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425 行
15 KiB
425 行
15 KiB
using UnityEngine;
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using System.Collections;
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using UnityEngine.Rendering;
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using UnityEngine.Profiling;
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using System.Collections.Generic;
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using System;
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namespace UnityEngine.ScriptableRenderLoop
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{
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[System.Serializable]
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public struct ShadowSettings
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{
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public bool enabled;
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public int shadowAtlasWidth;
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public int shadowAtlasHeight;
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public float maxShadowDistance;
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public int directionalLightCascadeCount;
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public Vector3 directionalLightCascades;
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public static ShadowSettings Default
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{
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get
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{
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ShadowSettings settings;
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settings.enabled = true;
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settings.shadowAtlasHeight = settings.shadowAtlasWidth = 4096;
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settings.directionalLightCascadeCount = 1;
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settings.directionalLightCascades = new Vector3 (0.05F, 0.2F, 0.3F);
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settings.directionalLightCascadeCount = 4;
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settings.maxShadowDistance = 1000.0F;
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return settings;
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}
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}
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}
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public struct InputShadowLightData
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{
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public int lightIndex;
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public int shadowResolution;
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}
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public struct ShadowLight
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{
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public int shadowSliceIndex;
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public int shadowSliceCount;
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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 atlasX;
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public int atlasY;
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public int shadowResolution;
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}
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public struct ShadowOutput
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{
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public ShadowSliceData[] shadowSlices;
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public ShadowLight[] shadowLights;
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public Vector4[] directionalShadowSplitSphereSqr;
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public int GetShadowSliceCountLightIndex(int lightIndex)
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{
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return shadowLights[lightIndex].shadowSliceCount;
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}
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public int GetShadowSliceIndex(int lightIndex, int sliceIndex)
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{
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if (sliceIndex >= shadowLights[lightIndex].shadowSliceCount)
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throw new System.IndexOutOfRangeException ();
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return shadowLights[lightIndex].shadowSliceIndex + sliceIndex;
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}
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}
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public struct ShadowRenderPass : IDisposable
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{
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ShadowSettings m_Settings;
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[NonSerialized]
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bool m_bFailedToPackLastTime;
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int m_ShadowTexName;
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const int kDepthBuffer = 24;
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public ShadowRenderPass(ShadowSettings settings)
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{
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m_Settings = settings;
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m_bFailedToPackLastTime = false;
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m_ShadowTexName = Shader.PropertyToID("g_tShadowBuffer");
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}
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public void Dispose()
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{
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}
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struct AtlasEntry
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{
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public AtlasEntry(int splitIndex, int lightIndex)
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{
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this.splitIndex = splitIndex;
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this.lightIndex = lightIndex;
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}
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public int splitIndex;
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public int lightIndex;
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}
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int CalculateNumShadowSplits(int index, VisibleLight[] lights)
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{
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LightType lightType = lights [index].lightType;
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if (lightType == LightType.Spot)
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return 1;
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if (lightType == LightType.Directional)
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return m_Settings.directionalLightCascadeCount;
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return 6;
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}
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static public void ClearPackedShadows(VisibleLight[] lights, out ShadowOutput packedShadows)
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{
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packedShadows.directionalShadowSplitSphereSqr = null;
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packedShadows.shadowSlices = null;
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packedShadows.shadowLights = new ShadowLight[lights.Length];
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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bool AutoPackLightsIntoShadowTexture(List<InputShadowLightData> shadowLights, VisibleLight[] lights, out ShadowOutput packedShadows)
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{
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Dictionary<int, InputShadowLightData> activeShadowLights = new Dictionary<int, InputShadowLightData>();
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List<int> shadowIndices = new List<int>();
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//@TODO: Disallow multiple directional lights
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for (int i = 0; i < shadowLights.Count; i++)
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{
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shadowIndices.Add (shadowLights[i].lightIndex);
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activeShadowLights[shadowLights[i].lightIndex] = shadowLights[i];
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}
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// World's stupidest sheet packer:
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// 1. Sort all lights from largest to smallest
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// 2. In a left->right, top->bottom pattern, fill quads until you reach the edge of the texture
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// 3. Move position to x=0, y=bottomOfFirstTextureInThisRow
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// 4. Goto 2.
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// Yes, this will produce holes as the quads shrink, but it's good enough for now. I'll work on this more later to fill the gaps.
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// Sort all lights from largest to smallest
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shadowIndices.Sort(
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delegate( int l1, int l2 )
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{
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int nCompare = 0;
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// Sort shadow-casting lights by shadow resolution
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nCompare = activeShadowLights[l1].shadowResolution.CompareTo(activeShadowLights[l2].shadowResolution); // Sort by shadow size
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if ( nCompare == 0 ) // Same, so sort by range to stabilize sort results
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nCompare = lights[l1].range.CompareTo( lights[l2].range ); // Sort by shadow size
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if ( nCompare == 0 ) // Still same, so sort by instance ID to stabilize sort results
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nCompare = lights[l1].light.GetInstanceID().CompareTo( lights[l2].light.GetInstanceID() );
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return nCompare;
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}
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);
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// Start filling lights into texture
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List<AtlasEntry> requestedPages = new List<AtlasEntry>();
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packedShadows.shadowLights = new ShadowLight[lights.Length];
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for (int i = 0; i != shadowIndices.Count;i++)
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{
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int numShadowSplits = CalculateNumShadowSplits(shadowIndices[i], lights);
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packedShadows.shadowLights[shadowIndices [i]].shadowSliceCount = numShadowSplits;
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packedShadows.shadowLights[shadowIndices [i]].shadowSliceIndex = requestedPages.Count;
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for (int s = 0; s < numShadowSplits; s++)
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requestedPages.Add (new AtlasEntry (requestedPages.Count, shadowIndices[i]));
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}
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int nCurrentX = 0;
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int nCurrentY = -1;
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int nNextY = 0;
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packedShadows.shadowSlices = new ShadowSliceData[requestedPages.Count];
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packedShadows.directionalShadowSplitSphereSqr = new Vector4[4];
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foreach (AtlasEntry entry in requestedPages)
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{
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int shadowResolution = activeShadowLights[entry.lightIndex].shadowResolution;
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// Check if first texture is too wide
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if ( nCurrentY == -1 )
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{
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if ( ( shadowResolution > m_Settings.shadowAtlasWidth ) || ( shadowResolution > m_Settings.shadowAtlasHeight ) )
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{
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Debug.LogError( "ERROR! Shadow packer ran out of space in the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n" );
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m_bFailedToPackLastTime = true;
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ClearPackedShadows (lights, out packedShadows);
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return false;
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}
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}
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// Goto next scanline
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if ( ( nCurrentY == -1 ) || ( ( nCurrentX + shadowResolution ) > m_Settings.shadowAtlasWidth ) )
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{
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nCurrentX = 0;
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nCurrentY = nNextY;
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nNextY += shadowResolution;
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}
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// Check if we've run out of space
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if ( ( nCurrentY + shadowResolution ) > m_Settings.shadowAtlasHeight )
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{
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Debug.LogError( "ERROR! Shadow packer ran out of space in the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n" );
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m_bFailedToPackLastTime = true;
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ClearPackedShadows (lights, out packedShadows);
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return false;
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}
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// Save location to light
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packedShadows.shadowSlices[entry.splitIndex].atlasX = nCurrentX;
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packedShadows.shadowSlices[entry.splitIndex].atlasY = nCurrentY;
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packedShadows.shadowSlices[entry.splitIndex].shadowResolution = shadowResolution;
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// Move ahead
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nCurrentX += shadowResolution;
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//Debug.Log( "Sheet packer: " + vl.m_cachedLight.name + " ( " + vl.m_shadowX + ", " + vl.m_shadowY + " ) " + vl.m_shadowResolution + "\n\n" );
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}
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if ( m_bFailedToPackLastTime )
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{
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m_bFailedToPackLastTime = false;
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Debug.Log( "SUCCESS! Shadow packer can now fit all lights into the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n" );
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}
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return requestedPages.Count != 0;
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}
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static List<InputShadowLightData> GetInputShadowLightData(CullResults cullResults)
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{
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var shadowCasters = new List<InputShadowLightData> ();
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VisibleLight[] lights = cullResults.visibleLights;
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int directionalLightCount = 0;
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for (int i = 0; i < lights.Length; i++)
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{
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//@TODO: ignore baked. move this logic to c++...
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if (lights[i].light.shadows != LightShadows.None)
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{
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// Only a single directional shadow casting light is supported
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if (lights [i].lightType == LightType.Directional)
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{
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directionalLightCount++;
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if (directionalLightCount != 1)
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continue;
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}
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AdditionalLightData additionalLight = lights [i].light.GetComponent<AdditionalLightData> ();
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InputShadowLightData light;
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light.lightIndex = i;
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light.shadowResolution = AdditionalLightData.GetShadowResolution(additionalLight);
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shadowCasters.Add (light);
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}
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}
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return shadowCasters;
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}
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public void UpdateCullingParameters(ref CullingParameters parameters)
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{
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parameters.shadowDistance = Mathf.Min (m_Settings.maxShadowDistance, parameters.shadowDistance);
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}
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public void Render(RenderLoop loop, CullResults cullResults, out ShadowOutput packedShadows)
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{
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if (!m_Settings.enabled)
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{
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ClearPackedShadows(cullResults.visibleLights, out packedShadows);
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}
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// Pack all shadow quads into the texture
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if ( !AutoPackLightsIntoShadowTexture(GetInputShadowLightData(cullResults), cullResults.visibleLights, out packedShadows) )
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{
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// No shadowing lights found, so skip all rendering
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return;
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}
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RenderPackedShadows (loop, cullResults, ref packedShadows);
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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// Render shadows
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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void RenderPackedShadows(RenderLoop loop, CullResults cullResults, ref ShadowOutput packedShadows)
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{
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var setRenderTargetCommandBuffer = new CommandBuffer ();
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setRenderTargetCommandBuffer.name = "Render packed shadows";
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setRenderTargetCommandBuffer.GetTemporaryRT (m_ShadowTexName, m_Settings.shadowAtlasWidth, m_Settings.shadowAtlasHeight, kDepthBuffer, FilterMode.Bilinear, RenderTextureFormat.Shadowmap, RenderTextureReadWrite.Linear);
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setRenderTargetCommandBuffer.SetRenderTarget (new RenderTargetIdentifier (m_ShadowTexName));
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setRenderTargetCommandBuffer.ClearRenderTarget (true, true, Color.green);
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loop.ExecuteCommandBuffer (setRenderTargetCommandBuffer);
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setRenderTargetCommandBuffer.Dispose ();
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VisibleLight[] visibleLights = cullResults.visibleLights;
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var shadowSlices = packedShadows.shadowSlices;
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// Render each light's shadow buffer into a subrect of the shared depth texture
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for ( int lightIndex = 0; lightIndex < packedShadows.shadowLights.Length; lightIndex++ )
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{
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int shadowSliceCount = packedShadows.shadowLights[lightIndex].shadowSliceCount;
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if (shadowSliceCount == 0)
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continue;
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Profiler.BeginSample ("Shadows.GetShadowCasterBounds");
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Bounds bounds;
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if (!cullResults.GetShadowCasterBounds (lightIndex, out bounds))
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{
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Profiler.EndSample ();
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return;
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}
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Profiler.EndSample ();
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Profiler.BeginSample ("Shadows.DrawShadows");
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Matrix4x4 proj;
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Matrix4x4 view;
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LightType lightType = visibleLights[lightIndex].lightType;
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Vector3 lightDirection = visibleLights[lightIndex].light.transform.forward;
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var shadowNearClip = visibleLights[lightIndex].light.shadowNearPlane;
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int shadowSliceIndex = packedShadows.GetShadowSliceIndex (lightIndex, 0);
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if (lightType == LightType.Spot)
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{
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DrawShadowsSettings settings = new DrawShadowsSettings(cullResults, lightIndex);
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bool needRendering = cullResults.ComputeSpotShadowsMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData);
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SetupShadowSplitMatrices(ref packedShadows.shadowSlices[shadowSliceIndex], proj, view);
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if (needRendering)
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RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings);
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}
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else if (lightType == LightType.Directional)
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{
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Vector3 splitRatio = m_Settings.directionalLightCascades;
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for (int s = 0; s < 4; ++s)
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packedShadows.directionalShadowSplitSphereSqr[s] = new Vector4 (0, 0, 0, float.NegativeInfinity);
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for (int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++)
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{
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var settings = new DrawShadowsSettings(cullResults, lightIndex);
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var shadowResolution = shadowSlices [shadowSliceIndex].shadowResolution;
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bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, shadowResolution, shadowNearClip, out view, out proj, out settings.splitData);
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packedShadows.directionalShadowSplitSphereSqr[s] = settings.splitData.cullingSphere;
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packedShadows.directionalShadowSplitSphereSqr[s].w *= packedShadows.directionalShadowSplitSphereSqr[s].w;
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SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view);
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if (needRendering)
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RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings);
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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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for(int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++)
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{
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DrawShadowsSettings settings = new DrawShadowsSettings(cullResults, lightIndex);
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bool needRendering = cullResults.ComputePointShadowsMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData);
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SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view);
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if (needRendering)
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RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings);
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}
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}
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Profiler.EndSample ();
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}
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}
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private void SetupShadowSplitMatrices(ref ShadowSliceData lightData, Matrix4x4 proj, Matrix4x4 view)
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{
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Matrix4x4 matScaleBias = Matrix4x4.identity;
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matScaleBias.m00 = 0.5f;
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matScaleBias.m11 = 0.5f;
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matScaleBias.m22 = 0.5f;
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matScaleBias.m03 = 0.5f;
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matScaleBias.m13 = 0.5f;
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matScaleBias.m23 = 0.5f;
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Matrix4x4 matTile = Matrix4x4.identity;
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matTile.m00 = (float)lightData.shadowResolution / (float)m_Settings.shadowAtlasWidth;
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matTile.m11 = (float)lightData.shadowResolution / (float)m_Settings.shadowAtlasHeight;
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matTile.m03 = (float)lightData.atlasX / (float)m_Settings.shadowAtlasWidth;
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matTile.m13 = (float)lightData.atlasY / (float)m_Settings.shadowAtlasHeight;
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lightData.shadowTransform = matTile * matScaleBias * proj * view;
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}
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//---------------------------------------------------------------------------------------------------------------------------------------------------
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private void RenderShadowSplit(ref ShadowSliceData slice, Vector3 lightDirection, Matrix4x4 proj, Matrix4x4 view, ref RenderLoop loop, DrawShadowsSettings settings)
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{
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var commandBuffer = new CommandBuffer();
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commandBuffer.name = "ShadowSetup";
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// Set viewport / matrices etc
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commandBuffer.SetViewport(new Rect(slice.atlasX, slice.atlasY, slice.shadowResolution, slice.shadowResolution));
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//commandBuffer.ClearRenderTarget (true, true, Color.green);
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commandBuffer.SetGlobalVector("g_vLightDirWs", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z));
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commandBuffer.SetProjectionAndViewMatrices(proj, view);
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// commandBuffer.SetGlobalDepthBias (1.0F, 1.0F);
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loop.ExecuteCommandBuffer(commandBuffer);
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commandBuffer.Dispose();
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// Render
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loop.DrawShadows(ref settings);
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}
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}
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}
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