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176 行
8.3 KiB
176 行
8.3 KiB
using System;
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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 struct ShadowSliceData
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{
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public Matrix4x4 shadowTransform;
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public int offsetX;
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public int offsetY;
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public int resolution;
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public void Clear()
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{
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shadowTransform = Matrix4x4.identity;
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offsetX = offsetY = 0;
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resolution = 1024;
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}
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}
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public class LightweightShadowUtils
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{
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public static bool ExtractDirectionalLightMatrix(ref CullResults cullResults, ref ShadowData shadowData, int shadowLightIndex, int cascadeIndex, int shadowResolution, float shadowNearPlane, out Vector4 cascadeSplitDistance, out ShadowSliceData shadowSliceData, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix)
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{
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ShadowSplitData splitData;
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bool success = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex,
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cascadeIndex, shadowData.directionalLightCascadeCount, shadowData.directionalLightCascades, shadowResolution, shadowNearPlane, out viewMatrix, out projMatrix,
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out splitData);
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cascadeSplitDistance = splitData.cullingSphere;
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shadowSliceData.offsetX = (cascadeIndex % 2) * shadowResolution;
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shadowSliceData.offsetY = (cascadeIndex / 2) * shadowResolution;
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shadowSliceData.resolution = shadowResolution;
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shadowSliceData.shadowTransform = GetShadowTransform(projMatrix, viewMatrix);
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// If we have shadow cascades baked into the atlas we bake cascade transform
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// in each shadow matrix to save shader ALU and L/S
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if (shadowData.directionalLightCascadeCount > 1)
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ApplySliceTransform(ref shadowSliceData, shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight);
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return success;
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}
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public static bool ExtractSpotLightMatrix(ref CullResults cullResults, ref ShadowData shadowData, int shadowLightIndex, out Matrix4x4 shadowMatrix, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix)
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{
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ShadowSplitData splitData;
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bool success = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(shadowLightIndex, out viewMatrix, out projMatrix, out splitData);
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shadowMatrix = GetShadowTransform(projMatrix, viewMatrix);
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return success;
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}
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public static void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext context,
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ref ShadowSliceData shadowSliceData, ref DrawShadowsSettings settings,
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Matrix4x4 proj, Matrix4x4 view)
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{
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cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
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cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
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cmd.SetViewProjectionMatrices(view, proj);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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context.DrawShadows(ref settings);
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cmd.DisableScissorRect();
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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public static int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
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{
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int resolution = Mathf.Min(atlasWidth, atlasHeight);
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if (tileCount > Mathf.Log(resolution))
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{
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Debug.LogError(
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String.Format(
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"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
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tileCount, atlasWidth, atlasHeight));
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return 0;
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}
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int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
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while (currentTileCount < tileCount)
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{
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resolution = resolution >> 1;
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currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
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}
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return resolution;
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}
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public static void ApplySliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight)
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{
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Matrix4x4 sliceTransform = Matrix4x4.identity;
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float oneOverAtlasWidth = 1.0f / atlasWidth;
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float oneOverAtlasHeight = 1.0f / atlasHeight;
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sliceTransform.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
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sliceTransform.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
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sliceTransform.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
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sliceTransform.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
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// Apply shadow slice scale and offset
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shadowSliceData.shadowTransform = sliceTransform * shadowSliceData.shadowTransform;
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}
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public static void SetupShadowCasterConstants(CommandBuffer cmd, ref VisibleLight visibleLight, Matrix4x4 proj, float cascadeResolution)
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{
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Light light = visibleLight.light;
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float bias = 0.0f;
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float normalBias = 0.0f;
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// Use same kernel radius as built-in pipeline so we can achieve same bias results
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// with the default light bias parameters.
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const float kernelRadius = 3.65f;
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if (visibleLight.lightType == LightType.Directional)
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{
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// Scale bias by cascade's world space depth range.
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// Directional shadow lights have orthogonal projection.
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// proj.m22 = -2 / (far - near) since the projection's depth range is [-1.0, 1.0]
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// In order to be correct we should multiply bias by 0.5 but this introducing aliasing along cascades more visible.
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float sign = (SystemInfo.usesReversedZBuffer) ? 1.0f : -1.0f;
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bias = light.shadowBias * proj.m22 * sign;
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// Currently only square POT cascades resolutions are used.
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// We scale normalBias
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double frustumWidth = 2.0 / (double)proj.m00;
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double frustumHeight = 2.0 / (double)proj.m11;
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float texelSizeX = (float)(frustumWidth / (double)cascadeResolution);
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float texelSizeY = (float)(frustumHeight / (double)cascadeResolution);
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float texelSize = Mathf.Max(texelSizeX, texelSizeY);
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// Since we are applying normal bias on caster side we want an inset normal offset
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// thus we use a negative normal bias.
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normalBias = -light.shadowNormalBias * texelSize * kernelRadius;
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}
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else if (visibleLight.lightType == LightType.Spot)
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{
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float sign = (SystemInfo.usesReversedZBuffer) ? -1.0f : 1.0f;
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bias = light.shadowBias * sign;
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normalBias = 0.0f;
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}
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else
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{
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Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
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}
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Vector3 lightDirection = -visibleLight.localToWorld.GetColumn(2);
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cmd.SetGlobalVector("_ShadowBias", new Vector4(bias, normalBias, 0.0f, 0.0f));
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cmd.SetGlobalVector("_LightDirection", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z, 0.0f));
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}
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static Matrix4x4 GetShadowTransform(Matrix4x4 proj, Matrix4x4 view)
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{
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// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
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// apply z reversal to projection matrix. We need to do it manually here.
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if (SystemInfo.usesReversedZBuffer)
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{
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proj.m20 = -proj.m20;
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proj.m21 = -proj.m21;
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proj.m22 = -proj.m22;
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proj.m23 = -proj.m23;
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}
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Matrix4x4 worldToShadow = proj * view;
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var textureScaleAndBias = Matrix4x4.identity;
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textureScaleAndBias.m00 = 0.5f;
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textureScaleAndBias.m11 = 0.5f;
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textureScaleAndBias.m22 = 0.5f;
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textureScaleAndBias.m03 = 0.5f;
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textureScaleAndBias.m23 = 0.5f;
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textureScaleAndBias.m13 = 0.5f;
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// Apply texture scale and offset to save a MAD in shader.
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return textureScaleAndBias * worldToShadow;
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}
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}
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}
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