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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class ScreenSpaceShadowResolvePass : ScriptableRenderPass
{
RenderTextureFormat m_ColorFormat;
private Material screenSpaceShadowsMaterial { get; set; }
public ScreenSpaceShadowResolvePass(Material screenSpaceShadowsMaterial)
{
m_ColorFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
this.screenSpaceShadowsMaterial = screenSpaceShadowsMaterial;
}
private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
public void Setup(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle)
{
this.colorAttachmentHandle = colorAttachmentHandle;
baseDescriptor.depthBufferBits = 0;
baseDescriptor.colorFormat = m_ColorFormat;
descriptor = baseDescriptor;
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults,
ref RenderingData renderingData)
{
if (renderingData.shadowData.renderedDirectionalShadowQuality == LightShadows.None)
return;
CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows");
cmd.GetTemporaryRT(colorAttachmentHandle.id, descriptor, FilterMode.Bilinear);
SetShadowCollectPassKeywords(cmd, ref renderingData.shadowData);
// Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
// doesn't like null sources when trying to determine a stereo-ized blit. So for proper
// stereo functionality, we use the screen-space shadow map as the source (until we have
// a better solution).
// An alternative would be DrawProcedural, but that would require further changes in the shader.
RenderTargetIdentifier screenSpaceOcclusionTexture = colorAttachmentHandle.Identifier();
SetRenderTarget(cmd, screenSpaceOcclusionTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
ClearFlag.Color | ClearFlag.Depth, Color.white, descriptor.dimension);
cmd.Blit(screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, screenSpaceShadowsMaterial);
if (renderingData.cameraData.isStereoEnabled)
{
Camera camera = renderingData.cameraData.camera;
context.StartMultiEye(camera);
context.ExecuteCommandBuffer(cmd);
context.StopMultiEye(camera);
}
else
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(colorAttachmentHandle.id);
colorAttachmentHandle = RenderTargetHandle.CameraTarget;
}
}
void SetShadowCollectPassKeywords(CommandBuffer cmd, ref ShadowData shadowData)
{
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.SoftShadows, shadowData.renderedDirectionalShadowQuality == LightShadows.Soft);
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.CascadeShadows, shadowData.directionalLightCascadeCount > 1);
}
}
}