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267 行
10 KiB
267 行
10 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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[Flags]
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public enum PipelineCapabilities
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{
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AdditionalLights = (1 << 0),
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VertexLights = (1 << 1),
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DirectionalShadows = (1 << 2),
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LocalShadows = (1 << 3),
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SoftShadows = (1 << 4),
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}
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public enum MixedLightingSetup
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{
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None,
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ShadowMask,
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Subtractive,
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};
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public struct RenderingData
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{
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public CameraData cameraData;
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public LightData lightData;
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public ShadowData shadowData;
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public bool supportsDynamicBatching;
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}
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public struct LightData
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{
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public int pixelAdditionalLightsCount;
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public int totalAdditionalLightsCount;
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public int mainLightIndex;
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public List<VisibleLight> visibleLights;
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public List<int> visibleLocalLightIndices;
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}
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public struct CameraData
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{
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public Camera camera;
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public float renderScale;
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public int msaaSamples;
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public bool isSceneViewCamera;
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public bool isDefaultViewport;
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public bool isOffscreenRender;
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public bool isHdrEnabled;
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public bool requiresDepthTexture;
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public bool requiresSoftParticles;
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public bool requiresOpaqueTexture;
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public Downsampling opaqueTextureDownsampling;
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public bool isStereoEnabled;
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public float maxShadowDistance;
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public bool postProcessEnabled;
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public PostProcessLayer postProcessLayer;
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}
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public struct ShadowData
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{
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public bool renderDirectionalShadows;
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public bool requiresScreenSpaceShadowResolve;
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public int directionalShadowAtlasWidth;
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public int directionalShadowAtlasHeight;
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public int directionalLightCascadeCount;
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public Vector3 directionalLightCascades;
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public bool renderLocalShadows;
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public int localShadowAtlasWidth;
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public int localShadowAtlasHeight;
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public bool supportsSoftShadows;
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public int bufferBitCount;
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public LightShadows renderedDirectionalShadowQuality;
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public LightShadows renderedLocalShadowQuality;
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}
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public class CameraComparer : IComparer<Camera>
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{
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public int Compare(Camera lhs, Camera rhs)
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{
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return (int)(lhs.depth - rhs.depth);
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}
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}
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public static class LightweightKeywords
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{
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public static readonly string AdditionalLightsText = "_ADDITIONAL_LIGHTS";
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public static readonly string VertexLightsText = "_VERTEX_LIGHTS";
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public static readonly string MixedLightingSubtractiveText = "_MIXED_LIGHTING_SUBTRACTIVE";
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public static readonly string MainLightCookieText = "_MAIN_LIGHT_COOKIE";
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public static readonly string DirectionalShadowsText = "_SHADOWS_ENABLED";
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public static readonly string LocalShadowsText = "_LOCAL_SHADOWS_ENABLED";
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public static readonly string SoftShadowsText = "_SHADOWS_SOFT";
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public static readonly string CascadeShadowsText = "_SHADOWS_CASCADE";
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public static readonly string DepthNoMsaa = "_DEPTH_NO_MSAA";
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public static readonly string DepthMsaa2 = "_DEPTH_MSAA_2";
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public static readonly string DepthMsaa4 = "_DEPTH_MSAA_4";
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#if UNITY_2018_2_OR_NEWER
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public static readonly ShaderKeyword AdditionalLights = new ShaderKeyword(AdditionalLightsText);
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public static readonly ShaderKeyword VertexLights = new ShaderKeyword(VertexLightsText);
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public static readonly ShaderKeyword MixedLightingSubtractive = new ShaderKeyword(MixedLightingSubtractiveText);
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public static readonly ShaderKeyword MainLightCookie = new ShaderKeyword(MainLightCookieText);
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public static readonly ShaderKeyword DirectionalShadows = new ShaderKeyword(DirectionalShadowsText);
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public static readonly ShaderKeyword LocalShadows = new ShaderKeyword(LocalShadowsText);
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public static readonly ShaderKeyword SoftShadows = new ShaderKeyword(SoftShadowsText);
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public static readonly ShaderKeyword Lightmap = new ShaderKeyword("LIGHTMAP_ON");
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public static readonly ShaderKeyword DirectionalLightmap = new ShaderKeyword("DIRLIGHTMAP_COMBINED");
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#endif
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}
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public partial class LightweightPipeline
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{
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static Mesh s_FullscreenMesh = null;
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public static Mesh fullscreenMesh
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{
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get
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{
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if (s_FullscreenMesh != null)
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return s_FullscreenMesh;
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float topV = 1.0f;
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float bottomV = 0.0f;
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Mesh mesh = new Mesh { name = "Fullscreen Quad" };
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mesh.SetVertices(new List<Vector3>
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{
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new Vector3(-1.0f, -1.0f, 0.0f),
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new Vector3(-1.0f, 1.0f, 0.0f),
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new Vector3(1.0f, -1.0f, 0.0f),
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new Vector3(1.0f, 1.0f, 0.0f)
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});
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mesh.SetUVs(0, new List<Vector2>
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{
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new Vector2(0.0f, bottomV),
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new Vector2(0.0f, topV),
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new Vector2(1.0f, bottomV),
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new Vector2(1.0f, topV)
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});
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mesh.SetIndices(new[] { 0, 1, 2, 2, 1, 3 }, MeshTopology.Triangles, 0, false);
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mesh.UploadMeshData(true);
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return mesh;
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}
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}
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static PipelineCapabilities s_PipelineCapabilities;
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public static PipelineCapabilities GetPipelineCapabilities()
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{
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return s_PipelineCapabilities;
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}
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static void SetPipelineCapabilities(LightweightPipelineAsset pipelineAsset)
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{
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s_PipelineCapabilities = 0U;
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// Strip variants based on selected pipeline features
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if (!pipelineAsset.customShaderVariantStripping)
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{
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if (pipelineAsset.maxPixelLights > 1 || pipelineAsset.supportsVertexLight)
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s_PipelineCapabilities |= PipelineCapabilities.AdditionalLights;
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if (pipelineAsset.supportsVertexLight)
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s_PipelineCapabilities |= PipelineCapabilities.VertexLights;
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if (pipelineAsset.supportsDirectionalShadows)
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s_PipelineCapabilities |= PipelineCapabilities.DirectionalShadows;
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if (pipelineAsset.supportsLocalShadows)
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s_PipelineCapabilities |= PipelineCapabilities.LocalShadows;
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bool anyShadows = pipelineAsset.supportsDirectionalShadows || pipelineAsset.supportsLocalShadows;
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if (pipelineAsset.supportsSoftShadows && anyShadows)
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s_PipelineCapabilities |= PipelineCapabilities.SoftShadows;
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}
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else
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{
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if (pipelineAsset.keepAdditionalLightVariants)
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s_PipelineCapabilities |= PipelineCapabilities.AdditionalLights;
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if (pipelineAsset.keepVertexLightVariants)
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s_PipelineCapabilities |= PipelineCapabilities.VertexLights;
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if (pipelineAsset.keepDirectionalShadowVariants)
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s_PipelineCapabilities |= PipelineCapabilities.DirectionalShadows;
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if (pipelineAsset.keepLocalShadowVariants)
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s_PipelineCapabilities |= PipelineCapabilities.LocalShadows;
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if (pipelineAsset.keepSoftShadowVariants)
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s_PipelineCapabilities |= PipelineCapabilities.SoftShadows;
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}
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}
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public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
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MaterialPropertyBlock properties = null, int shaderPassId = 0)
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{
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commandBuffer.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, shaderPassId, properties);
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}
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public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
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{
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cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
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if (light.lightType == LightType.Directional)
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{
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float scale = 1.0f / light.light.cookieSize;
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// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
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Vector4 row0 = cookieMatrix.GetRow(0);
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Vector4 row1 = cookieMatrix.GetRow(1);
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cookieMatrix.SetRow(0, new Vector4(row0.x * scale, row0.y * scale, row0.z * scale, row0.w * scale + 0.5f));
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cookieMatrix.SetRow(1, new Vector4(row1.x * scale, row1.y * scale, row1.z * scale, row1.w * scale + 0.5f));
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}
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else if (light.lightType == LightType.Spot)
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{
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// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
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// c = cotHalfSpotAngle
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// 1 0 0 0
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// 0 1 0 0
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// 0 0 1 0
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// 0 0 2/c 0
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// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
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float scale = 1.0f / light.range;
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float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
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float cs = Mathf.Cos(halfSpotAngleRad);
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float ss = Mathf.Sin(halfSpotAngleRad);
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float cotHalfSpotAngle = cs / ss;
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Matrix4x4 scaleMatrix = Matrix4x4.identity;
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scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
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scaleMatrix.m33 = 0.0f;
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scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
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cookieMatrix = scaleMatrix * cookieMatrix;
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}
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// Remaining light types don't support cookies
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}
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public static void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, Material material)
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{
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// TODO: In order to issue a copyTexture we need to also check if source and dest have same size
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//if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
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// cmd.CopyTexture(source, dest);
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//else
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cmd.Blit(source, dest, material);
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}
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public static bool IsSupportedShadowType(LightType lightType)
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{
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return lightType == LightType.Directional || lightType == LightType.Spot;
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}
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public static bool IsSupportedCookieType(LightType lightType)
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{
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return lightType == LightType.Directional || lightType == LightType.Spot;
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}
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}
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}
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