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877 行
42 KiB
877 行
42 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using UnityEngine.XR;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[Serializable]
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public class 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 float directionalLightNearPlaneOffset;
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static ShadowSettings defaultShadowSettings = null;
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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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if (defaultShadowSettings == null)
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{
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defaultShadowSettings = new ShadowSettings();
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defaultShadowSettings.enabled = true;
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defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096;
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defaultShadowSettings.directionalLightCascadeCount = 1;
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defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
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defaultShadowSettings.directionalLightCascadeCount = 4;
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defaultShadowSettings.directionalLightNearPlaneOffset = 5;
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defaultShadowSettings.maxShadowDistance = 1000.0F;
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}
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return defaultShadowSettings;
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}
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}
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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 LightData
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{
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public int additionalPixelLightsCount;
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public int vertexLightsCount;
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public int mainLightIndex;
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public bool hasAdditionalLights;
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public bool shadowsRendered;
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}
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public class LightweightPipeline : RenderPipeline
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{
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private readonly LightweightPipelineAsset m_Asset;
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// Max amount of visible lights. This controls the lights constant buffers in shader but not the max shaded lights.
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// Lights are set per-object and the max shaded lights for each object are controlled by the max pixel lights in pipeline asset and kMaxVertexLights.
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private static readonly int kMaxVisibleLights = 16;
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private static readonly int kMaxPerObjectLights = 4;
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private Vector4[] m_LightPositions = new Vector4[kMaxVisibleLights];
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private Vector4[] m_LightColors = new Vector4[kMaxVisibleLights];
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private Vector4[] m_LightAttenuations = new Vector4[kMaxVisibleLights];
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private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleLights];
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private Camera m_CurrCamera = null;
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private int m_LightIndicesCount = 0;
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private ComputeBuffer m_LightIndexListBuffer;
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private static readonly int kMaxCascades = 4;
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private int m_ShadowCasterCascadesCount = kMaxCascades;
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private int m_ShadowMapTexture;
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private int m_CameraColorTexture;
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private int m_CameraDepthTexture;
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private RenderTargetIdentifier m_ShadowMapRT;
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private RenderTargetIdentifier m_CameraColorRT;
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private RenderTargetIdentifier m_CameraDepthRT;
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private bool m_RenderToIntermediateTarget = false;
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private bool m_IntermediateTextureArray = false;
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private const int kShadowDepthBufferBits = 16;
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private const int kCameraDepthBufferBits = 32;
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private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades];
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private ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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private ShadowSliceData[] m_ShadowSlices = new ShadowSliceData[kMaxCascades];
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private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward");
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private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit");
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private RenderTextureFormat m_ColorFormat;
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private PostProcessRenderContext m_PostProcessRenderContext;
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private CameraComparer m_CameraComparer = new CameraComparer();
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private Mesh m_BlitQuad = null;
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private Material m_BlitMaterial = null;
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private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
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public LightweightPipeline(LightweightPipelineAsset asset)
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{
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m_Asset = asset;
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BuildShadowSettings();
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PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
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PerFrameBuffer._AttenuationTexture = Shader.PropertyToID("_AttenuationTexture");
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PerCameraBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
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PerCameraBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
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PerCameraBuffer._MainLightAttenuationParams = Shader.PropertyToID("_MainLightAttenuationParams");
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PerCameraBuffer._MainLightSpotDir = Shader.PropertyToID("_MainLightSpotDir");
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PerCameraBuffer._AdditionalLightCount = Shader.PropertyToID("_AdditionalLightCount");
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PerCameraBuffer._AdditionalLightPosition = Shader.PropertyToID("_AdditionalLightPosition");
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PerCameraBuffer._AdditionalLightColor = Shader.PropertyToID("_AdditionalLightColor");
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PerCameraBuffer._AdditionalLightAttenuationParams = Shader.PropertyToID("_AdditionalLightAttenuationParams");
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PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
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m_ShadowMapTexture = Shader.PropertyToID("_ShadowMap");
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m_CameraColorTexture = Shader.PropertyToID("_CameraRT");
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m_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
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m_ShadowMapRT = new RenderTargetIdentifier(m_ShadowMapTexture);
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m_CameraColorRT = new RenderTargetIdentifier(m_CameraColorTexture);
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m_CameraDepthRT = new RenderTargetIdentifier(m_CameraDepthTexture);
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m_PostProcessRenderContext = new PostProcessRenderContext();
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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 != m_Asset.MSAASampleCount)
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QualitySettings.antiAliasing = m_Asset.MSAASampleCount;
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Shader.globalRenderPipeline = "LightweightPipeline";
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m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
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m_BlitMaterial = new Material(m_Asset.BlitShader)
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{
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hideFlags = HideFlags.HideAndDontSave
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};
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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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if (m_LightIndexListBuffer != null)
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{
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m_LightIndexListBuffer.Dispose();
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m_LightIndexListBuffer = null;
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m_LightIndicesCount = 0;
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}
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}
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CullResults m_CullResults;
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public override void Render(ScriptableRenderContext context, Camera[] cameras)
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{
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base.Render(context, cameras);
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bool stereoEnabled = XRSettings.isDeviceActive;
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// TODO: This is at the moment required for all pipes. We should not implicitly change user project settings
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// instead this should be forced when using SRP, since all SRP use linear lighting.
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GraphicsSettings.lightsUseLinearIntensity = true;
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SetupPerFrameShaderConstants(ref context);
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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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m_CurrCamera = camera;
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ScriptableCullingParameters cullingParameters;
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if (!CullResults.GetCullingParameters(m_CurrCamera, stereoEnabled, out cullingParameters))
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continue;
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cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance,
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m_CurrCamera.farClipPlane);
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#if UNITY_EDITOR
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// Emit scene view UI
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if (camera.cameraType == CameraType.SceneView)
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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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VisibleLight[] visibleLights = m_CullResults.visibleLights.ToArray();
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LightData lightData;
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InitializeLightData(visibleLights, out lightData);
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ShadowPass(visibleLights, ref context, ref lightData);
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ForwardPass(visibleLights, ref context, ref lightData, stereoEnabled);
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context.Submit();
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}
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}
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private void ShadowPass(VisibleLight[] visibleLights, ref ScriptableRenderContext context, ref LightData lightData)
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{
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if (m_Asset.AreShadowsEnabled() && lightData.mainLightIndex != -1)
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{
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VisibleLight mainLight = visibleLights[lightData.mainLightIndex];
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if (mainLight.light.shadows != LightShadows.None)
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lightData.shadowsRendered = RenderShadows (ref m_CullResults,
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ref mainLight, lightData.mainLightIndex, ref context);
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}
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}
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private void ForwardPass(VisibleLight[] visibleLights, ref ScriptableRenderContext context, ref LightData lightData, bool stereoEnabled)
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{
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PostProcessLayer postProcessLayer;
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RenderingConfiguration renderingConfig = SetupRendering(out postProcessLayer);
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bool postProcessEnabled = LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess);
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CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants");
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SetupShaderLightConstants(cmd, visibleLights, ref lightData, ref m_CullResults, ref context);
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SetShaderKeywords(cmd, ref lightData, visibleLights);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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// Setup camera matrices
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context.SetupCameraProperties(m_CurrCamera, stereoEnabled);
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RendererConfiguration rendererSettings = GetRendererSettings(ref lightData);
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BeginForwardRendering(ref context, renderingConfig);
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RenderOpaques(ref context, rendererSettings);
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context.DrawSkybox(m_CurrCamera);
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if (postProcessEnabled)
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RenderPostProcess(ref context, postProcessLayer, true);
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RenderTransparents(ref context, rendererSettings);
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if (postProcessEnabled)
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RenderPostProcess(ref context, postProcessLayer, false);
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EndForwardRendering(ref context, renderingConfig);
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// Release temporary RT
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var discardRT = CommandBufferPool.Get();
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discardRT.ReleaseTemporaryRT(m_ShadowMapTexture);
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discardRT.ReleaseTemporaryRT(m_CameraColorTexture);
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discardRT.ReleaseTemporaryRT(m_CameraDepthTexture);
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context.ExecuteCommandBuffer(discardRT);
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CommandBufferPool.Release(discardRT);
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}
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private void RenderOpaques(ref ScriptableRenderContext context, RendererConfiguration settings)
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{
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var opaqueDrawSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
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opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque;
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opaqueDrawSettings.rendererConfiguration = settings;
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var opaqueFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.opaque
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};
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context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
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}
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private void RenderTransparents(ref ScriptableRenderContext context, RendererConfiguration settings)
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{
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var transparentSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
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transparentSettings.SetShaderPassName(1, m_UnlitPassName);
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transparentSettings.sorting.flags = SortFlags.CommonTransparent;
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transparentSettings.rendererConfiguration = settings;
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var transparentFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.transparent
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};
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context.DrawRenderers(m_CullResults.visibleRenderers, ref transparentSettings, transparentFilterSettings);
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}
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private void BuildShadowSettings()
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{
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m_ShadowSettings = ShadowSettings.Default;
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m_ShadowSettings.directionalLightCascadeCount = m_Asset.CascadeCount;
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m_ShadowSettings.shadowAtlasWidth = m_Asset.ShadowAtlasResolution;
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m_ShadowSettings.shadowAtlasHeight = m_Asset.ShadowAtlasResolution;
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m_ShadowSettings.maxShadowDistance = m_Asset.ShadowDistance;
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switch (m_ShadowSettings.directionalLightCascadeCount)
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{
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case 1:
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m_ShadowSettings.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
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break;
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case 2:
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m_ShadowSettings.directionalLightCascades = new Vector3(m_Asset.Cascade2Split, 1.0f, 0.0f);
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break;
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default:
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m_ShadowSettings.directionalLightCascades = m_Asset.Cascade4Split;
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break;
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}
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}
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private RenderingConfiguration SetupRendering(out PostProcessLayer postProcessLayer)
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{
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RenderingConfiguration renderingConfig = (XRSettings.enabled) ? RenderingConfiguration.Stereo : RenderingConfiguration.None;
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if (XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
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renderingConfig |= RenderingConfiguration.IntermediateTextureArray;
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m_ColorFormat = m_CurrCamera.allowHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
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postProcessLayer = m_CurrCamera.GetComponent<PostProcessLayer>();
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bool intermediateTexture = false;
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if (postProcessLayer != null && postProcessLayer.enabled)
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{
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renderingConfig |= RenderingConfiguration.PostProcess;
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intermediateTexture = true;
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}
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// When post process is enabled we disable msaa due to lack of depth resolve
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// One can still use PostFX AA
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else if (m_CurrCamera.allowMSAA && m_Asset.MSAASampleCount > 1)
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{
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renderingConfig |= RenderingConfiguration.Msaa;
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intermediateTexture = !LightweightUtils.PlatformSupportsMSAABackBuffer();
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}
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Rect cameraRect = m_CurrCamera.rect;
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if (cameraRect.x > 0.0f || cameraRect.y > 0.0f || cameraRect.width < 1.0f || cameraRect.height < 1.0f)
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intermediateTexture = true;
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else
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renderingConfig |= RenderingConfiguration.DefaultViewport;
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intermediateTexture |= (m_CurrCamera.targetTexture != null || m_Asset.RenderScale < 1.0f || m_CurrCamera.allowHDR);
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if (intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTextureArray))
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renderingConfig |= RenderingConfiguration.IntermediateTexture;
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return renderingConfig;
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}
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private void InitializeLightData(VisibleLight[] visibleLights, out LightData lightData)
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{
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int visibleLightsCount = visibleLights.Length;
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// kMaxPerObjectLights + 1 main light
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int maxSupportedPixelLights = Math.Min(m_Asset.MaxSupportedPixelLights, kMaxPerObjectLights + 1);
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int maxPixelLights = Math.Min(maxSupportedPixelLights, visibleLightsCount);
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if (maxPixelLights <= 1)
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{
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lightData.mainLightIndex = maxPixelLights - 1;
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lightData.additionalPixelLightsCount = 0;
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}
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else
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{
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lightData.mainLightIndex = GetMainLightIndex(visibleLights);
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lightData.additionalPixelLightsCount = maxPixelLights - 1;
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}
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lightData.vertexLightsCount = (m_Asset.SupportsVertexLight) ? Math.Min(visibleLightsCount - maxPixelLights, kMaxPerObjectLights) : 0;
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lightData.hasAdditionalLights = (lightData.additionalPixelLightsCount + lightData.vertexLightsCount) > 0;
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lightData.shadowsRendered = false;
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}
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// How main light is decided:
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// 1) If shadows are enabled and at least a shadow light is present:
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// Main light is a shadow light. Directional shadow light has priority over the other supported
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// shadow lights types.
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// Lightweight pipeline only supports 1 single directional shadow light.
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// Any additional pixel lights don't cast shadows.
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//
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// 2) If shadows are disabled or no shadow light is present then main light is the main brighest directional
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// 3) If neither a shadow light or main light is first visible light.
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private int GetMainLightIndex(VisibleLight[] lights)
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{
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bool shadowsEnabled = m_Asset.AreShadowsEnabled();
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int mainDirectional = -1;
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int mainShadowLight = -1;
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for (int i = 0; i < lights.Length; ++i)
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{
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if (shadowsEnabled && LightweightUtils.IsSupportedShadowType (lights[i].lightType) && lights[i].light.shadows != LightShadows.None)
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{
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// Shadow Type priority: Soft > Hard > None
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if (mainShadowLight < 0 || lights[i].light.shadows > lights[mainShadowLight].light.shadows)
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mainShadowLight = i;
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}
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if (lights[i].lightType == LightType.Directional)
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{
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if (mainDirectional < 0 || lights[i].light.intensity > lights[mainDirectional].light.intensity)
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mainDirectional = i;
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}
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}
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if (mainShadowLight >= 0)
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{
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if (mainDirectional > 0 && lights[mainDirectional].light.shadows != LightShadows.None)
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return mainDirectional;
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else
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return mainShadowLight;
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}
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if (mainDirectional > 0)
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return mainDirectional;
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return 0;
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}
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private void InitializeLightConstants(VisibleLight[] lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightSpotDir,
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out Vector4 lightAttenuationParams)
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{
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lightPos = Vector4.zero;
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lightColor = Color.black;
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lightAttenuationParams = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
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lightSpotDir = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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// When no lights are available in the pipeline or maxPixelLights is set to 0
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// In this case we want to initialize the lightData to default values and return
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if (lightIndex < 0)
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return;
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VisibleLight light = lights[lightIndex];
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if (light.lightType == LightType.Directional)
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{
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Vector4 dir = -light.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 = light.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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lightColor = light.finalColor;
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float rangeSq = light.range * light.range;
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float quadAtten = 0.0f;
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if (light.lightType != LightType.Directional)
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quadAtten = (m_Asset.AttenuationTexture != null) ? 1.0f : 25.0f / rangeSq;
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if (light.lightType == LightType.Spot)
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{
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Vector4 dir = light.localToWorld.GetColumn(2);
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lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
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float spotAngle = Mathf.Deg2Rad * light.spotAngle;
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float cosOuterAngle = Mathf.Cos(spotAngle * 0.5f);
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float cosInneAngle = Mathf.Cos(spotAngle * 0.25f);
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float angleRange = cosInneAngle - cosOuterAngle;
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lightAttenuationParams = new Vector4(cosOuterAngle,
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Mathf.Approximately(angleRange, 0.0f) ? 1.0f : angleRange, quadAtten, rangeSq);
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}
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else
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{
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lightSpotDir = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
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lightAttenuationParams = new Vector4(-1.0f, 1.0f, quadAtten, rangeSq);
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}
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}
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private void SetupPerFrameShaderConstants(ref ScriptableRenderContext context)
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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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Vector4 glossyEnvColor = new Vector4(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
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CommandBuffer cmd = CommandBufferPool.Get("SetupPerFrameConstants");
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cmd.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);
|
|
if (m_Asset.AttenuationTexture != null) cmd.SetGlobalTexture(PerFrameBuffer._AttenuationTexture, m_Asset.AttenuationTexture);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release (cmd);
|
|
}
|
|
|
|
private void SetupShaderLightConstants(CommandBuffer cmd, VisibleLight[] lights, ref LightData lightData, ref CullResults cullResults, ref ScriptableRenderContext context)
|
|
{
|
|
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
|
|
// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
|
|
if (lightData.mainLightIndex != -1)
|
|
{
|
|
SetupMainLightConstants (cmd, lights, lightData.mainLightIndex, ref context);
|
|
if (lightData.shadowsRendered)
|
|
SetupShadowShaderConstants (cmd, ref context, ref lights[lightData.mainLightIndex], m_ShadowCasterCascadesCount);
|
|
}
|
|
|
|
if (lightData.hasAdditionalLights)
|
|
SetupAdditionalListConstants(cmd, lights, ref lightData, ref context);
|
|
}
|
|
|
|
private void SetupMainLightConstants(CommandBuffer cmd, VisibleLight[] lights, int lightIndex, ref ScriptableRenderContext context)
|
|
{
|
|
Vector4 lightPos, lightColor, lightSpotDir, lightAttenuationParams;
|
|
InitializeLightConstants(lights, lightIndex, out lightPos, out lightColor, out lightSpotDir, out lightAttenuationParams);
|
|
|
|
cmd.SetGlobalVector(PerCameraBuffer._MainLightPosition, lightPos);
|
|
cmd.SetGlobalColor(PerCameraBuffer._MainLightColor, lightColor);
|
|
cmd.SetGlobalVector(PerCameraBuffer._MainLightSpotDir, lightSpotDir);
|
|
cmd.SetGlobalVector(PerCameraBuffer._MainLightAttenuationParams, lightAttenuationParams);
|
|
}
|
|
|
|
private void SetupAdditionalListConstants(CommandBuffer cmd, VisibleLight[] lights, ref LightData lightData, ref ScriptableRenderContext context)
|
|
{
|
|
int totalLightCount = lights.Length;
|
|
int maxLights = Math.Min(kMaxVisibleLights, totalLightCount);
|
|
|
|
int[] lightIndexMap = m_CullResults.GetLightIndexMap();
|
|
int lightIter = 0;
|
|
for (int i = 0; i < totalLightCount; ++i)
|
|
{
|
|
if (i == lightData.mainLightIndex || lightIter >= maxLights)
|
|
{
|
|
lightIndexMap[i] = -1;
|
|
continue;
|
|
}
|
|
|
|
InitializeLightConstants(lights, i, out m_LightPositions[lightIter], out m_LightColors[lightIter], out m_LightSpotDirections[lightIter], out m_LightAttenuations[lightIter]);
|
|
lightIndexMap[i] = lightIter;
|
|
lightIter++;
|
|
}
|
|
m_CullResults.SetLightIndexMap(lightIndexMap);
|
|
|
|
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4 (lightData.additionalPixelLightsCount, lightData.vertexLightsCount, 0.0f, 0.0f));
|
|
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightPosition, m_LightPositions);
|
|
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightColor, m_LightColors);
|
|
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightAttenuationParams, m_LightAttenuations);
|
|
cmd.SetGlobalVectorArray (PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
|
|
}
|
|
|
|
private void SetupShadowShaderConstants(CommandBuffer cmd, ref ScriptableRenderContext context, ref VisibleLight shadowLight, int cascadeCount)
|
|
{
|
|
Vector3 shadowLightDir = Vector3.Normalize(shadowLight.localToWorld.GetColumn(2));
|
|
|
|
float bias = shadowLight.light.shadowBias * 0.1f;
|
|
float normalBias = shadowLight.light.shadowNormalBias;
|
|
float shadowResolution = m_ShadowSlices[0].shadowResolution;
|
|
|
|
const int maxShadowCascades = 4;
|
|
Matrix4x4[] shadowMatrices = new Matrix4x4[maxShadowCascades];
|
|
for (int i = 0; i < cascadeCount; ++i)
|
|
shadowMatrices[i] = (cascadeCount >= i) ? m_ShadowSlices[i].shadowTransform : Matrix4x4.identity;
|
|
|
|
// TODO: shadow resolution per cascade in case cascades endup being supported.
|
|
float invShadowResolution = 1.0f / shadowResolution;
|
|
float[] pcfKernel =
|
|
{
|
|
-0.5f * invShadowResolution, 0.5f * invShadowResolution,
|
|
0.5f * invShadowResolution, 0.5f * invShadowResolution,
|
|
-0.5f * invShadowResolution, -0.5f * invShadowResolution,
|
|
0.5f * invShadowResolution, -0.5f * invShadowResolution
|
|
};
|
|
|
|
cmd.SetGlobalMatrixArray("_WorldToShadow", shadowMatrices);
|
|
cmd.SetGlobalVectorArray("_DirShadowSplitSpheres", m_DirectionalShadowSplitDistances);
|
|
cmd.SetGlobalVector("_ShadowLightDirection", new Vector4(-shadowLightDir.x, -shadowLightDir.y, -shadowLightDir.z, 0.0f));
|
|
cmd.SetGlobalVector("_ShadowData", new Vector4(0.0f, bias, normalBias, 0.0f));
|
|
cmd.SetGlobalFloatArray("_PCFKernel", pcfKernel);
|
|
}
|
|
|
|
private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData, VisibleLight[] visibleLights)
|
|
{
|
|
LightweightUtils.SetKeyword(cmd, "_LIGHTWEIGHT_FORCE_LINEAR", m_Asset.ForceLinearRendering);
|
|
LightweightUtils.SetKeyword(cmd, "_VERTEX_LIGHTS", lightData.vertexLightsCount > 0);
|
|
LightweightUtils.SetKeyword(cmd, "_ATTENUATION_TEXTURE", m_Asset.AttenuationTexture != null);
|
|
|
|
int mainLightIndex = lightData.mainLightIndex;
|
|
LightweightUtils.SetKeyword (cmd, "_MAIN_DIRECTIONAL_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Directional);
|
|
LightweightUtils.SetKeyword (cmd, "_MAIN_SPOT_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Spot);
|
|
LightweightUtils.SetKeyword (cmd, "_MAIN_POINT_LIGHT", mainLightIndex != -1 && visibleLights[mainLightIndex].lightType == LightType.Point);
|
|
LightweightUtils.SetKeyword(cmd, "_ADDITIONAL_PIXEL_LIGHTS", lightData.additionalPixelLightsCount > 0);
|
|
|
|
string[] shadowKeywords = new string[] { "_HARD_SHADOWS", "_SOFT_SHADOWS", "_HARD_SHADOWS_CASCADES", "_SOFT_SHADOWS_CASCADES" };
|
|
for (int i = 0; i < shadowKeywords.Length; ++i)
|
|
cmd.DisableShaderKeyword(shadowKeywords[i]);
|
|
|
|
if (m_Asset.AreShadowsEnabled() && lightData.shadowsRendered)
|
|
{
|
|
int keywordIndex = (int)m_Asset.ShadowSetting - 1;
|
|
if (m_Asset.CascadeCount > 1)
|
|
keywordIndex += 2;
|
|
cmd.EnableShaderKeyword(shadowKeywords[keywordIndex]);
|
|
}
|
|
}
|
|
|
|
private bool RenderShadows(ref CullResults cullResults, ref VisibleLight shadowLight, int shadowLightIndex, ref ScriptableRenderContext context)
|
|
{
|
|
m_ShadowCasterCascadesCount = m_ShadowSettings.directionalLightCascadeCount;
|
|
|
|
if (shadowLight.lightType == LightType.Spot)
|
|
m_ShadowCasterCascadesCount = 1;
|
|
|
|
int shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.shadowAtlasWidth, m_ShadowSettings.shadowAtlasHeight, m_ShadowCasterCascadesCount);
|
|
|
|
Bounds bounds;
|
|
if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
|
|
return false;
|
|
|
|
var setRenderTargetCommandBuffer = CommandBufferPool.Get();
|
|
setRenderTargetCommandBuffer.name = "Render packed shadows";
|
|
setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowMapTexture, m_ShadowSettings.shadowAtlasWidth,
|
|
m_ShadowSettings.shadowAtlasHeight, kShadowDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
|
|
setRenderTargetCommandBuffer.SetRenderTarget(m_ShadowMapRT);
|
|
setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.black);
|
|
context.ExecuteCommandBuffer(setRenderTargetCommandBuffer);
|
|
CommandBufferPool.Release(setRenderTargetCommandBuffer);
|
|
|
|
float shadowNearPlane = m_Asset.ShadowNearOffset;
|
|
Vector3 splitRatio = m_ShadowSettings.directionalLightCascades;
|
|
|
|
Matrix4x4 view, proj;
|
|
var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
|
|
bool needRendering = false;
|
|
|
|
if (shadowLight.lightType == LightType.Spot)
|
|
{
|
|
needRendering = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(shadowLightIndex, out view, out proj,
|
|
out settings.splitData);
|
|
|
|
if (!needRendering)
|
|
return false;
|
|
|
|
SetupShadowSliceTransform(0, shadowResolution, proj, view);
|
|
RenderShadowSlice(ref context, 0, proj, view, settings);
|
|
}
|
|
else if (shadowLight.lightType == LightType.Directional)
|
|
{
|
|
for (int cascadeIdx = 0; cascadeIdx < m_ShadowCasterCascadesCount; ++cascadeIdx)
|
|
{
|
|
needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex,
|
|
cascadeIdx, m_ShadowCasterCascadesCount, splitRatio, shadowResolution, shadowNearPlane, out view, out proj,
|
|
out settings.splitData);
|
|
|
|
m_DirectionalShadowSplitDistances[cascadeIdx] = settings.splitData.cullingSphere;
|
|
m_DirectionalShadowSplitDistances[cascadeIdx].w *= settings.splitData.cullingSphere.w;
|
|
|
|
if (!needRendering)
|
|
return false;
|
|
|
|
SetupShadowSliceTransform(cascadeIdx, shadowResolution, proj, view);
|
|
RenderShadowSlice(ref context, cascadeIdx, proj, view, settings);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void SetupShadowSliceTransform(int cascadeIndex, int shadowResolution, Matrix4x4 proj, Matrix4x4 view)
|
|
{
|
|
// Assumes MAX_CASCADES = 4
|
|
m_ShadowSlices[cascadeIndex].atlasX = (cascadeIndex % 2) * shadowResolution;
|
|
m_ShadowSlices[cascadeIndex].atlasY = (cascadeIndex / 2) * shadowResolution;
|
|
m_ShadowSlices[cascadeIndex].shadowResolution = shadowResolution;
|
|
m_ShadowSlices[cascadeIndex].shadowTransform = Matrix4x4.identity;
|
|
|
|
var matScaleBias = Matrix4x4.identity;
|
|
matScaleBias.m00 = 0.5f;
|
|
matScaleBias.m11 = 0.5f;
|
|
matScaleBias.m22 = 0.5f;
|
|
matScaleBias.m03 = 0.5f;
|
|
matScaleBias.m23 = 0.5f;
|
|
matScaleBias.m13 = 0.5f;
|
|
|
|
// Later down the pipeline the proj matrix will be scaled to reverse-z in case of DX.
|
|
// We need account for that scale in the shadowTransform.
|
|
if (SystemInfo.usesReversedZBuffer)
|
|
matScaleBias.m22 = -0.5f;
|
|
|
|
var matTile = Matrix4x4.identity;
|
|
matTile.m00 = (float)m_ShadowSlices[cascadeIndex].shadowResolution /
|
|
(float)m_ShadowSettings.shadowAtlasWidth;
|
|
matTile.m11 = (float)m_ShadowSlices[cascadeIndex].shadowResolution /
|
|
(float)m_ShadowSettings.shadowAtlasHeight;
|
|
matTile.m03 = (float)m_ShadowSlices[cascadeIndex].atlasX / (float)m_ShadowSettings.shadowAtlasWidth;
|
|
matTile.m13 = (float)m_ShadowSlices[cascadeIndex].atlasY / (float)m_ShadowSettings.shadowAtlasHeight;
|
|
|
|
m_ShadowSlices[cascadeIndex].shadowTransform = matTile * matScaleBias * proj * view;
|
|
}
|
|
|
|
private void RenderShadowSlice(ref ScriptableRenderContext context, int cascadeIndex,
|
|
Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
|
|
{
|
|
var buffer = CommandBufferPool.Get("Prepare Shadowmap Slice");
|
|
buffer.SetViewport(new Rect(m_ShadowSlices[cascadeIndex].atlasX, m_ShadowSlices[cascadeIndex].atlasY,
|
|
m_ShadowSlices[cascadeIndex].shadowResolution, m_ShadowSlices[cascadeIndex].shadowResolution));
|
|
buffer.SetViewProjectionMatrices(view, proj);
|
|
context.ExecuteCommandBuffer(buffer);
|
|
|
|
context.DrawShadows(ref settings);
|
|
CommandBufferPool.Release(buffer);
|
|
}
|
|
|
|
private int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
|
|
{
|
|
int resolution = Mathf.Min(atlasWidth, atlasHeight);
|
|
if (tileCount > Mathf.Log(resolution))
|
|
{
|
|
Debug.LogError(
|
|
String.Format(
|
|
"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
|
|
tileCount, atlasWidth, atlasHeight));
|
|
return 0;
|
|
}
|
|
|
|
int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
|
|
while (currentTileCount < tileCount)
|
|
{
|
|
resolution = resolution >> 1;
|
|
currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
|
|
}
|
|
return resolution;
|
|
}
|
|
|
|
private void BeginForwardRendering(ref ScriptableRenderContext context, RenderingConfiguration renderingConfig)
|
|
{
|
|
RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
|
|
RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
|
|
|
|
// When postprocess is enabled, msaa is forced to be disabled due to lack of depth resolve.
|
|
int msaaSamples = (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Msaa)) ? m_Asset.MSAASampleCount : 1;
|
|
|
|
var cmd = CommandBufferPool.Get("SetCameraRenderTarget");
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTexture))
|
|
{
|
|
int rtWidth = (int)((float)m_CurrCamera.pixelWidth * m_Asset.RenderScale);
|
|
int rtHeight = (int)((float)m_CurrCamera.pixelHeight * m_Asset.RenderScale);
|
|
|
|
if (m_CurrCamera.targetTexture == null)
|
|
{
|
|
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor();
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Stereo))
|
|
{
|
|
context.StartMultiEye(m_CurrCamera);
|
|
rtDesc = XRSettings.eyeTextureDesc;
|
|
rtDesc.colorFormat = m_ColorFormat;
|
|
rtDesc.msaaSamples = msaaSamples;
|
|
|
|
cmd.GetTemporaryRT(m_CameraColorTexture, rtDesc, FilterMode.Bilinear);
|
|
}
|
|
else
|
|
{
|
|
cmd.GetTemporaryRT(m_CameraColorTexture, rtWidth, rtHeight, kCameraDepthBufferBits,
|
|
FilterMode.Bilinear, m_ColorFormat, RenderTextureReadWrite.Default, msaaSamples);
|
|
}
|
|
|
|
colorRT = m_CameraColorRT;
|
|
}
|
|
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess))
|
|
{
|
|
cmd.GetTemporaryRT(m_CameraDepthTexture, rtWidth, rtHeight, kCameraDepthBufferBits, FilterMode.Bilinear, RenderTextureFormat.Depth);
|
|
depthRT = m_CameraDepthRT;
|
|
}
|
|
}
|
|
|
|
SetupRenderTargets(cmd, colorRT, depthRT);
|
|
|
|
// Clear RenderTarget to avoid tile initialization on mobile GPUs
|
|
// https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
|
|
if (m_CurrCamera.clearFlags != CameraClearFlags.Nothing)
|
|
{
|
|
bool clearDepth = (m_CurrCamera.clearFlags != CameraClearFlags.Nothing);
|
|
bool clearColor = (m_CurrCamera.clearFlags == CameraClearFlags.Color || m_CurrCamera.clearFlags == CameraClearFlags.Skybox);
|
|
cmd.ClearRenderTarget(clearDepth, clearColor, m_CurrCamera.backgroundColor.linear);
|
|
}
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
private void EndForwardRendering(ref ScriptableRenderContext context, RenderingConfiguration renderingConfig)
|
|
{
|
|
// No additional rendering needs to be done if this is an offscren rendering camera
|
|
if (m_CurrCamera.targetTexture != null)
|
|
return;
|
|
|
|
var cmd = CommandBufferPool.Get("Blit");
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTextureArray))
|
|
{
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1);
|
|
cmd.Blit(m_CameraColorRT, BuiltinRenderTextureType.CurrentActive);
|
|
}
|
|
else if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTexture))
|
|
{
|
|
// If PostProcessing is enabled, it is already blitted to CameraTarget.
|
|
if (!LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.PostProcess))
|
|
Blit(cmd, renderingConfig, m_CameraColorRT, BuiltinRenderTextureType.CameraTarget);
|
|
}
|
|
|
|
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.Stereo))
|
|
{
|
|
context.StopMultiEye(m_CurrCamera);
|
|
context.StereoEndRender(m_CurrCamera);
|
|
}
|
|
}
|
|
|
|
RendererConfiguration GetRendererSettings(ref LightData lightData)
|
|
{
|
|
RendererConfiguration settings = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
|
|
if (lightData.hasAdditionalLights)
|
|
settings |= RendererConfiguration.PerObjectLightIndices8;
|
|
return settings;
|
|
}
|
|
|
|
private void SetupRenderTargets(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT)
|
|
{
|
|
if (m_IntermediateTextureArray)
|
|
{
|
|
if (depthRT != BuiltinRenderTextureType.None)
|
|
cmd.SetRenderTarget(colorRT, 0, CubemapFace.Unknown, -1);
|
|
else
|
|
cmd.SetRenderTarget(colorRT, depthRT, 0, CubemapFace.Unknown, -1);
|
|
}
|
|
else
|
|
{
|
|
if (depthRT != BuiltinRenderTextureType.None)
|
|
cmd.SetRenderTarget(colorRT, depthRT);
|
|
else
|
|
cmd.SetRenderTarget(colorRT);
|
|
}
|
|
}
|
|
|
|
private void RenderPostProcess(ref ScriptableRenderContext renderContext, PostProcessLayer postProcessLayer, bool opaqueOnly)
|
|
{
|
|
var postProcessCommand = CommandBufferPool.Get("Post Processing");
|
|
postProcessCommand.SetGlobalTexture("m_CameraDepthTexture", m_CameraDepthRT);
|
|
|
|
m_PostProcessRenderContext.Reset();
|
|
m_PostProcessRenderContext.camera = m_CurrCamera;
|
|
m_PostProcessRenderContext.source = BuiltinRenderTextureType.CurrentActive;
|
|
m_PostProcessRenderContext.sourceFormat = m_ColorFormat;
|
|
m_PostProcessRenderContext.destination = BuiltinRenderTextureType.CameraTarget;
|
|
m_PostProcessRenderContext.command = postProcessCommand;
|
|
m_PostProcessRenderContext.flip = true;
|
|
|
|
if (opaqueOnly)
|
|
postProcessLayer.RenderOpaqueOnly(m_PostProcessRenderContext);
|
|
else
|
|
postProcessLayer.Render(m_PostProcessRenderContext);
|
|
renderContext.ExecuteCommandBuffer(postProcessCommand);
|
|
CommandBufferPool.Release(postProcessCommand);
|
|
}
|
|
|
|
private void Blit(CommandBuffer cmd, RenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
|
|
{
|
|
if (LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.DefaultViewport))
|
|
{
|
|
cmd.Blit(sourceRT, destRT, material);
|
|
}
|
|
else
|
|
{
|
|
if (m_BlitQuad == null)
|
|
m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
|
|
|
|
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
|
|
cmd.SetRenderTarget(destRT);
|
|
cmd.SetViewport(m_CurrCamera.pixelRect);
|
|
cmd.DrawMesh(m_BlitQuad, Matrix4x4.identity, m_BlitMaterial);
|
|
}
|
|
}
|
|
}
|
|
}
|