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501 行
24 KiB
501 行
24 KiB
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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#if UNITY_EDITOR
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using UnityEditor.Experimental.Rendering.LightweightPipeline;
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#endif
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEngine.Experimental.GlobalIllumination;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public partial class LightweightPipeline : RenderPipeline
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{
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private static class PerFrameBuffer
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{
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public static int _GlossyEnvironmentColor;
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public static int _SubtractiveShadowColor;
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}
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public LightweightPipelineAsset pipelineAsset { get; private set; }
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private IRendererSetup m_DefaultRendererSetup;
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private IRendererSetup defaultRendererSetup
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{
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get
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{
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if (m_DefaultRendererSetup == null)
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m_DefaultRendererSetup = new DefaultRendererSetup();
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return m_DefaultRendererSetup;
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}
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}
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CameraComparer m_CameraComparer = new CameraComparer();
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LightweightForwardRenderer m_Renderer;
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CullResults m_CullResults;
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List<int> m_LocalLightIndices = new List<int>();
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bool m_IsCameraRendering;
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public LightweightPipeline(LightweightPipelineAsset asset)
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{
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pipelineAsset = asset;
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SetSupportedRenderingFeatures();
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SetPipelineCapabilities(asset);
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PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
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PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
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SetupLightweightConstanstPass.PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
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m_Renderer = new LightweightForwardRenderer(asset);
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// Let engine know we have MSAA on for cases where we support MSAA backbuffer
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if (QualitySettings.antiAliasing != pipelineAsset.msaaSampleCount)
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QualitySettings.antiAliasing = pipelineAsset.msaaSampleCount;
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Shader.globalRenderPipeline = "LightweightPipeline";
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m_IsCameraRendering = false;
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Lightmapping.SetDelegate(lightsDelegate);
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}
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public override void Dispose()
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{
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base.Dispose();
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Shader.globalRenderPipeline = "";
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SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
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#if UNITY_EDITOR
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SceneViewDrawMode.ResetDrawMode();
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#endif
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m_Renderer.Dispose();
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Lightmapping.ResetDelegate();
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}
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public override void Render(ScriptableRenderContext context, Camera[] cameras)
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{
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if (m_IsCameraRendering)
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{
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Debug.LogWarning("Nested camera rendering is forbidden. If you are calling camera.Render inside OnWillRenderObject callback, use BeginCameraRender callback instead.");
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return;
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}
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pipelineAsset.savedXRGraphicsConfig.renderScale = pipelineAsset.renderScale;
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pipelineAsset.savedXRGraphicsConfig.viewportScale = 1.0f; // Placeholder until viewportScale is all hooked up
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// Apply any changes to XRGConfig prior to this point
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pipelineAsset.savedXRGraphicsConfig.SetConfig();
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base.Render(context, cameras);
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BeginFrameRendering(cameras);
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GraphicsSettings.lightsUseLinearIntensity = true;
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SetupPerFrameShaderConstants();
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// Sort cameras array by camera depth
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Array.Sort(cameras, m_CameraComparer);
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foreach (Camera camera in cameras)
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{
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BeginCameraRendering(camera);
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string renderCameraTag = "Render " + camera.name;
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CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag);
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using (new ProfilingSample(cmd, renderCameraTag))
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{
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CameraData cameraData;
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InitializeCameraData(camera, out cameraData);
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SetupPerCameraShaderConstants(cameraData);
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ScriptableCullingParameters cullingParameters;
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if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
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{
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CommandBufferPool.Release(cmd);
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continue;
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}
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cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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#if UNITY_EDITOR
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try
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#endif
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{
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m_IsCameraRendering = true;
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#if UNITY_EDITOR
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// Emit scene view UI
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if (cameraData.isSceneViewCamera)
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ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
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#endif
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CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
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List<VisibleLight> visibleLights = m_CullResults.visibleLights;
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RenderingData renderingData;
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InitializeRenderingData(ref cameraData, visibleLights,
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m_Renderer.maxSupportedLocalLightsPerPass, m_Renderer.maxSupportedVertexLights,
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out renderingData);
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var setup = cameraData.camera.GetComponent<IRendererSetup>();
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if (setup == null)
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setup = defaultRendererSetup;
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setup.Setup(m_Renderer, ref context, ref m_CullResults, ref renderingData);
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m_Renderer.Execute(ref context, ref m_CullResults, ref renderingData);
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}
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#if UNITY_EDITOR
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catch (Exception)
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{
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CommandBufferPool.Release(cmd);
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throw;
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}
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finally
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#endif
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{
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m_IsCameraRendering = false;
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}
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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context.Submit();
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}
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}
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void SetSupportedRenderingFeatures()
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{
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#if UNITY_EDITOR
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SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
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{
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reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
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defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
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supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
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supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed,
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supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
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rendererSupportsLightProbeProxyVolumes = false,
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rendererSupportsMotionVectors = false,
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rendererSupportsReceiveShadows = false,
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rendererSupportsReflectionProbes = true
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};
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SceneViewDrawMode.SetupDrawMode();
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#endif
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}
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void InitializeCameraData(Camera camera, out CameraData cameraData)
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{
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const float kRenderScaleThreshold = 0.05f;
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cameraData.camera = camera;
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bool msaaEnabled = camera.allowMSAA && pipelineAsset.msaaSampleCount > 1;
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if (msaaEnabled)
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cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : pipelineAsset.msaaSampleCount;
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else
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cameraData.msaaSamples = 1;
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cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
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cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
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cameraData.isStereoEnabled = IsStereoEnabled(camera);
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// TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray.
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// for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes.
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if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
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cameraData.msaaSamples = 1;
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cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;
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cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();
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cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;
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Rect cameraRect = camera.rect;
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cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
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Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));
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// If XR is enabled, use XR renderScale.
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// Discard variations lesser than kRenderScaleThreshold.
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// Scale is only enabled for gameview.
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float usedRenderScale = XRGraphicsConfig.enabled ? pipelineAsset.savedXRGraphicsConfig.renderScale : pipelineAsset.renderScale;
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cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
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cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;
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cameraData.requiresDepthTexture = pipelineAsset.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
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cameraData.requiresSoftParticles = pipelineAsset.supportsSoftParticles;
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cameraData.requiresOpaqueTexture = pipelineAsset.supportsCameraOpaqueTexture;
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cameraData.opaqueTextureDownsampling = pipelineAsset.opaqueDownsampling;
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bool anyShadowsEnabled = pipelineAsset.supportsDirectionalShadows || pipelineAsset.supportsLocalShadows;
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cameraData.maxShadowDistance = (anyShadowsEnabled) ? pipelineAsset.shadowDistance : 0.0f;
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LightweightAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent<LightweightAdditionalCameraData>();
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if (additionalCameraData != null)
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{
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cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
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cameraData.requiresDepthTexture &= additionalCameraData.requiresDepthTexture;
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cameraData.requiresOpaqueTexture &= additionalCameraData.requiresColorTexture;
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}
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else if (!cameraData.isSceneViewCamera && camera.cameraType != CameraType.Reflection && camera.cameraType != CameraType.Preview)
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{
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cameraData.requiresDepthTexture = false;
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cameraData.requiresOpaqueTexture = false;
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}
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cameraData.requiresDepthTexture |= cameraData.postProcessEnabled;
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}
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void InitializeRenderingData(ref CameraData cameraData, List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out RenderingData renderingData)
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{
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m_LocalLightIndices.Clear();
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bool hasDirectionalShadowCastingLight = false;
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bool hasLocalShadowCastingLight = false;
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if (cameraData.maxShadowDistance > 0.0f)
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{
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for (int i = 0; i < visibleLights.Count; ++i)
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{
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Light light = visibleLights[i].light;
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bool castShadows = light != null && light.shadows != LightShadows.None;
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if (visibleLights[i].lightType == LightType.Directional)
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{
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hasDirectionalShadowCastingLight |= castShadows;
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}
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else
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{
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hasLocalShadowCastingLight |= castShadows;
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m_LocalLightIndices.Add(i);
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}
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}
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}
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renderingData.cameraData = cameraData;
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InitializeLightData(visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, out renderingData.lightData);
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InitializeShadowData(hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData);
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renderingData.supportsDynamicBatching = pipelineAsset.supportsDynamicBatching;
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}
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void InitializeShadowData(bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData)
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{
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// Until we can have keyword stripping forcing single cascade hard shadows on gles2
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bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
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shadowData.renderDirectionalShadows = pipelineAsset.supportsDirectionalShadows && hasDirectionalShadowCastingLight;
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// we resolve shadows in screenspace when cascades are enabled to save ALU as computing cascade index + shadowCoord on fragment is expensive
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shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && pipelineAsset.cascadeCount > 1;
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shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? pipelineAsset.cascadeCount : 1;
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shadowData.directionalShadowAtlasWidth = pipelineAsset.directionalShadowAtlasResolution;
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shadowData.directionalShadowAtlasHeight = pipelineAsset.directionalShadowAtlasResolution;
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switch (shadowData.directionalLightCascadeCount)
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{
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case 1:
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shadowData.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
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break;
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case 2:
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shadowData.directionalLightCascades = new Vector3(pipelineAsset.cascade2Split, 1.0f, 0.0f);
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break;
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default:
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shadowData.directionalLightCascades = pipelineAsset.cascade4Split;
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break;
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}
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shadowData.renderLocalShadows = pipelineAsset.supportsLocalShadows && hasLocalShadowCastingLight;
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shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = pipelineAsset.localShadowAtlasResolution;
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shadowData.supportsSoftShadows = pipelineAsset.supportsSoftShadows;
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shadowData.bufferBitCount = 16;
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shadowData.renderedDirectionalShadowQuality = LightShadows.None;
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shadowData.renderedLocalShadowQuality = LightShadows.None;
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}
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void InitializeLightData(List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out LightData lightData)
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{
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int visibleLightsCount = Math.Min(visibleLights.Count, pipelineAsset.maxPixelLights);
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lightData.mainLightIndex = GetMainLight(visibleLights);
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// If we have a main light we don't shade it in the per-object light loop. We also remove it from the per-object cull list
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int mainLightPresent = (lightData.mainLightIndex >= 0) ? 1 : 0;
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int additionalPixelLightsCount = Math.Min(visibleLightsCount - mainLightPresent, maxSupportedLocalLightsPerPass);
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int vertexLightCount = (pipelineAsset.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0;
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vertexLightCount = Math.Min(vertexLightCount, maxSupportedVertexLights);
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lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
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lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
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lightData.visibleLights = visibleLights;
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lightData.visibleLocalLightIndices = m_LocalLightIndices;
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}
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// Main Light is always a directional light
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int GetMainLight(List<VisibleLight> visibleLights)
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{
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int totalVisibleLights = visibleLights.Count;
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if (totalVisibleLights == 0 || pipelineAsset.maxPixelLights == 0)
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return -1;
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for (int i = 0; i < totalVisibleLights; ++i)
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{
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VisibleLight currLight = visibleLights[i];
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// Particle system lights have the light property as null. We sort lights so all particles lights
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// come last. Therefore, if first light is particle light then all lights are particle lights.
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// In this case we either have no main light or already found it.
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if (currLight.light == null)
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break;
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// In case no shadow light is present we will return the brightest directional light
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if (currLight.lightType == LightType.Directional)
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return i;
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}
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return -1;
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}
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void SetupPerFrameShaderConstants()
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{
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// When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
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SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
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Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
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Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
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Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);
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// Used when subtractive mode is selected
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Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
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}
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void SetupPerCameraShaderConstants(CameraData cameraData)
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{
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float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
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float cameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale;
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Shader.SetGlobalVector(SetupLightweightConstanstPass.PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
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}
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public static bool LightDataGIExtract(Light light, ref LightDataGI lightData)
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{
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// TODO: Only take into account the light dimmer when we have real time GI.
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lightData.instanceID = light.GetInstanceID();
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lightData.color = LinearColor.Convert(light.color, light.intensity);
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lightData.indirectColor = LightmapperUtils.ExtractIndirect(light);
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// The difference is that `light.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
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// In that case `light.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `light.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
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#if UNITY_EDITOR
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lightData.mode = LightmapperUtils.Extract(light.lightmapBakeType);
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#else
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lightData.mode = LightmapperUtils.Extract(light.bakingOutput.lightmapBakeType);
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#endif
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lightData.shadow = (byte)(light.shadows != LightShadows.None ? 1 : 0);
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if (true)
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{
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// For LWRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
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// We apply it on both direct and indirect are they are separated, seems that direct is not used if we used mixed mode with indirect or shadowmask bake.
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switch (light.type)
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{
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case LightType.Directional:
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lightData.orientation.SetLookRotation(light.transform.forward, Vector3.up);
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lightData.position = Vector3.zero;
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lightData.range = 0.0f;
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lightData.coneAngle = 0.0f;
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lightData.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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lightData.shape0 = light.shadows != LightShadows.None ? (Mathf.Deg2Rad * light.shadowAngle) : 0.0f;
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#else
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lightData.shape0 = 0.0f;
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#endif
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lightData.shape1 = 0.0f;
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lightData.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
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lightData.falloff = FalloffType.Undefined;
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break;
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case LightType.Spot:
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lightData.orientation = light.transform.rotation;
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lightData.position = light.transform.position;
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lightData.range = light.range;
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lightData.coneAngle = light.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
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lightData.innerConeAngle = LightmapperUtils.ExtractInnerCone(light) * 0.5f;
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#if UNITY_EDITOR
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lightData.shape0 = light.shadows != LightShadows.None ? light.shadowRadius : 0.0f;
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#else
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lightData.shape0 = 0.0f;
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#endif
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lightData.shape1 = 0.0f;
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lightData.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot;
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lightData.falloff = FalloffType.InverseSquared;
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break;
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case LightType.Point:
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lightData.orientation = Quaternion.identity;
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lightData.position = light.transform.position;
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lightData.range = light.range;
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lightData.coneAngle = 0.0f;
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lightData.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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lightData.shape0 = light.shadows != LightShadows.None ? light.shadowRadius : 0.0f;
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#else
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lightData.shape0 = 0.0f;
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#endif
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lightData.shape1 = 0.0f;
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lightData.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
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lightData.falloff = true ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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break;
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// Note: We don't support this type in HDRP, but ini just in case
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case LightType.Area:
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lightData.orientation = light.transform.rotation;
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lightData.position = light.transform.position;
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lightData.range = light.range;
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lightData.coneAngle = 0.0f;
|
|
lightData.innerConeAngle = 0.0f;
|
|
#if UNITY_EDITOR
|
|
lightData.shape0 = light.areaSize.x;
|
|
lightData.shape1 = light.areaSize.y;
|
|
#else
|
|
lightData.shape0 = 0.0f;
|
|
lightData.shape1 = 0.0f;
|
|
#endif
|
|
lightData.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
|
|
lightData.falloff = FalloffType.Undefined;
|
|
break;
|
|
|
|
default:
|
|
Debug.Assert(false, "Encountered an unknown LightType.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public static Lightmapping.RequestLightsDelegate lightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
|
|
{
|
|
// Get all lights in the scene
|
|
LightDataGI lightData = new LightDataGI();
|
|
for (int i = 0; i < requests.Length; i++)
|
|
{
|
|
Light light = requests[i];
|
|
#if UNITY_EDITOR
|
|
if (LightmapperUtils.Extract(light.lightmapBakeType) == LightMode.Realtime)
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
else
|
|
LightDataGIExtract(light, ref lightData);
|
|
#else
|
|
ld.InitNoBake(l.GetInstanceID());
|
|
#endif
|
|
|
|
lightsOutput[i] = lightData;
|
|
}
|
|
};
|
|
}
|
|
}
|