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250 行
9.8 KiB
250 行
9.8 KiB
using UnityEngine;
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using System.Collections;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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using System;
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using UnityEditor;
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namespace UnityEngine.ScriptableRenderLoop
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{
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public class UnityStandardRenderLoop : ScriptableRenderLoop
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{
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[MenuItem("Renderloop/UnityStandardRenderLoop")]
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static void CreateUnityStandardRenderLoop()
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{
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var instance = ScriptableObject.CreateInstance<UnityStandardRenderLoop>();
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AssetDatabase.CreateAsset(instance, "Assets/UnityStandardRenderLoop.asset");
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}
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[SerializeField]
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//ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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//ShadowRenderPass m_ShadowPass;
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const int MAX_LIGHTS = 10;
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const int MAX_SHADOWMAP_PER_LIGHTS = 6;
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const int MAX_DIRECTIONAL_SPLIT = 4;
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// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
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const float DIRECTIONAL_LIGHT_PULLBACK_DISTANCE = 10000.0f;
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[NonSerialized] private int m_nWarnedTooManyLights = 0;
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void OnEnable()
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{
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Rebuild ();
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}
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void OnValidate()
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{
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Rebuild ();
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}
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void Rebuild()
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{
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// m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void UpdateLightConstants(ActiveLight[] activeLights, ref ShadowOutput shadow)
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{
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/*
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int nNumLightsIncludingTooMany = 0;
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int g_nNumLights = 0;
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Vector4[] g_vLightColor = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightPosition_flInvRadius = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightDirection = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vLightFalloffParams = new Vector4[ MAX_LIGHTS ];
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Vector4[] g_vSpotLightInnerOuterConeCosines = new Vector4[ MAX_LIGHTS ];
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Matrix4x4[] g_matWorldToShadow = new Matrix4x4[ MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS ];
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Vector4[] g_vDirShadowSplitSpheres = new Vector4[ MAX_DIRECTIONAL_SPLIT ];
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for ( int nLight = 0; nLight < activeLights.Length; nLight++ )
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{
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nNumLightsIncludingTooMany++;
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if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
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continue;
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ActiveLight light = activeLights [nLight];
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LightType lightType = light.lightType;
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Vector3 position = light.light.transform.position;
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Vector3 lightDir = light.light.transform.forward.normalized;
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AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData> ();
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// Setup shadow data arrays
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bool hasShadows = shadow.GetShadowSliceCountLightIndex (nLight) != 0;
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if ( lightType == LightType.Directional )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4(
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position.x - ( lightDir.x * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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position.y - ( lightDir.y * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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position.z - ( lightDir.z * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
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-1.0f );
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g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, float.MaxValue, (float)lightType );
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
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if (hasShadows)
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{
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for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
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{
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g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
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}
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}
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}
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else if ( lightType == LightType.Point )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
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g_vLightDirection[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, 0.0f );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
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}
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else if ( lightType == LightType.Spot )
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{
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g_vLightColor[ g_nNumLights ] = light.finalColor;
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g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
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g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
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g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
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g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
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float flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
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float spotAngle = light.light.spotAngle;
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float flPhiDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * Mathf.Deg2Rad ), 0.0f, 1.0f ); // outer cone
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float flThetaDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad ), 0.0f, 1.0f ); // inner cone
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g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( flThetaDot, flPhiDot, 1.0f / Mathf.Max( 0.01f, flThetaDot - flPhiDot ) );
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}
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if ( hasShadows )
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{
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// Enable shadows
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g_vLightShadowIndex_vLightParams[ g_nNumLights ].x = 1;
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for(int s=0; s < shadow.GetShadowSliceCountLightIndex (nLight); ++s)
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{
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int shadowSliceIndex = shadow.GetShadowSliceIndex (nLight, s);
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g_matWorldToShadow [g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
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}
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}
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g_nNumLights++;
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}
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// Warn if too many lights found
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if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
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{
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if ( nNumLightsIncludingTooMany > m_nWarnedTooManyLights )
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{
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Debug.LogError( "ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
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" active runtime lights at a time!\nDisabling " + ( nNumLightsIncludingTooMany - MAX_LIGHTS ) + " runtime light" +
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( ( nNumLightsIncludingTooMany - MAX_LIGHTS ) > 1 ? "s" : "" ) + "!\n" );
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}
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m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
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}
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else
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{
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if ( m_nWarnedTooManyLights > 0 )
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{
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m_nWarnedTooManyLights = 0;
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Debug.Log( "SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n" );
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}
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}
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// Send constants to shaders
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Shader.SetGlobalInt( "g_nNumLights", g_nNumLights );
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// New method for Unity 5.4 to set arrays of constants
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Shader.SetGlobalVectorArray( "g_vLightPosition_flInvRadius", g_vLightPosition_flInvRadius );
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Shader.SetGlobalVectorArray( "g_vLightColor", g_vLightColor );
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Shader.SetGlobalVectorArray( "g_vLightDirection", g_vLightDirection );
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Shader.SetGlobalVectorArray( "g_vLightShadowIndex_vLightParams", g_vLightShadowIndex_vLightParams );
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Shader.SetGlobalVectorArray( "g_vLightFalloffParams", g_vLightFalloffParams );
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Shader.SetGlobalVectorArray( "g_vSpotLightInnerOuterConeCosines", g_vSpotLightInnerOuterConeCosines );
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Shader.SetGlobalMatrixArray( "g_matWorldToShadow", g_matWorldToShadow );
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Shader.SetGlobalVectorArray( "g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres );
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// Time
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#if ( UNITY_EDITOR )
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{
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Shader.SetGlobalFloat( "g_flTime", Time.realtimeSinceStartup );
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//Debug.Log( "Time " + Time.realtimeSinceStartup );
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}
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#else
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{
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Shader.SetGlobalFloat( "g_flTime", Time.timeSinceLevelLoad );
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//Debug.Log( "Time " + Time.timeSinceLevelLoad );
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}
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#endif
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// PCF 3x3 Shadows
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float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
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float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
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Vector4 g_vShadow3x3PCFTerms0 = new Vector4( 20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f );
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Vector4 g_vShadow3x3PCFTerms1 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY );
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Vector4 g_vShadow3x3PCFTerms2 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f );
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Vector4 g_vShadow3x3PCFTerms3 = new Vector4( -flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f );
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Shader.SetGlobalVector( "g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms0 );
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Shader.SetGlobalVector( "g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms1 );
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Shader.SetGlobalVector( "g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms2 );
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Shader.SetGlobalVector( "g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms3 );
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*/
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}
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public override void Render(Camera[] cameras, RenderLoop renderLoop)
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{
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// Set Frame constant buffer
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foreach (var camera in cameras)
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{
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// Set camera constant buffer
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CullResults cullResults;
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CullingParameters cullingParams;
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if (!CullResults.GetCullingParameters (camera, out cullingParams))
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continue;
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//m_ShadowPass.UpdateCullingParameters (ref cullingParams);
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cullResults = CullResults.Cull (ref cullingParams, renderLoop);
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//ShadowOutput shadows;
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//m_ShadowPass.Render (renderLoop, cullResults, out shadows);
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renderLoop.SetupCameraProperties (camera);
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UpdateLightConstants(cullResults.culledLights, ref shadows);
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DrawRendererSettings settings = new DrawRendererSettings (cullResults, camera, new ShaderPassName("Forward"));
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settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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renderLoop.DrawRenderers (ref settings);
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renderLoop.Submit ();
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}
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// Post effects
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}
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#if UNITY_EDITOR
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public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
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{
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var features = new UnityEditor.SupportedRenderingFeatures();
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features.reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation;
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return features;
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}
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#endif
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}
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}
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