.PI;
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// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.
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#if UNITY_EDITOR
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ld.mode = LightmapperUtils.Extract(l.lightmapBakeType);
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#else
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ld.mode = LightMode.Realtime;
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#endif
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ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);
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if (add.lightTypeExtent == LightTypeExtent.Punctual)
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{
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switch (l.type)
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{
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case LightType.Directional:
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ld.orientation.SetLookRotation(l.transform.forward, Vector3.up);
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ld.position = Vector3.zero;
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ld.range = 0.0f;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
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ld.falloff = FalloffType.Undefined;
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break;
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case LightType.Spot:
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
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ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01();
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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/*
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switch (add.spotLightShape)
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{
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case SpotLightShape.Cone:
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break;
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case SpotLightShape.Pyramid:
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break;
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case SpotLightShape.Box:
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break;
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default:
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Debug.Assert(false, "Encountered an unknown SpotLightShape.");
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break;
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}
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*/
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break;
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case LightType.Point:
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ld.orientation = Quaternion.identity;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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break;
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// Note: We don't support this type in HDRP, but ini just in case
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case LightType.Area:
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x;
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ld.shape1 = l.areaSize.y;
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#else
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ld.shape0 = 0.0f;
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ld.shape1 = 0.0f;
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#endif
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
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ld.falloff = FalloffType.Undefined;
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break;
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default:
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Debug.Assert(false, "Encountered an unknown LightType.");
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break;
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}
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}
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else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
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{
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x;
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ld.shape1 = l.areaSize.y;
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#else
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ld.shape0 = 0.0f;
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ld.shape1 = 0.0f;
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#endif
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// TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
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// ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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}
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else if (add.lightTypeExtent == LightTypeExtent.Line)
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{
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}
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else
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{
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Debug.Assert(false, "Encountered an unknown LightType.");
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}
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return true;
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}
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static public Lightmapping.RequestLightsDelegate hdLightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
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{
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// Get all lights in the scene
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LightDataGI ld = new LightDataGI();
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for (int i = 0; i < requests.Length; i++)
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{
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Light l = requests[i];
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LightDataGIExtract(l, ref ld);
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lightsOutput[i] = ld;
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}
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};
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}
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}
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