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