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173 行
9.5 KiB
173 行
9.5 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class DirectionalShadowsPass : ScriptableRenderPass
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{
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const int k_MaxCascades = 4;
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const int k_ShadowmapBufferBits = 16;
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int m_ShadowCasterCascadesCount;
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RenderTexture m_DirectionalShadowmapTexture;
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RenderTextureDescriptor m_DirectionalShadowmapDescriptor;
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Matrix4x4[] m_DirectionalShadowMatrices;
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ShadowSliceData[] m_CascadeSlices;
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Vector4[] m_CascadeSplitDistances;
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public DirectionalShadowsPass(LightweightForwardRenderer renderer, int atlasResolution) : base(renderer)
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{
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RegisterShaderPassName("ShadowCaster");
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m_DirectionalShadowMatrices = new Matrix4x4[k_MaxCascades + 1];
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m_CascadeSlices = new ShadowSliceData[k_MaxCascades];
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m_CascadeSplitDistances = new Vector4[k_MaxCascades];
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DirectionalShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_WorldToShadow");
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DirectionalShadowConstantBuffer._ShadowData = Shader.PropertyToID("_ShadowData");
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DirectionalShadowConstantBuffer._DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres");
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DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii = Shader.PropertyToID("_DirShadowSplitSphereRadii");
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DirectionalShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_ShadowOffset0");
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DirectionalShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_ShadowOffset1");
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DirectionalShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_ShadowOffset2");
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DirectionalShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_ShadowOffset3");
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DirectionalShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_ShadowmapSize");
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RenderTextureFormat shadowmapFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
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? RenderTextureFormat.Shadowmap
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: RenderTextureFormat.Depth;
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m_DirectionalShadowmapDescriptor = new RenderTextureDescriptor(atlasResolution,
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atlasResolution, shadowmapFormat, k_ShadowmapBufferBits);
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Clear();
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}
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public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData)
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{
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Clear();
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ShadowData shadowData = lightData.shadowData;
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if (shadowData.renderDirectionalShadows)
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lightData.shadowData.renderedDirectionalShadowQuality = RenderDirectionalCascadeShadowmap(ref context, ref cullResults, ref lightData, ref shadowData);
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}
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public override void Dispose(CommandBuffer cmd)
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{
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if (m_DirectionalShadowmapTexture)
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{
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RenderTexture.ReleaseTemporary(m_DirectionalShadowmapTexture);
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m_DirectionalShadowmapTexture = null;
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}
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}
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void Clear()
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{
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m_DirectionalShadowmapTexture = null;
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for (int i = 0; i < m_DirectionalShadowMatrices.Length; ++i)
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m_DirectionalShadowMatrices[i] = Matrix4x4.identity;
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for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
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m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int i = 0; i < m_CascadeSlices.Length; ++i)
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m_CascadeSlices[i].Clear();
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}
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LightShadows RenderDirectionalCascadeShadowmap(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData)
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{
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LightShadows shadowQuality = LightShadows.None;
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int shadowLightIndex = lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return shadowQuality;
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VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];
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Light light = shadowLight.light;
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Debug.Assert(shadowLight.lightType == LightType.Directional);
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if (light.shadows == LightShadows.None)
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return shadowQuality;
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Bounds bounds;
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if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
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return shadowQuality;
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CommandBuffer cmd = CommandBufferPool.Get("Prepare Directional Shadowmap");
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m_ShadowCasterCascadesCount = shadowData.directionalLightCascadeCount;
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int shadowResolution = LightweightShadowUtils.GetMaxTileResolutionInAtlas(shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight, m_ShadowCasterCascadesCount);
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float shadowNearPlane = light.shadowNearPlane;
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Matrix4x4 view, proj;
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var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
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m_DirectionalShadowmapTexture = RenderTexture.GetTemporary(m_DirectionalShadowmapDescriptor);
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m_DirectionalShadowmapTexture.filterMode = FilterMode.Bilinear;
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m_DirectionalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
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CoreUtils.SetRenderTarget(cmd, m_DirectionalShadowmapTexture, ClearFlag.Depth);
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bool success = false;
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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success = LightweightShadowUtils.ExtractDirectionalLightMatrix(ref cullResults, ref shadowData, shadowLightIndex, cascadeIndex, shadowResolution, shadowNearPlane, out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex], out view, out proj);
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if (success)
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{
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LightweightShadowUtils.SetupShadowCasterConstants(cmd, ref shadowLight, proj, shadowResolution);
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LightweightShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], proj,
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view, settings);
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}
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}
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if (success)
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{
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shadowQuality = (shadowData.supportsSoftShadows) ? light.shadows : LightShadows.Hard;
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// In order to avoid shader variants explosion we only do hard shadows when sampling shadowmap in the lit pass.
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// GLES2 platform is forced to hard single cascade shadows.
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if (!shadowData.requiresScreenSpaceShadowResolve)
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shadowQuality = LightShadows.Hard;
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SetupDirectionalShadowReceiverConstants(ref context, cmd, ref shadowData, shadowLight);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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return shadowQuality;
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}
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void SetupDirectionalShadowReceiverConstants(ref ScriptableRenderContext context, CommandBuffer cmd, ref ShadowData shadowData, VisibleLight shadowLight)
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{
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Light light = shadowLight.light;
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int cascadeCount = m_ShadowCasterCascadesCount;
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for (int i = 0; i < k_MaxCascades; ++i)
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m_DirectionalShadowMatrices[i] = (cascadeCount >= i) ? m_CascadeSlices[i].shadowTransform : Matrix4x4.identity;
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// We setup and additional a no-op WorldToShadow matrix in the last index
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// because the ComputeCascadeIndex function in Shadows.hlsl can return an index
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// out of bounds. (position not inside any cascade) and we want to avoid branching
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Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;
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noOpShadowMatrix.m33 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
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m_DirectionalShadowMatrices[k_MaxCascades] = noOpShadowMatrix;
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float invShadowAtlasWidth = 1.0f / shadowData.directionalShadowAtlasWidth;
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float invShadowAtlasHeight = 1.0f / shadowData.directionalShadowAtlasHeight;
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float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
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float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
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cmd.SetGlobalTexture(RenderTargetHandles.DirectionalShadowmap, m_DirectionalShadowmapTexture);
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cmd.SetGlobalMatrixArray(DirectionalShadowConstantBuffer._WorldToShadow, m_DirectionalShadowMatrices);
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowData, new Vector4(light.shadowStrength, 0.0f, 0.0f, 0.0f));
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cmd.SetGlobalVectorArray(DirectionalShadowConstantBuffer._DirShadowSplitSpheres, m_CascadeSplitDistances);
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, new Vector4(m_CascadeSplitDistances[0].w, m_CascadeSplitDistances[1].w, m_CascadeSplitDistances[2].w, m_CascadeSplitDistances[3].w));
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight,
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shadowData.directionalShadowAtlasWidth, shadowData.directionalShadowAtlasHeight));
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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}
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};
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}
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