您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
83 行
3.6 KiB
83 行
3.6 KiB
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
|
|
{
|
|
|
|
public class ScreenSpaceShadowResolvePass : ScriptableRenderPass
|
|
{
|
|
RenderTextureFormat m_ColorFormat;
|
|
|
|
private Material screenSpaceShadowsMaterial { get; set; }
|
|
|
|
public ScreenSpaceShadowResolvePass(Material screenSpaceShadowsMaterial)
|
|
{
|
|
m_ColorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
|
|
? RenderTextureFormat.R8
|
|
: RenderTextureFormat.ARGB32;
|
|
|
|
this.screenSpaceShadowsMaterial = screenSpaceShadowsMaterial;
|
|
}
|
|
|
|
private RenderTargetHandle colorAttachmentHandle { get; set; }
|
|
private RenderTextureDescriptor descriptor { get; set; }
|
|
|
|
public void Setup(
|
|
RenderTextureDescriptor baseDescriptor,
|
|
RenderTargetHandle colorAttachmentHandle)
|
|
{
|
|
this.colorAttachmentHandle = colorAttachmentHandle;
|
|
|
|
baseDescriptor.depthBufferBits = 0;
|
|
baseDescriptor.colorFormat = m_ColorFormat;
|
|
descriptor = baseDescriptor;
|
|
}
|
|
|
|
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults,
|
|
ref RenderingData renderingData)
|
|
{
|
|
if (renderingData.shadowData.renderedDirectionalShadowQuality == LightShadows.None)
|
|
return;
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows");
|
|
|
|
cmd.GetTemporaryRT(colorAttachmentHandle.id, descriptor, FilterMode.Bilinear);
|
|
SetShadowCollectPassKeywords(cmd, ref renderingData.shadowData);
|
|
|
|
// Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
|
|
// doesn't like null sources when trying to determine a stereo-ized blit. So for proper
|
|
// stereo functionality, we use the screen-space shadow map as the source (until we have
|
|
// a better solution).
|
|
// An alternative would be DrawProcedural, but that would require further changes in the shader.
|
|
RenderTargetIdentifier screenSpaceOcclusionTexture = colorAttachmentHandle.Identifier();
|
|
SetRenderTarget(cmd, screenSpaceOcclusionTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
|
|
ClearFlag.Color | ClearFlag.Depth, Color.white, descriptor.dimension);
|
|
cmd.Blit(screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, screenSpaceShadowsMaterial);
|
|
|
|
if (renderingData.cameraData.isStereoEnabled)
|
|
{
|
|
Camera camera = renderingData.cameraData.camera;
|
|
context.StartMultiEye(camera);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
context.StopMultiEye(camera);
|
|
}
|
|
else
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
public override void FrameCleanup(CommandBuffer cmd)
|
|
{
|
|
if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
|
|
{
|
|
cmd.ReleaseTemporaryRT(colorAttachmentHandle.id);
|
|
colorAttachmentHandle = RenderTargetHandle.CameraTarget;
|
|
}
|
|
}
|
|
|
|
void SetShadowCollectPassKeywords(CommandBuffer cmd, ref ShadowData shadowData)
|
|
{
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.SoftShadows, shadowData.renderedDirectionalShadowQuality == LightShadows.Soft);
|
|
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.CascadeShadows, shadowData.directionalLightCascadeCount > 1);
|
|
}
|
|
}
|
|
}
|