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288 行
16 KiB
288 行
16 KiB
using System.Collections.Generic;
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using UnityEngine.Experimental.GlobalIllumination;
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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 SetupLightweightConstanstPass : ScriptableRenderPass
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{
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public static class LightConstantBuffer
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{
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public static int _MainLightPosition;
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public static int _MainLightColor;
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public static int _MainLightCookie;
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public static int _WorldToLight;
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public static int _AdditionalLightCount;
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public static int _AdditionalLightPosition;
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public static int _AdditionalLightColor;
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public static int _AdditionalLightDistanceAttenuation;
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public static int _AdditionalLightSpotDir;
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public static int _AdditionalLightSpotAttenuation;
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public static int _LightIndexBuffer;
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}
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MixedLightingSetup m_MixedLightingSetup;
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Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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Vector4 k_DefaultLightColor = Color.black;
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Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
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Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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Vector4 k_DefaultLightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
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Vector4[] m_LightPositions;
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Vector4[] m_LightColors;
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Vector4[] m_LightDistanceAttenuations;
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Vector4[] m_LightSpotDirections;
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Vector4[] m_LightSpotAttenuations;
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private int maxVisibleLocalLights { get; set; }
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private ComputeBuffer perObjectLightIndices { get; set; }
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public SetupLightweightConstanstPass()
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{
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LightConstantBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
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LightConstantBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
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LightConstantBuffer._MainLightCookie = Shader.PropertyToID("_MainLightCookie");
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LightConstantBuffer._WorldToLight = Shader.PropertyToID("_WorldToLight");
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LightConstantBuffer._AdditionalLightCount = Shader.PropertyToID("_AdditionalLightCount");
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LightConstantBuffer._AdditionalLightPosition = Shader.PropertyToID("_AdditionalLightPosition");
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LightConstantBuffer._AdditionalLightColor = Shader.PropertyToID("_AdditionalLightColor");
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LightConstantBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
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LightConstantBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
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LightConstantBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation");
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LightConstantBuffer._LightIndexBuffer = Shader.PropertyToID("_LightIndexBuffer");
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m_LightPositions = new Vector4[0];
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m_LightColors = new Vector4[0];
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m_LightDistanceAttenuations = new Vector4[0];
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m_LightSpotDirections = new Vector4[0];
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m_LightSpotAttenuations = new Vector4[0];
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}
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public void Setup(int maxVisibleLocalLights, ComputeBuffer perObjectLightIndices)
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{
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this.maxVisibleLocalLights = maxVisibleLocalLights;
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this.perObjectLightIndices = perObjectLightIndices;
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if (m_LightColors.Length != maxVisibleLocalLights)
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{
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m_LightPositions = new Vector4[maxVisibleLocalLights];
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m_LightColors = new Vector4[maxVisibleLocalLights];
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m_LightDistanceAttenuations = new Vector4[maxVisibleLocalLights];
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m_LightSpotDirections = new Vector4[maxVisibleLocalLights];
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m_LightSpotAttenuations = new Vector4[maxVisibleLocalLights];
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}
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}
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void InitializeLightConstants(List<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir,
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out Vector4 lightSpotAttenuation)
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{
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lightPos = k_DefaultLightPosition;
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lightColor = k_DefaultLightColor;
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lightDistanceAttenuation = k_DefaultLightSpotAttenuation;
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lightSpotDir = k_DefaultLightSpotDirection;
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lightSpotAttenuation = k_DefaultLightAttenuation;
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// When no lights are visible, main light will be set to -1.
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// In this case we initialize it to default values and return
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if (lightIndex < 0)
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return;
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VisibleLight lightData = lights[lightIndex];
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if (lightData.lightType == LightType.Directional)
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{
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Vector4 dir = -lightData.localToWorld.GetColumn(2);
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lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
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}
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else
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{
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Vector4 pos = lightData.localToWorld.GetColumn(3);
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lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
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}
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// VisibleLight.finalColor already returns color in active color space
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lightColor = lightData.finalColor;
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// Directional Light attenuation is initialize so distance attenuation always be 1.0
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if (lightData.lightType != LightType.Directional)
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{
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// Light attenuation in lightweight matches the unity vanilla one.
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// attenuation = 1.0 / 1.0 + distanceToLightSqr * quadraticAttenuation
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// then a smooth factor is applied to linearly fade attenuation to light range
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// the attenuation smooth factor starts having effect at 80% of light range
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// smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr)
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// We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor
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// with one MAD instruction
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// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
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// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
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float lightRangeSqr = lightData.range * lightData.range;
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float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
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float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
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float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr;
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float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
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float quadAtten = 25.0f / lightRangeSqr;
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lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, 1.0f);
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}
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if (lightData.lightType == LightType.Spot)
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{
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Vector4 dir = lightData.localToWorld.GetColumn(2);
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lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
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// Spot Attenuation with a linear falloff can be defined as
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// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
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// This can be rewritten as
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// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
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// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
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// If we precompute the terms in a MAD instruction
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float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f);
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// We neeed to do a null check for particle lights
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// This should be changed in the future
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// Particle lights will use an inline function
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float cosInnerAngle;
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if (lightData.light != null)
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cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
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else
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cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
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float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
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float invAngleRange = 1.0f / smoothAngleRange;
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float add = -cosOuterAngle * invAngleRange;
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lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);
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}
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Light light = lightData.light;
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// TODO: Add support to shadow mask
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if (light != null && light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
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{
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if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)
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{
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m_MixedLightingSetup = MixedLightingSetup.Subtractive;
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lightDistanceAttenuation.w = 0.0f;
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}
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}
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}
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void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData)
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{
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// Clear to default all light constant data
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for (int i = 0; i < maxVisibleLocalLights; ++i)
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InitializeLightConstants(lightData.visibleLights, -1, out m_LightPositions[i],
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out m_LightColors[i],
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out m_LightDistanceAttenuations[i],
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out m_LightSpotDirections[i],
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out m_LightSpotAttenuations[i]);
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m_MixedLightingSetup = MixedLightingSetup.None;
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// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
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// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
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SetupMainLightConstants(cmd, ref lightData);
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SetupAdditionalLightConstants(cmd, ref lightData);
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}
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void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
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{
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Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation;
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List<VisibleLight> lights = lightData.visibleLights;
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InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation);
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if (lightData.mainLightIndex >= 0)
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{
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VisibleLight mainLight = lights[lightData.mainLightIndex];
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Light mainLightRef = mainLight.light;
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if (LightweightPipeline.IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
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{
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Matrix4x4 lightCookieMatrix;
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LightweightPipeline.GetLightCookieMatrix(mainLight, out lightCookieMatrix);
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cmd.SetGlobalTexture(LightConstantBuffer._MainLightCookie, mainLightRef.cookie);
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cmd.SetGlobalMatrix(LightConstantBuffer._WorldToLight, lightCookieMatrix);
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}
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}
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cmd.SetGlobalVector(LightConstantBuffer._MainLightPosition, new Vector4(lightPos.x, lightPos.y, lightPos.z, lightDistanceAttenuation.w));
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cmd.SetGlobalVector(LightConstantBuffer._MainLightColor, lightColor);
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}
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void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
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{
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List<VisibleLight> lights = lightData.visibleLights;
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if (lightData.totalAdditionalLightsCount > 0)
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{
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int localLightsCount = 0;
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for (int i = 0; i < lights.Count && localLightsCount < maxVisibleLocalLights; ++i)
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{
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VisibleLight light = lights[i];
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if (light.lightType != LightType.Directional)
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{
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InitializeLightConstants(lights, i, out m_LightPositions[localLightsCount],
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out m_LightColors[localLightsCount],
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out m_LightDistanceAttenuations[localLightsCount],
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out m_LightSpotDirections[localLightsCount],
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out m_LightSpotAttenuations[localLightsCount]);
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localLightsCount++;
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}
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}
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cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightCount, new Vector4(lightData.pixelAdditionalLightsCount,
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lightData.totalAdditionalLightsCount, 0.0f, 0.0f));
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// if not using a compute buffer, engine will set indices in 2 vec4 constants
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// unity_4LightIndices0 and unity_4LightIndices1
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if (perObjectLightIndices != null)
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cmd.SetGlobalBuffer("_LightIndexBuffer", perObjectLightIndices);
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}
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else
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{
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cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightCount, Vector4.zero);
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}
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cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightPosition, m_LightPositions);
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cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightColor, m_LightColors);
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cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations);
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cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
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cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations);
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}
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void SetShaderKeywords(CommandBuffer cmd, ref CameraData cameraData, ref LightData lightData, ref ShadowData shadowData)
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{
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int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.AdditionalLights, lightData.totalAdditionalLightsCount > 0);
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MixedLightingSubtractive, m_MixedLightingSetup == MixedLightingSetup.Subtractive);
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.VertexLights, vertexLightsCount > 0);
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// TODO: We have to discuss cookie approach on LWRP.
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// CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
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LightShadows directionalShadowQuality = shadowData.renderedDirectionalShadowQuality;
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LightShadows localShadowQuality = shadowData.renderedLocalShadowQuality;
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// Currently shadow filtering keyword is shared between local and directional shadows.
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bool hasSoftShadows = (directionalShadowQuality == LightShadows.Soft || localShadowQuality == LightShadows.Soft) &&
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shadowData.supportsSoftShadows;
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.DirectionalShadows, directionalShadowQuality != LightShadows.None);
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.LocalShadows, localShadowQuality != LightShadows.None);
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.SoftShadows, hasSoftShadows);
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CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.CascadeShadows, shadowData.directionalLightCascadeCount > 1);
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// TODO: Remove this. legacy particles support will be removed from Unity in 2018.3. This should be a shader_feature instead with prop exposed in the Standard particles shader.
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CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", cameraData.requiresSoftParticles);
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}
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public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context,
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ref CullResults cullResults,
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ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants");
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SetupShaderLightConstants(cmd, ref renderingData.lightData);
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SetShaderKeywords(cmd, ref renderingData.cameraData, ref renderingData.lightData, ref renderingData.shadowData);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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