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181 行
6.0 KiB
181 行
6.0 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class CameraComparer : IComparer<Camera>
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{
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public int Compare(Camera lhs, Camera rhs)
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{
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return (int)(lhs.depth - rhs.depth);
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}
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}
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public class LightComparer : IComparer<VisibleLight>
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{
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public Camera CurrCamera { get; set; }
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// Sorts on the following priority:
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// Directionals have priority over local lights
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// ShadowLight type
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// Has Cookie
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// Intensity if Directional, Distance to camera otherwise
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public int Compare(VisibleLight lhs, VisibleLight rhs)
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{
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Light lhsLight = lhs.light;
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Light rhsLight = rhs.light;
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if (lhs.lightType != rhs.lightType)
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{
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if (lhs.lightType == LightType.Directional) return -1;
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if (rhs.lightType == LightType.Directional) return 1;
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}
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// Particle Lights have the Light reference set to null
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// They are at the end of the priority
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if (lhsLight == null) return 1;
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if (rhsLight == null) return -1;
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// In the following priority: Soft, Hard, None
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if (lhsLight.shadows != rhsLight.shadows)
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return (int)rhsLight.shadows - (int)lhsLight.shadows;
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if (lhsLight.cookie != rhsLight.cookie)
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return (lhsLight.cookie != null) ? -1 : 1;
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if (lhs.lightType == LightType.Directional)
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return (int)(lhsLight.intensity*100.0f) - (int)(rhsLight.intensity*100.0f);
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else
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return (int)(SquaredDistanceToCamera(lhsLight.transform.position) - SquaredDistanceToCamera(rhsLight.transform.position));
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}
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public float SquaredDistanceToCamera(Vector3 lightPos)
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{
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Vector3 lightCameraVector = lightPos - CurrCamera.transform.position;
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return Vector3.Dot(lightCameraVector, lightCameraVector);
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}
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}
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[Flags]
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public enum FrameRenderingConfiguration
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{
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None = 0,
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Stereo = (1 << 0),
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Msaa = (1 << 1),
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PostProcess = (1 << 2),
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RequireDepth = (1 << 3),
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DefaultViewport = (1 << 4),
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IntermediateTexture = (1 << 5),
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}
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public static class LightweightUtils
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{
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public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
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{
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cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
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if (light.lightType == LightType.Directional)
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{
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float scale = 1.0f/light.light.cookieSize;
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// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
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Vector4 row0 = cookieMatrix.GetRow(0);
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Vector4 row1 = cookieMatrix.GetRow(1);
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cookieMatrix.SetRow(0, new Vector4(row0.x*scale, row0.y*scale, row0.z*scale, row0.w*scale + 0.5f));
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cookieMatrix.SetRow(1, new Vector4(row1.x*scale, row1.y*scale, row1.z*scale, row1.w*scale + 0.5f));
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}
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else if (light.lightType == LightType.Spot)
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{
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// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
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// c = cotHalfSpotAngle
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// 1 0 0 0
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// 0 1 0 0
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// 0 0 1 0
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// 0 0 2/c 0
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// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
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float scale = 1.0f / light.range;
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float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
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float cs = Mathf.Cos(halfSpotAngleRad);
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float ss = Mathf.Sin(halfSpotAngleRad);
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float cotHalfSpotAngle = cs / ss;
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Matrix4x4 scaleMatrix = Matrix4x4.identity;
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scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
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scaleMatrix.m33 = 0.0f;
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scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
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cookieMatrix = scaleMatrix * cookieMatrix;
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}
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// Remaining light types don't support cookies
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}
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public static void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
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{
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if (enable)
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cmd.EnableShaderKeyword(keyword);
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else
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cmd.DisableShaderKeyword(keyword);
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}
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public static bool IsSupportedShadowType(LightType lightType)
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{
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return lightType == LightType.Directional || lightType == LightType.Spot;
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}
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public static bool IsSupportedCookieType(LightType lightType)
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{
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return lightType == LightType.Directional;
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}
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public static bool PlatformSupportsMSAABackBuffer()
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{
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#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
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return true;
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#else
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return false;
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#endif
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}
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public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag)
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{
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return (mask & flag) != 0;
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}
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public static Mesh CreateQuadMesh(bool uvStartsAtTop)
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{
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float topV, bottomV;
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if (uvStartsAtTop)
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{
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topV = 0.0f;
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bottomV = 1.0f;
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}
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else
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{
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topV = 1.0f;
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bottomV = 0.0f;
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}
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Mesh mesh = new Mesh();
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mesh.vertices = new Vector3[]
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{
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new Vector3(-1.0f, -1.0f, 0.0f),
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new Vector3(-1.0f, 1.0f, 0.0f),
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new Vector3( 1.0f, -1.0f, 0.0f),
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new Vector3( 1.0f, 1.0f, 0.0f)
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};
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mesh.uv = new Vector2[]
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{
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new Vector2(0.0f, bottomV),
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new Vector2(0.0f, topV),
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new Vector2(1.0f, bottomV),
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new Vector2(1.0f, topV)
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};
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mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 };
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return mesh;
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}
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}
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}
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