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636 行
32 KiB
636 行
32 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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[Serializable]
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public class ShadowSettings
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{
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public bool supportsDirectionalShadows;
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public bool screenSpace;
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public int directionalShadowAtlasWidth;
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public int directionalShadowAtlasHeight;
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public float maxShadowDistance;
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public int directionalLightCascadeCount;
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public Vector3 directionalLightCascades;
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public bool supportsLocalShadows;
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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 RenderTextureFormat shadowmapTextureFormat;
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public RenderTextureFormat screenspaceShadowmapTextureFormat;
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static ShadowSettings defaultShadowSettings = null;
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public static ShadowSettings Default
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{
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get
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{
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if (defaultShadowSettings == null)
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{
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defaultShadowSettings = new ShadowSettings();
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defaultShadowSettings.supportsDirectionalShadows = true;
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defaultShadowSettings.screenSpace = true;
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defaultShadowSettings.directionalShadowAtlasHeight = defaultShadowSettings.directionalShadowAtlasWidth = 2048;
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defaultShadowSettings.directionalLightCascadeCount = 1;
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defaultShadowSettings.directionalLightCascades = new Vector3(0.067f, 0.2f, 0.467f);
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defaultShadowSettings.supportsLocalShadows = true;
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defaultShadowSettings.localShadowAtlasWidth = 512;
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defaultShadowSettings.localShadowAtlasHeight = 512;
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defaultShadowSettings.bufferBitCount = 16;
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defaultShadowSettings.shadowmapTextureFormat = RenderTextureFormat.Shadowmap;
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defaultShadowSettings.screenspaceShadowmapTextureFormat = RenderTextureFormat.R8;
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defaultShadowSettings.supportsSoftShadows = false;
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}
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return defaultShadowSettings;
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}
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}
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}
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public struct ShadowSliceData
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{
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public Matrix4x4 shadowTransform;
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public int offsetX;
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public int offsetY;
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public int resolution;
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public void Clear()
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{
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shadowTransform = Matrix4x4.identity;
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offsetX = offsetY = 0;
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resolution = 1024;
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}
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}
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public class LightweightShadowPass
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{
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public bool IsDirectionalShadowsEnabled { get { return m_ShadowSettings.supportsDirectionalShadows; } }
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public bool IsLocalShadowsEnabled { get { return m_ShadowSettings.supportsLocalShadows; } }
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public bool RequireScreenSpaceShadowmap { get { return IsDirectionalShadowsEnabled && m_ShadowSettings.screenSpace; } }
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public bool DirectionalShadowsRendered { get { return m_DirectionalShadowmapQuality != LightShadows.None; } }
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public bool LocalShadowsRendered { get { return m_LocalShadowmapQuality != LightShadows.None; } }
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public bool IsSoftShadowsEnabled { get { return m_ShadowSettings.supportsSoftShadows; } }
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public float RenderingDistance { get { return m_ShadowSettings.maxShadowDistance; } }
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private const int kMaxCascades = 4;
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private int m_ShadowCasterCascadesCount;
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private int m_DirectionalShadowmapID;
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private int m_LocalShadowmapID;
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private int m_ScreenSpaceShadowmapID;
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private ShadowSettings m_ShadowSettings = ShadowSettings.Default;
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private Material m_ScreenSpaceShadowsMaterial;
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private RenderTexture m_DirectionalShadowmapTexture;
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private RenderTexture m_LocalShadowmapTexture;
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private RenderTargetIdentifier m_ScreenSpaceShadowmapTexture;
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private RenderTextureDescriptor m_DirectionalShadowmapDescriptor;
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private RenderTextureDescriptor m_LocalShadowmapDescriptor;
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private LightShadows m_DirectionalShadowmapQuality;
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private LightShadows m_LocalShadowmapQuality;
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private Matrix4x4[] m_DirectionalShadowMatrices;
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private ShadowSliceData[] m_CascadeSlices;
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private Vector4[] m_CascadeSplitDistances;
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private Vector4 m_CascadeSplitRadii;
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private Matrix4x4[] m_LocalShadowMatrices;
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private ShadowSliceData[] m_LocalLightSlices;
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private float[] m_LocalShadowStrength;
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public LightweightShadowPass(LightweightPipelineAsset pipelineAsset, int maxLocalLightsCount)
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{
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BuildShadowSettings(pipelineAsset);
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m_DirectionalShadowMatrices = new Matrix4x4[kMaxCascades + 1];
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m_CascadeSlices = new ShadowSliceData[kMaxCascades];
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m_CascadeSplitDistances = new Vector4[kMaxCascades];
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m_LocalShadowMatrices = new Matrix4x4[maxLocalLightsCount];
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m_LocalLightSlices = new ShadowSliceData[maxLocalLightsCount];
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m_LocalShadowStrength = new float[maxLocalLightsCount];
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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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LocalShadowConstantBuffer._LocalWorldToShadowAtlas = Shader.PropertyToID("_LocalWorldToShadowAtlas");
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LocalShadowConstantBuffer._LocalShadowStrength = Shader.PropertyToID("_LocalShadowStrength");
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LocalShadowConstantBuffer._LocalShadowOffset0 = Shader.PropertyToID("_LocalShadowOffset0");
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LocalShadowConstantBuffer._LocalShadowOffset1 = Shader.PropertyToID("_LocalShadowOffset1");
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LocalShadowConstantBuffer._LocalShadowOffset2 = Shader.PropertyToID("_LocalShadowOffset2");
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LocalShadowConstantBuffer._LocalShadowOffset3 = Shader.PropertyToID("_LocalShadowOffset3");
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LocalShadowConstantBuffer._LocalShadowmapSize = Shader.PropertyToID("_LocalShadowmapSize");
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m_DirectionalShadowmapID = Shader.PropertyToID("_ShadowMap");
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m_LocalShadowmapID = Shader.PropertyToID("_LocalShadowMapAtlas");
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m_ScreenSpaceShadowmapID = Shader.PropertyToID("_ScreenSpaceShadowMap");
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m_ScreenSpaceShadowmapTexture = new RenderTargetIdentifier(m_ScreenSpaceShadowmapID);
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m_DirectionalShadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.directionalShadowAtlasWidth,
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m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
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m_LocalShadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.localShadowAtlasWidth,
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m_ShadowSettings.localShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
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m_ScreenSpaceShadowsMaterial = CoreUtils.CreateEngineMaterial(pipelineAsset.ScreenSpaceShadowShader);
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Clear();
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}
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public void InitializeResources(CommandBuffer cmd, RenderTextureDescriptor renderTextureDesc)
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{
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if (RequireScreenSpaceShadowmap)
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{
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renderTextureDesc.depthBufferBits = 0;
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renderTextureDesc.colorFormat = m_ShadowSettings.screenspaceShadowmapTextureFormat;
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cmd.GetTemporaryRT(m_ScreenSpaceShadowmapID, renderTextureDesc, FilterMode.Bilinear);
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}
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}
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public void Dispose(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowmapID);
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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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if (m_LocalShadowmapTexture)
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{
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RenderTexture.ReleaseTemporary(m_LocalShadowmapTexture);
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m_LocalShadowmapTexture = null;
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}
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}
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public bool Execute(ref CullResults cullResults, ref LightData lightData, ref ScriptableRenderContext context)
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{
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Clear();
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bool directionalShadowmapRendered = false;
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if (IsDirectionalShadowsEnabled)
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directionalShadowmapRendered = RenderDirectionalCascadeShadowmap(ref cullResults, ref lightData, ref context);
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if (IsLocalShadowsEnabled)
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RenderLocalShadowmapAtlas(ref cullResults, ref lightData, ref context);
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return directionalShadowmapRendered && m_ShadowSettings.screenSpace;
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}
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public void CollectShadows(Camera camera, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context)
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{
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CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows");
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SetShadowCollectPassKeywords(cmd);
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// Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
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// doesn't like null sources when trying to determine a stereo-ized blit. So for proper
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// stereo functionality, we use the screen-space shadow map as the source (until we have
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// a better solution).
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// An alternative would be DrawProcedural, but that would require further changes in the shader.
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cmd.SetRenderTarget(m_ScreenSpaceShadowmapTexture);
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cmd.ClearRenderTarget(true, true, Color.white);
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cmd.Blit(m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowsMaterial);
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LightweightUtils.StartStereoRendering(camera, ref context, frameRenderingConfiguration);
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context.ExecuteCommandBuffer(cmd);
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LightweightUtils.StopStereoRendering(camera, ref context, frameRenderingConfiguration);
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CommandBufferPool.Release(cmd);
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}
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private void BuildShadowSettings(LightweightPipelineAsset pipelineAsset)
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{
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// Until we can have keyword stripping forcing single cascade hard shadows on gles2
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bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
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m_ShadowSettings = ShadowSettings.Default;
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m_ShadowSettings.supportsDirectionalShadows = pipelineAsset.IsDirectionalShadowsSupported;
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m_ShadowSettings.screenSpace = m_ShadowSettings.supportsDirectionalShadows && supportsScreenSpaceShadows;
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m_ShadowSettings.directionalLightCascadeCount = (m_ShadowSettings.screenSpace) ? pipelineAsset.CascadeCount : 1;
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m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.DirectionalShadowAtlasResolution;
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m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.DirectionalShadowAtlasResolution;
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m_ShadowSettings.maxShadowDistance = pipelineAsset.ShadowDistance;
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switch (m_ShadowSettings.directionalLightCascadeCount)
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{
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case 1:
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m_ShadowSettings.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
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break;
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case 2:
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m_ShadowSettings.directionalLightCascades = new Vector3(pipelineAsset.Cascade2Split, 1.0f, 0.0f);
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break;
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default:
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m_ShadowSettings.directionalLightCascades = pipelineAsset.Cascade4Split;
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break;
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}
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m_ShadowSettings.supportsLocalShadows = pipelineAsset.IsLocalShadowsSupported;
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m_ShadowSettings.localShadowAtlasWidth = m_ShadowSettings.localShadowAtlasHeight = pipelineAsset.LocalShadowAtlasResolution;
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m_ShadowSettings.supportsSoftShadows = pipelineAsset.IsSoftShadowsSupported;
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m_ShadowSettings.bufferBitCount = 16;
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m_ShadowSettings.shadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
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? RenderTextureFormat.Shadowmap
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: RenderTextureFormat.Depth;
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m_ShadowSettings.screenspaceShadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
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? RenderTextureFormat.R8
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: RenderTextureFormat.ARGB32;
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}
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private void Clear()
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{
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m_DirectionalShadowmapTexture = null;
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m_LocalShadowmapTexture = null;
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m_DirectionalShadowmapQuality = LightShadows.None;
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m_LocalShadowmapQuality = LightShadows.None;
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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_LocalShadowMatrices.Length; ++i)
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m_LocalShadowMatrices[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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m_CascadeSplitRadii = 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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for (int i = 0; i < m_LocalLightSlices.Length; ++i)
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m_LocalLightSlices[i].Clear();
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for (int i = 0; i < m_LocalShadowStrength.Length; ++i)
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m_LocalShadowStrength[i] = 0.0f;
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}
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private void SetShadowCollectPassKeywords(CommandBuffer cmd)
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{
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CoreUtils.SetKeyword(cmd, LightweightKeywords.SoftShadowsText, m_DirectionalShadowmapQuality == LightShadows.Soft);
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CoreUtils.SetKeyword(cmd, LightweightKeywords.CascadeShadowsText, m_ShadowSettings.directionalLightCascadeCount > 1);
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}
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private bool RenderDirectionalCascadeShadowmap(ref CullResults cullResults, ref LightData lightData, ref ScriptableRenderContext context)
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{
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int shadowLightIndex = lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return false;
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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 false;
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CommandBuffer cmd = CommandBufferPool.Get("Prepare Directional Shadowmap");
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m_ShadowCasterCascadesCount = m_ShadowSettings.directionalLightCascadeCount;
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int shadowResolution = GetMaxTileResolutionInAtlas(m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowCasterCascadesCount);
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float shadowNearPlane = light.shadowNearPlane;
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Bounds bounds;
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if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
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return false;
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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 = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex,
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cascadeIndex, m_ShadowCasterCascadesCount, m_ShadowSettings.directionalLightCascades, shadowResolution, shadowNearPlane, out view, out proj,
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out settings.splitData);
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float cullingSphereRadius = settings.splitData.cullingSphere.w;
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m_CascadeSplitDistances[cascadeIndex] = settings.splitData.cullingSphere;
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m_CascadeSplitRadii[cascadeIndex] = cullingSphereRadius * cullingSphereRadius;
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if (!success)
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break;
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m_CascadeSlices[cascadeIndex].offsetX = (cascadeIndex % 2) * shadowResolution;
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m_CascadeSlices[cascadeIndex].offsetY = (cascadeIndex / 2) * shadowResolution;
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m_CascadeSlices[cascadeIndex].resolution = shadowResolution;
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m_CascadeSlices[cascadeIndex].shadowTransform = GetShadowTransform(proj, view);
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// If we have shadow cascades baked into the atlas we bake cascade transform
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// in each shadow matrix to save shader ALU and L/S
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if (m_ShadowCasterCascadesCount > 1)
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ApplySliceTransform(ref m_CascadeSlices[cascadeIndex], m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight);
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SetupShadowCasterConstants(cmd, ref shadowLight, proj, shadowResolution);
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RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], proj, view, settings);
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}
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if (success)
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{
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m_DirectionalShadowmapQuality = (IsSoftShadowsEnabled) ? 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 (!m_ShadowSettings.screenSpace)
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m_DirectionalShadowmapQuality = LightShadows.Hard;
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SetupDirectionalShadowReceiverConstants(cmd, shadowLight, ref context);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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return success;
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}
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private void RenderLocalShadowmapAtlas(ref CullResults cullResults, ref LightData lightData, ref ScriptableRenderContext context)
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{
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List<int> localLightIndices = lightData.localLightIndices;
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List<VisibleLight> visibleLights = lightData.visibleLights;
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int shadowCastingLightsCount = 0;
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int localLightsCount = localLightIndices.Count;
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for (int i = 0; i < localLightsCount; ++i)
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{
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VisibleLight shadowLight = visibleLights[localLightIndices[i]];
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if (shadowLight.lightType == LightType.Spot && shadowLight.light.shadows != LightShadows.None)
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shadowCastingLightsCount++;
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}
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if (shadowCastingLightsCount == 0)
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return;
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CommandBuffer cmd = CommandBufferPool.Get("Prepare Local Lights Shadowmap");
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Matrix4x4 view, proj;
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Bounds bounds;
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// TODO: Add support to point light shadows. We make a simplification here that only works
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// for spot lights and with max spot shadows per pass.
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int atlasWidth = m_ShadowSettings.localShadowAtlasWidth;
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int atlasHeight = m_ShadowSettings.localShadowAtlasHeight;
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int sliceResolution = GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);
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int shadowSampling = 0;
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m_LocalShadowmapTexture = RenderTexture.GetTemporary(m_LocalShadowmapDescriptor);
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m_LocalShadowmapTexture.filterMode = FilterMode.Bilinear;
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m_LocalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
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CoreUtils.SetRenderTarget(cmd, m_LocalShadowmapTexture, ClearFlag.Depth);
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for (int i = 0; i < localLightsCount; ++i)
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{
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int shadowLightIndex = localLightIndices[i];
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VisibleLight shadowLight = visibleLights[shadowLightIndex];
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Light light = shadowLight.light;
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// TODO: Add support to point light shadows
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if (shadowLight.lightType != LightType.Spot || shadowLight.light.shadows == LightShadows.None)
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continue;
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if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
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continue;
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var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
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if (cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(shadowLightIndex, out view, out proj, out settings.splitData))
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{
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// This way of computing the shadow slice only work for spots and with most 4 shadow casting lights per pass
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// Change this when point lights are supported.
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Debug.Assert(localLightsCount <= 4 && shadowLight.lightType == LightType.Spot);
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// TODO: We need to pass bias and scale list to shader to be able to support multiple
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// shadow casting local lights.
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m_LocalLightSlices[i].offsetX = (i % 2) * sliceResolution;
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m_LocalLightSlices[i].offsetY = (i / 2) * sliceResolution;
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m_LocalLightSlices[i].resolution = sliceResolution;
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m_LocalLightSlices[i].shadowTransform = GetShadowTransform(proj, view);
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if (shadowCastingLightsCount > 1)
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ApplySliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight);
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SetupShadowCasterConstants(cmd, ref shadowLight, proj, sliceResolution);
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RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], proj, view, settings);
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m_LocalShadowStrength[i] = light.shadowStrength;
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shadowSampling = Math.Max(shadowSampling, (int)light.shadows);
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|
}
|
|
}
|
|
|
|
SetupLocalLightsShadowReceiverConstants(cmd, ref context);
|
|
|
|
m_LocalShadowmapQuality = (IsSoftShadowsEnabled) ? (LightShadows)shadowSampling : LightShadows.Hard;
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
private Matrix4x4 GetShadowTransform(Matrix4x4 proj, Matrix4x4 view)
|
|
{
|
|
// Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't
|
|
// apply z reversal to projection matrix. We need to do it manually here.
|
|
if (SystemInfo.usesReversedZBuffer)
|
|
{
|
|
proj.m20 = -proj.m20;
|
|
proj.m21 = -proj.m21;
|
|
proj.m22 = -proj.m22;
|
|
proj.m23 = -proj.m23;
|
|
}
|
|
|
|
Matrix4x4 worldToShadow = proj * view;
|
|
|
|
var textureScaleAndBias = Matrix4x4.identity;
|
|
textureScaleAndBias.m00 = 0.5f;
|
|
textureScaleAndBias.m11 = 0.5f;
|
|
textureScaleAndBias.m22 = 0.5f;
|
|
textureScaleAndBias.m03 = 0.5f;
|
|
textureScaleAndBias.m23 = 0.5f;
|
|
textureScaleAndBias.m13 = 0.5f;
|
|
|
|
// Apply texture scale and offset to save a MAD in shader.
|
|
return textureScaleAndBias * worldToShadow;
|
|
}
|
|
|
|
private void ApplySliceTransform(ref ShadowSliceData shadowSliceData, int atlasWidth, int atlasHeight)
|
|
{
|
|
Matrix4x4 sliceTransform = Matrix4x4.identity;
|
|
float oneOverAtlasWidth = 1.0f / atlasWidth;
|
|
float oneOverAtlasHeight = 1.0f / atlasHeight;
|
|
sliceTransform.m00 = shadowSliceData.resolution * oneOverAtlasWidth;
|
|
sliceTransform.m11 = shadowSliceData.resolution * oneOverAtlasHeight;
|
|
sliceTransform.m03 = shadowSliceData.offsetX * oneOverAtlasWidth;
|
|
sliceTransform.m13 = shadowSliceData.offsetY * oneOverAtlasHeight;
|
|
|
|
// Apply shadow slice scale and offset
|
|
shadowSliceData.shadowTransform = sliceTransform * shadowSliceData.shadowTransform;
|
|
}
|
|
|
|
private void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext context, ref ShadowSliceData shadowSliceData,
|
|
Matrix4x4 proj, Matrix4x4 view, DrawShadowsSettings settings)
|
|
{
|
|
cmd.SetViewport(new Rect(shadowSliceData.offsetX, shadowSliceData.offsetY, shadowSliceData.resolution, shadowSliceData.resolution));
|
|
cmd.EnableScissorRect(new Rect(shadowSliceData.offsetX + 4, shadowSliceData.offsetY + 4, shadowSliceData.resolution - 8, shadowSliceData.resolution - 8));
|
|
|
|
cmd.SetViewProjectionMatrices(view, proj);
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
context.DrawShadows(ref settings);
|
|
cmd.DisableScissorRect();
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
}
|
|
|
|
private int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)
|
|
{
|
|
int resolution = Mathf.Min(atlasWidth, atlasHeight);
|
|
if (tileCount > Mathf.Log(resolution))
|
|
{
|
|
Debug.LogError(
|
|
String.Format(
|
|
"Cannot fit {0} tiles into current shadowmap atlas of size ({1}, {2}). ShadowMap Resolution set to zero.",
|
|
tileCount, atlasWidth, atlasHeight));
|
|
return 0;
|
|
}
|
|
|
|
int currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
|
|
while (currentTileCount < tileCount)
|
|
{
|
|
resolution = resolution >> 1;
|
|
currentTileCount = atlasWidth / resolution * atlasHeight / resolution;
|
|
}
|
|
return resolution;
|
|
}
|
|
|
|
private void SetupShadowCasterConstants(CommandBuffer cmd, ref VisibleLight visibleLight, Matrix4x4 proj, float cascadeResolution)
|
|
{
|
|
Light light = visibleLight.light;
|
|
float bias = 0.0f;
|
|
float normalBias = 0.0f;
|
|
|
|
// Use same kernel radius as built-in pipeline so we can achieve same bias results
|
|
// with the default light bias parameters.
|
|
const float kernelRadius = 3.65f;
|
|
|
|
if (visibleLight.lightType == LightType.Directional)
|
|
{
|
|
// Scale bias by cascade's world space depth range.
|
|
// Directional shadow lights have orthogonal projection.
|
|
// proj.m22 = -2 / (far - near) since the projection's depth range is [-1.0, 1.0]
|
|
// In order to be correct we should multiply bias by 0.5 but this introducing aliasing along cascades more visible.
|
|
float sign = (SystemInfo.usesReversedZBuffer) ? 1.0f : -1.0f;
|
|
bias = light.shadowBias * proj.m22 * sign;
|
|
|
|
// Currently only square POT cascades resolutions are used.
|
|
// We scale normalBias
|
|
double frustumWidth = 2.0 / (double)proj.m00;
|
|
double frustumHeight = 2.0 / (double)proj.m11;
|
|
float texelSizeX = (float)(frustumWidth / (double)cascadeResolution);
|
|
float texelSizeY = (float)(frustumHeight / (double)cascadeResolution);
|
|
float texelSize = Mathf.Max(texelSizeX, texelSizeY);
|
|
|
|
// Since we are applying normal bias on caster side we want an inset normal offset
|
|
// thus we use a negative normal bias.
|
|
normalBias = -light.shadowNormalBias * texelSize * kernelRadius;
|
|
}
|
|
else if (visibleLight.lightType == LightType.Spot)
|
|
{
|
|
float sign = (SystemInfo.usesReversedZBuffer) ? -1.0f : 1.0f;
|
|
bias = light.shadowBias * sign;
|
|
normalBias = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Only spot and directional shadow casters are supported in lightweight pipeline");
|
|
}
|
|
|
|
Vector3 lightDirection = -visibleLight.localToWorld.GetColumn(2);
|
|
cmd.SetGlobalVector("_ShadowBias", new Vector4(bias, normalBias, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector("_LightDirection", new Vector4(lightDirection.x, lightDirection.y, lightDirection.z, 0.0f));
|
|
}
|
|
|
|
private void SetupDirectionalShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, ref ScriptableRenderContext context)
|
|
{
|
|
Light light = shadowLight.light;
|
|
|
|
int cascadeCount = m_ShadowCasterCascadesCount;
|
|
for (int i = 0; i < kMaxCascades; ++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[kMaxCascades] = noOpShadowMatrix;
|
|
|
|
float invShadowAtlasWidth = 1.0f / m_ShadowSettings.directionalShadowAtlasWidth;
|
|
float invShadowAtlasHeight = 1.0f / m_ShadowSettings.directionalShadowAtlasHeight;
|
|
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
|
|
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
|
|
cmd.SetGlobalTexture(m_DirectionalShadowmapID, 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, m_CascadeSplitRadii);
|
|
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,
|
|
m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight));
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
}
|
|
|
|
private void SetupLocalLightsShadowReceiverConstants(CommandBuffer cmd, ref ScriptableRenderContext context)
|
|
{
|
|
for (int i = 0; i < m_LocalLightSlices.Length; ++i)
|
|
m_LocalShadowMatrices[i] = m_LocalLightSlices[i].shadowTransform;
|
|
|
|
float invShadowAtlasWidth = 1.0f / m_ShadowSettings.localShadowAtlasWidth;
|
|
float invShadowAtlasHeight = 1.0f / m_ShadowSettings.localShadowAtlasHeight;
|
|
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
|
|
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
|
|
|
|
cmd.SetGlobalTexture(m_LocalShadowmapID, m_LocalShadowmapTexture);
|
|
cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadowAtlas, m_LocalShadowMatrices);
|
|
cmd.SetGlobalFloatArray(LocalShadowConstantBuffer._LocalShadowStrength, m_LocalShadowStrength);
|
|
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
|
|
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight,
|
|
m_ShadowSettings.localShadowAtlasWidth, m_ShadowSettings.localShadowAtlasHeight));
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
}
|
|
};
|
|
}
|