265 行
10 KiB

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