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1457 行
72 KiB
1457 行
72 KiB
using UnityEngine.Rendering;
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering
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{
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using ShadowRequestVector = VectorArray<ShadowmapBase.ShadowRequest>;
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using ShadowDataVector = VectorArray<ShadowData>;
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using ShadowPayloadVector = VectorArray<ShadowPayload>;
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using ShadowIndicesVector = VectorArray<int>;
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using ShadowAlgoVector = VectorArray<GPUShadowAlgorithm>;
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// Standard shadow map atlas implementation using one large shadow map
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public class ShadowAtlas : ShadowmapBase, IDisposable
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{
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public const uint k_MaxCascadesInShader = 4;
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protected readonly int m_TempDepthId;
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protected RenderTexture m_Shadowmap;
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protected RenderTargetIdentifier m_ShadowmapId;
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protected VectorArray<CachedEntry> m_EntryCache = new VectorArray<CachedEntry>( 0, true );
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protected uint m_ActiveEntriesCount;
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protected FrameId m_FrameId;
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protected string m_ShaderKeyword;
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protected uint m_TexSlot;
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protected uint m_SampSlot;
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protected uint[] m_TmpWidths = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount];
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protected uint[] m_TmpHeights = new uint[ShadowmapBase.ShadowRequest.k_MaxFaceCount];
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protected Vector4[] m_TmpSplits = new Vector4[k_MaxCascadesInShader];
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protected float[] m_TmpScales = new float[((k_MaxCascadesInShader+3)/4)*4];
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protected float[] m_TmpBorders = new float[((k_MaxCascadesInShader+3)/4)*4];
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protected ShadowAlgoVector m_SupportedAlgorithms = new ShadowAlgoVector( 0, false );
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protected Material m_DebugMaterial = null;
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protected struct Key
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{
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public int id;
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public uint faceIdx;
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public int visibleIdx;
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public uint shadowDataIdx;
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}
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protected struct Data
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{
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public FrameId frameId;
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public int contentHash;
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public GPUShadowAlgorithm shadowAlgo;
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public uint slice;
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public Rect viewport;
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public Matrix4x4 view;
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public Matrix4x4 proj;
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public Vector4 lightDir;
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public ShadowSplitData splitData;
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public bool IsValid() { return viewport.width > 0 && viewport.height > 0; }
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}
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protected class CachedEntry : IComparable<CachedEntry>
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{
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public Key key;
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public Data current;
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public Data previous;
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public int CompareTo( CachedEntry other )
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{
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if (current.viewport.height != other.current.viewport.height)
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return current.viewport.height > other.current.viewport.height ? -1 : 1;
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if (current.viewport.width != other.current.viewport.width)
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return current.viewport.width > other.current.viewport.width ? -1 : 1;
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if( key.id != other.key.id )
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return key.id < other.key.id ? -1 : 1;
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return key.faceIdx != other.key.faceIdx ? (key.faceIdx < other.key.faceIdx ? -1 : 1) : 0;
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}
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};
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public struct AtlasInit
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{
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public BaseInit baseInit; // the base class's initializer
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public string shaderKeyword; // the global shader keyword to use when rendering the shadowmap
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}
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// UI stuff
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protected struct ValRange
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{
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GUIContent Name;
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float ValMin;
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float ValDef;
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float ValMax;
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float ValScale;
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public ValRange( string name, float valMin, float valDef, float valMax, float valScale ) { Name = new GUIContent( name ); ValMin = valMin; ValDef = valDef; ValMax = valMax; ValScale = valScale; }
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#if UNITY_EDITOR
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public void Slider( ref int currentVal ) { currentVal = ShadowUtils.Asint( ValScale * UnityEditor.EditorGUILayout.Slider( Name, ShadowUtils.Asfloat( currentVal ) / ValScale, ValMin, ValMax ) ); }
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#else
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public void Slider( ref int currentVal ) {}
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#endif
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public int Default() { return ShadowUtils.Asint( ValScale * ValDef ); }
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}
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readonly ValRange m_DefPCF_DepthBias = new ValRange( "Depth Bias", 0.0f, 0.05f, 1.0f, 000.1f );
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readonly ValRange m_DefPCF_FilterSize = new ValRange( "Filter Size", 1.0f, 1.0f, 10.0f, 1.0f );
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public ShadowAtlas( ref AtlasInit init ) : base( ref init.baseInit )
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{
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if( !IsNativeDepth() )
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{
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m_TempDepthId = Shader.PropertyToID( "Temporary Shadowmap Depth" );
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}
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Initialize( init );
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}
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public override void CreateShadowmap()
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{
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m_Shadowmap = new RenderTexture( (int) m_Width, (int) m_Height, (int) m_ShadowmapBits, m_ShadowmapFormat, RenderTextureReadWrite.Linear );
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CreateShadowmap( m_Shadowmap );
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}
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virtual protected void CreateShadowmap( RenderTexture shadowmap )
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{
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m_Shadowmap.hideFlags = HideFlags.DontSaveInEditor | HideFlags.DontSaveInBuild;
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m_Shadowmap.dimension = TextureDimension.Tex2DArray;
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m_Shadowmap.volumeDepth = (int) m_Slices;
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m_ShadowmapId = new RenderTargetIdentifier( m_Shadowmap );
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}
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override protected void Register( GPUShadowType type, ShadowRegistry registry )
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{
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ShadowPrecision precision = m_ShadowmapBits == 32 ? ShadowPrecision.High : ShadowPrecision.Low;
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m_SupportedAlgorithms.Reserve( 5 );
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m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.PCF, ShadowVariant.V0, precision ) );
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m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.PCF, ShadowVariant.V1, precision ) );
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m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.PCF, ShadowVariant.V2, precision ) );
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m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.PCF, ShadowVariant.V3, precision ) );
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m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.PCF, ShadowVariant.V4, precision ) );
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ShadowRegistry.VariantDelegate del = ( Light l, ShadowAlgorithm dataAlgorithm, ShadowVariant dataVariant, ShadowPrecision dataPrecision, ref int[] dataBlock ) =>
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{
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CheckDataIntegrity( dataAlgorithm, dataVariant, dataPrecision, ref dataBlock );
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m_DefPCF_DepthBias.Slider( ref dataBlock[0] );
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if( dataVariant == ShadowVariant.V1 )
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m_DefPCF_FilterSize.Slider( ref dataBlock[1] );
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};
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registry.Register( type, precision, ShadowAlgorithm.PCF, "Percentage Closer Filtering (PCF)",
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new ShadowVariant[]{ ShadowVariant.V0, ShadowVariant.V1, ShadowVariant.V2, ShadowVariant.V3, ShadowVariant.V4 },
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new string[]{"1 tap", "9 tap adaptive", "tent 3x3 (4 taps)", "tent 5x5 (9 taps)", "tent 7x7 (16 taps)" },
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new ShadowRegistry.VariantDelegate[] { del, del, del, del, del } );
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}
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// returns true if the original data passed integrity checks, false if the data had to be modified
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virtual protected bool CheckDataIntegrity( ShadowAlgorithm algorithm, ShadowVariant variant, ShadowPrecision precision, ref int[] dataBlock )
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{
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if( algorithm != ShadowAlgorithm.PCF ||
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(variant != ShadowVariant.V0 &&
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variant != ShadowVariant.V1 &&
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variant != ShadowVariant.V2 &&
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variant != ShadowVariant.V3 &&
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variant != ShadowVariant.V4))
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return true;
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const int k_BlockSize = 2;
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if( dataBlock == null || dataBlock.Length != k_BlockSize )
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{
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// set defaults
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dataBlock = new int[k_BlockSize];
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dataBlock[0] = m_DefPCF_DepthBias.Default();
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dataBlock[1] = m_DefPCF_FilterSize.Default();
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return false;
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}
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return true;
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}
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public void Initialize( AtlasInit init )
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{
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m_ShaderKeyword = init.shaderKeyword;
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m_DebugMaterial = new Material(Shader.Find("Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap")) { hideFlags = HideFlags.HideAndDontSave };
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}
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override public void ReserveSlots( ShadowContextStorage sc )
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{
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m_TexSlot = sc.RequestTex2DArraySlot();
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m_SampSlot = IsNativeDepth() ? sc.RequestSamplerSlot( m_CompSamplerState ) : sc.RequestSamplerSlot( m_SamplerState );
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}
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override public void Fill( ShadowContextStorage cs )
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{
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cs.SetTex2DArraySlot( m_TexSlot, m_ShadowmapId );
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}
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public void Dispose()
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{
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if( m_Shadowmap != null )
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m_Shadowmap.Release();
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Object.DestroyImmediate(m_DebugMaterial);
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}
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override public bool Reserve( FrameId frameId, Camera camera, bool cameraRelativeRendering, ref ShadowData shadowData, ShadowRequest sr, uint width, uint height, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payload, List<VisibleLight> lights)
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{
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for( uint i = 0, cnt = sr.facecount; i < cnt; ++i )
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{
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m_TmpWidths[i] = width;
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m_TmpHeights[i] = height;
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}
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return Reserve( frameId, camera, cameraRelativeRendering, ref shadowData, sr, m_TmpWidths, m_TmpHeights, ref entries, ref payload, lights );
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}
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override public bool Reserve( FrameId frameId, Camera camera, bool cameraRelativeRendering, ref ShadowData shadowData, ShadowRequest sr, uint[] widths, uint[] heights, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payload, List<VisibleLight> lights)
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{
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if( m_FrameId.frameCount != frameId.frameCount )
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m_ActiveEntriesCount = 0;
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m_FrameId = frameId;
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uint algoIdx;
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GPUShadowAlgorithm shadowAlgo = sr.shadowAlgorithm;
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if( !m_SupportedAlgorithms.FindFirst( out algoIdx, ref shadowAlgo ) )
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return false;
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ShadowData sd = shadowData;
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ShadowData dummy = new ShadowData();
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if( sr.shadowType != GPUShadowType.Point && sr.shadowType != GPUShadowType.Spot && sr.shadowType != GPUShadowType.Directional )
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return false;
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if( sr.shadowType == GPUShadowType.Directional )
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{
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for( uint i = 0; i < k_MaxCascadesInShader; ++i )
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m_TmpSplits[i].Set( 0.0f, 0.0f, 0.0f, float.NegativeInfinity );
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}
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Key key;
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key.id = sr.instanceId;
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key.faceIdx = 0;
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key.visibleIdx = (int)sr.index;
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key.shadowDataIdx = entries.Count();
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uint originalEntryCount = entries.Count();
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uint originalPayloadCount = payload.Count();
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uint originalActiveEntries = m_ActiveEntriesCount;
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uint facecnt = sr.facecount;
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uint facemask = sr.facemask;
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uint bit = 1;
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int resIdx = 0;
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bool multiFace= sr.shadowType != GPUShadowType.Spot;
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const uint k_MaxShadowDatasPerLight = 7; // 1 shared ShadowData and up to 6 faces for point lights
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entries.Reserve( k_MaxShadowDatasPerLight );
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float nearPlaneOffset = QualitySettings.shadowNearPlaneOffset;
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GPUShadowAlgorithm sanitizedAlgo = ShadowUtils.ClearPrecision( sr.shadowAlgorithm );
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int cascadeCnt = 0;
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float[] cascadeRatios = null;
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float[] cascadeBorders = null;
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if( sr.shadowType == GPUShadowType.Directional )
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{
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AdditionalShadowData asd = lights[sr.index].light.GetComponent<AdditionalShadowData>();
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if( !asd )
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return false;
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asd.GetShadowCascades( out cascadeCnt, out cascadeRatios, out cascadeBorders );
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}
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if( multiFace )
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{
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// For lights with multiple faces, the first shadow data contains
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// per light information, so not all fields contain valid data.
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// Shader code must make sure to read per face data from per face entries.
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sd.texelSizeRcp = new Vector4( m_WidthRcp, m_HeightRcp, 1.0f / widths[0], 1.0f / heights[0] );
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sd.PackShadowType( sr.shadowType, sanitizedAlgo );
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sd.payloadOffset = payload.Count();
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entries.AddUnchecked( sd );
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key.shadowDataIdx++;
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}
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payload.Resize( payload.Count() + ReservePayload( sr ) );
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while ( facecnt > 0 )
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{
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if( (bit & facemask) != 0 )
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{
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uint width = widths[resIdx];
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uint height = heights[resIdx];
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uint ceIdx;
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if( !Alloc( frameId, key, width, height, out ceIdx, payload ) )
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{
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entries.Purge( entries.Count() - originalEntryCount );
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payload.Purge( payload.Count() - originalPayloadCount );
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uint added = m_ActiveEntriesCount - originalActiveEntries;
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for( uint i = originalActiveEntries; i < m_ActiveEntriesCount; ++i )
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m_EntryCache.Swap( i, m_EntryCache.Count()-i-1 );
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m_EntryCache.Purge( added, Free );
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m_ActiveEntriesCount = originalActiveEntries;
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return false;
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}
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// read
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float texelSizeX = 1.0f, texelSizeY = 1.0f;
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CachedEntry ce = m_EntryCache[ceIdx];
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// modify
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Matrix4x4 vp, invvp;
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if( sr.shadowType == GPUShadowType.Point )
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vp = ShadowUtils.ExtractPointLightMatrix( lights[sr.index], key.faceIdx, 2.0f, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData );
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else if( sr.shadowType == GPUShadowType.Spot )
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vp = ShadowUtils.ExtractSpotLightMatrix( lights[sr.index], out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData );
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else if( sr.shadowType == GPUShadowType.Directional )
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{
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vp = ShadowUtils.ExtractDirectionalLightMatrix( lights[sr.index], key.faceIdx, cascadeCnt, cascadeRatios, nearPlaneOffset, width, height, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData, m_CullResults, (int) sr.index );
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m_TmpSplits[key.faceIdx] = ce.current.splitData.cullingSphere;
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if( ce.current.splitData.cullingSphere.w != float.NegativeInfinity )
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{
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int face = (int)key.faceIdx;
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texelSizeX = 2.0f / ce.current.proj.m00;
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texelSizeY = 2.0f / ce.current.proj.m11;
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m_TmpScales[face] = Mathf.Max( texelSizeX, texelSizeY );
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m_TmpBorders[face] = cascadeBorders[face];
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m_TmpSplits[key.faceIdx].w *= ce.current.splitData.cullingSphere.w;
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}
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}
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else
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vp = invvp = Matrix4x4.identity; // should never happen, though
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if (cameraRelativeRendering)
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{
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Vector3 camPosWS = camera.transform.position;
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Matrix4x4 translation = Matrix4x4.Translate(camPosWS);
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ce.current.view *= translation;
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vp *= translation;
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if (sr.shadowType == GPUShadowType.Directional)
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{
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m_TmpSplits[key.faceIdx].x -= camPosWS.x;
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m_TmpSplits[key.faceIdx].y -= camPosWS.y;
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m_TmpSplits[key.faceIdx].z -= camPosWS.z;
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}
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}
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// write :(
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ce.current.shadowAlgo = shadowAlgo;
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m_EntryCache[ceIdx] = ce;
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sd.worldToShadow = vp.transpose; // apparently we need to transpose matrices that are sent to HLSL
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sd.shadowToWorld = invvp.transpose;
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sd.scaleOffset = new Vector4( ce.current.viewport.width * m_WidthRcp, ce.current.viewport.height * m_HeightRcp, ce.current.viewport.x, ce.current.viewport.y );
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sd.textureSize = new Vector4( m_Width, m_Height, ce.current.viewport.width, ce.current.viewport.height );
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sd.texelSizeRcp = new Vector4( m_WidthRcp, m_HeightRcp, 1.0f / ce.current.viewport.width, 1.0f / ce.current.viewport.height );
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sd.PackShadowmapId( m_TexSlot, m_SampSlot, ce.current.slice );
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sd.PackShadowType( sr.shadowType, sanitizedAlgo );
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sd.payloadOffset = originalPayloadCount;
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entries.AddUnchecked( sd );
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resIdx++;
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facecnt--;
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key.shadowDataIdx++;
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}
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else
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{
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// we push a dummy face in, otherwise we'd need a mapping from face index to shadowData in the shader as well
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entries.AddUnchecked( dummy );
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}
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key.faceIdx++;
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bit <<= 1;
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}
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WritePerLightPayload(lights, sr, ref sd, ref payload, ref originalPayloadCount );
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return true;
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}
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// Returns how many entries will be written into the payload buffer per light.
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virtual protected uint ReservePayload( ShadowRequest sr )
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{
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uint payloadSize = sr.shadowType == GPUShadowType.Directional ? (k_MaxCascadesInShader + ((uint)m_TmpScales.Length / 4) + ((uint)m_TmpBorders.Length / 4)) : 0;
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payloadSize += ShadowUtils.ExtractAlgorithm( sr.shadowAlgorithm ) == ShadowAlgorithm.PCF ? 1u : 0;
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return payloadSize;
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}
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// Writes additional per light data into the payload vector. Make sure to call base.WritePerLightPayload first.
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virtual protected void WritePerLightPayload(List<VisibleLight> lights, ShadowRequest sr, ref ShadowData sd, ref ShadowPayloadVector payload, ref uint payloadOffset )
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{
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ShadowPayload sp = new ShadowPayload();
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if( sr.shadowType == GPUShadowType.Directional )
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{
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for( uint i = 0; i < k_MaxCascadesInShader; i++, payloadOffset++ )
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{
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sp.Set( m_TmpSplits[i] );
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payload[payloadOffset] = sp;
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}
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for( int i = 0; i < m_TmpScales.Length; i += 4 )
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{
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sp.Set( m_TmpScales[i+0], m_TmpScales[i+1], m_TmpScales[i+2], m_TmpScales[i+3] );
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payload[payloadOffset] = sp;
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payloadOffset++;
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}
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for( int i = 0; i < m_TmpBorders.Length; i += 4 )
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{
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sp.Set( m_TmpBorders[i+0], m_TmpBorders[i+1], m_TmpBorders[i+2], m_TmpBorders[i+3] );
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payload[payloadOffset] = sp;
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payloadOffset++;
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}
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}
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ShadowAlgorithm algo; ShadowVariant vari; ShadowPrecision prec;
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ShadowUtils.Unpack( sr.shadowAlgorithm, out algo, out vari, out prec );
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if( algo == ShadowAlgorithm.PCF )
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{
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AdditionalShadowData asd = lights[sr.index].light.GetComponent<AdditionalShadowData>();
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if( !asd )
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return;
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int shadowDataFormat;
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int[] shadowData = asd.GetShadowData( out shadowDataFormat );
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if( !CheckDataIntegrity( algo, vari, prec, ref shadowData ) )
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{
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asd.SetShadowAlgorithm( (int)algo, (int)vari, (int) prec, shadowDataFormat, shadowData );
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Debug.Log( "Fixed up shadow data for algorithm " + algo + ", variant " + vari );
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}
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switch( vari )
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{
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case ShadowVariant.V0:
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case ShadowVariant.V1:
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case ShadowVariant.V2:
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case ShadowVariant.V3:
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case ShadowVariant.V4:
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{
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sp.Set( shadowData[0] | (SystemInfo.usesReversedZBuffer ? 1 : 0), shadowData[1], 0, 0 );
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payload[payloadOffset] = sp;
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payloadOffset++;
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}
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break;
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}
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}
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}
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override public bool ReserveFinalize( FrameId frameId, ref VectorArray<ShadowData> entries, ref VectorArray<ShadowPayload> payload )
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{
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if( Layout() )
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{
|
|
// patch up the shadow data contents with the result of the layouting step
|
|
for( uint i = 0; i < m_ActiveEntriesCount; ++i )
|
|
{
|
|
CachedEntry ce = m_EntryCache[i];
|
|
|
|
ShadowData sd = entries[ce.key.shadowDataIdx];
|
|
// update the shadow data with the actual result of the layouting step
|
|
sd.scaleOffset = new Vector4( ce.current.viewport.width * m_WidthRcp, ce.current.viewport.height * m_HeightRcp, ce.current.viewport.x * m_WidthRcp, ce.current.viewport.y * m_HeightRcp );
|
|
sd.PackShadowmapId( m_TexSlot, m_SampSlot, ce.current.slice );
|
|
// write back the correct results
|
|
entries[ce.key.shadowDataIdx] = sd;
|
|
}
|
|
m_EntryCache.Purge(m_EntryCache.Count() - m_ActiveEntriesCount, (CachedEntry entry) => { Free(entry); });
|
|
return true;
|
|
}
|
|
m_ActiveEntriesCount = 0;
|
|
m_EntryCache.Reset( (CachedEntry entry) => { Free(entry); });
|
|
return false;
|
|
}
|
|
|
|
virtual protected void PreUpdate( FrameId frameId, CommandBuffer cb, uint rendertargetSlice )
|
|
{
|
|
cb.SetRenderTarget( m_ShadowmapId, 0, (CubemapFace) 0, (int) rendertargetSlice );
|
|
if( !IsNativeDepth() )
|
|
{
|
|
cb.GetTemporaryRT(m_TempDepthId, (int)m_Width, (int)m_Height, (int)m_ShadowmapBits, FilterMode.Bilinear, RenderTextureFormat.Shadowmap, RenderTextureReadWrite.Default);
|
|
cb.SetRenderTarget( new RenderTargetIdentifier( m_TempDepthId ) );
|
|
}
|
|
cb.ClearRenderTarget( true, !IsNativeDepth(), m_ClearColor );
|
|
}
|
|
|
|
override public void Update( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)
|
|
{
|
|
if (m_ActiveEntriesCount == 0)
|
|
return;
|
|
|
|
var profilingSample = new ProfilingSample(cmd, "Shadowmap{0}", m_TexSlot);
|
|
|
|
string cbName = "";
|
|
if (!string.IsNullOrEmpty( m_ShaderKeyword ) )
|
|
{
|
|
cbName = "Shadowmap.EnableShadowKeyword";
|
|
cmd.BeginSample(cbName);
|
|
cmd.EnableShaderKeyword(m_ShaderKeyword);
|
|
cmd.EndSample(cbName);
|
|
}
|
|
|
|
// loop for generating each individual shadowmap
|
|
uint curSlice = uint.MaxValue;
|
|
Bounds bounds;
|
|
DrawShadowsSettings dss = new DrawShadowsSettings( cullResults, 0 );
|
|
for( uint i = 0; i < m_ActiveEntriesCount; ++i )
|
|
{
|
|
if( !cullResults.GetShadowCasterBounds( m_EntryCache[i].key.visibleIdx, out bounds ) )
|
|
continue;
|
|
|
|
uint entrySlice = m_EntryCache[i].current.slice;
|
|
if( entrySlice != curSlice )
|
|
{
|
|
Debug.Assert( curSlice == uint.MaxValue || entrySlice >= curSlice, "Entries in the entry cache are not ordered in slice order." );
|
|
cbName = string.Format("Shadowmap.Update.Slice{0}", entrySlice);
|
|
cmd.BeginSample(cbName);
|
|
|
|
if( curSlice != uint.MaxValue )
|
|
{
|
|
PostUpdate( frameId, cmd, curSlice, lights );
|
|
}
|
|
curSlice = entrySlice;
|
|
PreUpdate( frameId, cmd, curSlice );
|
|
|
|
cmd.EndSample(cbName);
|
|
}
|
|
|
|
//cbName = string.Format("Shadowmap.Update - slice: {0}, vp.x: {1}, vp.y: {2}, vp.w: {3}, vp.h: {4}", curSlice, m_EntryCache[i].current.viewport.x, m_EntryCache[i].current.viewport.y, m_EntryCache[i].current.viewport.width, m_EntryCache[i].current.viewport.height);
|
|
//cmd.BeginSample(cbName);
|
|
cmd.SetViewport( m_EntryCache[i].current.viewport );
|
|
cmd.SetViewProjectionMatrices( m_EntryCache[i].current.view, m_EntryCache[i].current.proj );
|
|
cmd.SetGlobalVector( "g_vLightDirWs", m_EntryCache[i].current.lightDir );
|
|
//cmd.EndSample(cbName);
|
|
|
|
dss.lightIndex = m_EntryCache[i].key.visibleIdx;
|
|
dss.splitData = m_EntryCache[i].current.splitData;
|
|
|
|
// This is done here because DrawRenderers API lives outside command buffers so we need to make sur eto call this before doing any DrawRenders
|
|
renderContext.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
renderContext.DrawShadows( ref dss ); // <- if this was a call on the commandbuffer we would get away with using just once commandbuffer for the entire shadowmap, instead of one per face
|
|
}
|
|
|
|
// post update
|
|
PostUpdate( frameId, cmd, curSlice, lights );
|
|
if( !string.IsNullOrEmpty( m_ShaderKeyword ) )
|
|
{
|
|
cmd.BeginSample("Shadowmap.DisableShaderKeyword");
|
|
cmd.DisableShaderKeyword( m_ShaderKeyword );
|
|
cmd.EndSample("Shadowmap.DisableShaderKeyword");
|
|
}
|
|
|
|
m_ActiveEntriesCount = 0;
|
|
|
|
profilingSample.Dispose();
|
|
}
|
|
|
|
virtual protected void PostUpdate( FrameId frameId, CommandBuffer cb, uint rendertargetSlice, List<VisibleLight> lights)
|
|
{
|
|
if( !IsNativeDepth() )
|
|
cb.ReleaseTemporaryRT( m_TempDepthId );
|
|
}
|
|
|
|
protected bool Alloc( FrameId frameId, Key key, uint width, uint height, out uint cachedEntryIdx, VectorArray<ShadowPayload> payload )
|
|
{
|
|
CachedEntry ce = new CachedEntry();
|
|
ce.key = key;
|
|
ce.current.frameId = frameId;
|
|
ce.current.contentHash = -1;
|
|
ce.current.slice = 0;
|
|
ce.current.viewport = new Rect( 0, 0, width, height );
|
|
|
|
uint idx;
|
|
if ( m_EntryCache.FindFirst( out idx, ref key, (ref Key k, ref CachedEntry entry) => { return k.id == entry.key.id && k.faceIdx == entry.key.faceIdx; } ) )
|
|
{
|
|
if( m_EntryCache[idx].current.viewport.width == width && m_EntryCache[idx].current.viewport.height == height )
|
|
{
|
|
ce.previous = m_EntryCache[idx].current;
|
|
m_EntryCache[idx] = ce;
|
|
cachedEntryIdx = m_ActiveEntriesCount;
|
|
m_EntryCache.SwapUnchecked( m_ActiveEntriesCount++, idx );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
m_EntryCache.SwapUnchecked( idx, m_EntryCache.Count()-1 );
|
|
m_EntryCache.Purge( 1, Free );
|
|
}
|
|
}
|
|
|
|
idx = m_EntryCache.Count();
|
|
m_EntryCache.Add( ce );
|
|
cachedEntryIdx = m_ActiveEntriesCount;
|
|
m_EntryCache.SwapUnchecked( m_ActiveEntriesCount++, idx );
|
|
return true;
|
|
}
|
|
|
|
protected bool Layout()
|
|
{
|
|
VectorArray<CachedEntry> tmp = m_EntryCache.Subrange( 0, m_ActiveEntriesCount );
|
|
tmp.Sort();
|
|
|
|
float curx = 0, cury = 0, curh = 0, xmax = m_Width, ymax = m_Height;
|
|
uint curslice = 0;
|
|
|
|
for (uint i = 0; i < m_ActiveEntriesCount; ++i)
|
|
{
|
|
// shadow atlas layouting
|
|
CachedEntry ce = m_EntryCache[i];
|
|
Rect vp = ce.current.viewport;
|
|
|
|
if( curx + vp.width > xmax )
|
|
{
|
|
curx = 0;
|
|
cury += curh;
|
|
}
|
|
if( curx + vp.width > xmax || cury + curh > ymax )
|
|
{
|
|
curslice++;
|
|
curx = 0;
|
|
cury = 0;
|
|
}
|
|
if( curx + vp.width > xmax || cury + curh > ymax || curslice == m_Slices )
|
|
{
|
|
Debug.LogError( "ERROR! Shadow atlasing failed." );
|
|
return false;
|
|
}
|
|
vp.x = curx;
|
|
vp.y = cury;
|
|
ce.current.viewport = vp;
|
|
ce.current.slice = curslice;
|
|
m_EntryCache[i] = ce;
|
|
curx += vp.width;
|
|
curh = curh >= vp.height ? curh : vp.height;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
protected void Free( CachedEntry ce )
|
|
{
|
|
// Nothing to do for this implementation here, as the atlas is reconstructed each frame, instead of keeping state across frames
|
|
}
|
|
|
|
override public void DisplayShadowMap(CommandBuffer debugCB, Vector4 scaleBias, uint slice, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue)
|
|
{
|
|
Vector4 validRange = new Vector4(minValue, 1.0f / (maxValue - minValue));
|
|
|
|
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
|
|
propertyBlock.SetTexture("_AtlasTexture", m_Shadowmap);
|
|
propertyBlock.SetVector("_TextureScaleBias", scaleBias);
|
|
propertyBlock.SetFloat("_TextureSlice", (float)slice);
|
|
propertyBlock.SetVector("_ValidRange", validRange);
|
|
debugCB.SetViewport(new Rect(screenX, screenY, screenSizeX, screenSizeY));
|
|
debugCB.DrawProcedural(Matrix4x4.identity, m_DebugMaterial, m_DebugMaterial.FindPass("REGULARSHADOW"), MeshTopology.Triangles, 3, 1, propertyBlock);
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------------------------------------------------------
|
|
//
|
|
// ShadowVariance
|
|
//
|
|
// -------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
// Shadowmap supporting various flavors of variance shadow maps.
|
|
public class ShadowVariance : ShadowAtlas
|
|
{
|
|
protected const int k_MomentBlurThreadsPerWorkgroup = 16;
|
|
protected const int k_BlurKernelMinSize = 3;
|
|
protected const int k_BlurKernelDefSize = (7 - k_BlurKernelMinSize) / 2;
|
|
protected const int k_BlurKernelMaxSize = 17;
|
|
protected const int k_BlurKernelCount = k_BlurKernelMaxSize / 2;
|
|
protected ComputeShader m_MomentBlurCS;
|
|
protected int[] m_KernelVSM = new int[k_BlurKernelCount];
|
|
protected int[] m_KernelEVSM_2 = new int[k_BlurKernelCount];
|
|
protected int[] m_KernelEVSM_4 = new int[k_BlurKernelCount];
|
|
protected int[] m_KernelMSM = new int[k_BlurKernelCount];
|
|
protected float[][] m_BlurWeights = new float[k_BlurKernelCount][];
|
|
protected int m_SampleCount;
|
|
|
|
[Flags]
|
|
protected enum Flags
|
|
{
|
|
bpp_16 = 1 << 0,
|
|
channels_2 = 1 << 1,
|
|
reversed_z = 1 << 2
|
|
}
|
|
protected readonly Flags m_Flags;
|
|
|
|
// default values
|
|
readonly ValRange m_DefVSM_LightLeakBias = new ValRange( "Light leak bias" , 0.0f, 0.5f , 0.99f , 1.0f );
|
|
readonly ValRange m_DefVSM_VarianceBias = new ValRange( "Variance bias" , 0.0f, 0.1f , 1.0f , 0.01f );
|
|
readonly ValRange m_DefEVSM_LightLeakBias = new ValRange( "Light leak bias" , 0.0f, 0.0f , 0.99f , 1.0f );
|
|
readonly ValRange m_DefEVSM_VarianceBias = new ValRange( "Variance bias" , 0.0f, 0.1f , 1.0f , 0.01f );
|
|
readonly ValRange m_DefEVSM_PosExponent_32 = new ValRange( "Positive Exponent" , 1.0f, 1.0f , 42.0f , 1.0f );
|
|
readonly ValRange m_DefEVSM_NegExponent_32 = new ValRange( "Negative Exponent" , 1.0f, 1.0f , 42.0f , 1.0f );
|
|
readonly ValRange m_DefEVSM_PosExponent_16 = new ValRange( "Positive Exponent" , 1.0f, 1.0f , 5.54f , 1.0f );
|
|
readonly ValRange m_DefEVSM_NegExponent_16 = new ValRange( "Negative Exponent" , 1.0f, 1.0f , 5.54f , 1.0f );
|
|
readonly ValRange m_DefMSM_LightLeakBias = new ValRange( "Light leak bias" , 0.0f, 0.5f , 0.99f , 1.0f );
|
|
readonly ValRange m_DefMSM_MomentBias = new ValRange( "Moment Bias" , 0.0f, 0.0f , 1.0f , 0.0001f);
|
|
readonly ValRange m_DefMSM_DepthBias = new ValRange( "Depth Bias" , 0.0f, 0.1f , 1.0f , 0.1f );
|
|
|
|
public static RenderTextureFormat GetFormat( bool use_16_BitsPerChannel, bool use_2_Channels, bool use_MSM )
|
|
{
|
|
Debug.Assert( !use_2_Channels || !use_MSM ); // MSM always requires 4 channels
|
|
if( use_16_BitsPerChannel )
|
|
{
|
|
return use_2_Channels ? RenderTextureFormat.RGHalf : (use_MSM ? RenderTextureFormat.ARGB64 : RenderTextureFormat.ARGBHalf);
|
|
}
|
|
else
|
|
{
|
|
return use_2_Channels ? RenderTextureFormat.RGFloat : RenderTextureFormat.ARGBFloat;
|
|
}
|
|
}
|
|
public ShadowVariance( ref AtlasInit init ) : base( ref init )
|
|
{
|
|
m_Flags |= (base.m_ShadowmapFormat == RenderTextureFormat.ARGBHalf || base.m_ShadowmapFormat == RenderTextureFormat.RGHalf || base.m_ShadowmapFormat == RenderTextureFormat.ARGB64) ? Flags.bpp_16 : 0;
|
|
m_Flags |= (base.m_ShadowmapFormat == RenderTextureFormat.RGFloat || base.m_ShadowmapFormat == RenderTextureFormat.RGHalf) ? Flags.channels_2 : 0;
|
|
m_Flags |= SystemInfo.usesReversedZBuffer ? Flags.reversed_z : 0;
|
|
|
|
m_SampleCount = 1; // TODO: Unity can't bind msaa rts as textures, yet, so this has to remain 1 for now
|
|
m_MomentBlurCS = Resources.Load<ComputeShader>( "ShadowBlurMoments" );
|
|
|
|
if( m_MomentBlurCS )
|
|
{
|
|
for( int i = 0, blurSize = 3; i < k_BlurKernelCount; ++i, blurSize += 2 )
|
|
{
|
|
m_KernelVSM[i] = m_MomentBlurCS.FindKernel( "main_VSM_" + blurSize );
|
|
m_KernelEVSM_2[i] = m_MomentBlurCS.FindKernel( "main_EVSM_2_" + blurSize );
|
|
m_KernelEVSM_4[i] = m_MomentBlurCS.FindKernel( "main_EVSM_4_" + blurSize );
|
|
m_KernelMSM[i] = m_MomentBlurCS.FindKernel( "main_MSM_" + blurSize );
|
|
|
|
m_BlurWeights[i] = new float[2+i];
|
|
FillBlurWeights( i );
|
|
}
|
|
}
|
|
|
|
// normalize blur weights
|
|
for( int i = 0; i < k_BlurKernelCount; ++i )
|
|
{
|
|
float weightSum = 0.0f;
|
|
for( int j = 0; j < m_BlurWeights[i].Length; ++j )
|
|
weightSum += m_BlurWeights[i][j];
|
|
weightSum = 1.0f / (2.0f * weightSum - m_BlurWeights[i][0]);
|
|
for( int j = 0; j < m_BlurWeights[i].Length; ++j )
|
|
m_BlurWeights[i][j] *= weightSum;
|
|
}
|
|
}
|
|
|
|
override protected void CreateShadowmap( RenderTexture shadowmap )
|
|
{
|
|
shadowmap.enableRandomWrite = true;
|
|
base.CreateShadowmap( shadowmap );
|
|
}
|
|
|
|
private void FillBlurWeights( int idx )
|
|
{
|
|
if( idx == 0 )
|
|
{
|
|
m_BlurWeights[0][0] = 2.0f;
|
|
m_BlurWeights[0][1] = 1.0f;
|
|
return;
|
|
}
|
|
|
|
float[] prev = m_BlurWeights[idx-1];
|
|
float[] cur = m_BlurWeights[idx];
|
|
int prevSize = prev.Length;
|
|
for( int i = 0; i < prevSize; ++i )
|
|
{
|
|
cur[i] = prev[Math.Abs( i-1 )] + prev[i] * 2.0f + (i == (prevSize-1) ? 0.0f : prev[i+1]);
|
|
}
|
|
cur[cur.Length-1] = 1.0f;
|
|
}
|
|
|
|
private void BlurSlider( ref int currentVal )
|
|
{
|
|
#if UNITY_EDITOR
|
|
currentVal = k_BlurKernelMinSize + currentVal * 2;
|
|
currentVal = (int) Math.Round( UnityEditor.EditorGUILayout.Slider( "Blur Size", currentVal, k_BlurKernelMinSize, k_BlurKernelMaxSize ) );
|
|
currentVal = (currentVal - k_BlurKernelMinSize) / 2;
|
|
#endif
|
|
}
|
|
|
|
override protected void Register( GPUShadowType type, ShadowRegistry registry )
|
|
{
|
|
bool supports_VSM = m_ShadowmapFormat != RenderTextureFormat.ARGB64;
|
|
bool supports_EVSM_2 = m_ShadowmapFormat != RenderTextureFormat.ARGB64;
|
|
bool supports_EVSM_4 = m_ShadowmapFormat != RenderTextureFormat.ARGB64 && (m_Flags & Flags.channels_2) == 0;
|
|
bool supports_MSM = (m_Flags & Flags.channels_2) == 0 && ((m_Flags & Flags.bpp_16) == 0 || m_ShadowmapFormat == RenderTextureFormat.ARGB64);
|
|
|
|
ShadowRegistry.VariantDelegate vsmDel = ( Light l, ShadowAlgorithm dataAlgorithm, ShadowVariant dataVariant, ShadowPrecision dataPrecision, ref int[] dataBlock ) =>
|
|
{
|
|
CheckDataIntegrity( dataAlgorithm, dataVariant, dataPrecision, ref dataBlock );
|
|
|
|
m_DefVSM_LightLeakBias.Slider( ref dataBlock[0] );
|
|
m_DefVSM_VarianceBias.Slider( ref dataBlock[1] );
|
|
BlurSlider( ref dataBlock[2] );
|
|
};
|
|
|
|
ShadowRegistry.VariantDelegate evsmDel = ( Light l, ShadowAlgorithm dataAlgorithm, ShadowVariant dataVariant, ShadowPrecision dataPrecision, ref int[] dataBlock ) =>
|
|
{
|
|
CheckDataIntegrity( dataAlgorithm, dataVariant, dataPrecision, ref dataBlock );
|
|
|
|
m_DefEVSM_LightLeakBias.Slider( ref dataBlock[0] );
|
|
m_DefEVSM_VarianceBias.Slider( ref dataBlock[1] );
|
|
if( (m_Flags & Flags.bpp_16) != 0 )
|
|
m_DefEVSM_PosExponent_16.Slider( ref dataBlock[2] );
|
|
else
|
|
m_DefEVSM_PosExponent_32.Slider( ref dataBlock[2] );
|
|
if( dataVariant == ShadowVariant.V1 )
|
|
{
|
|
if( (m_Flags & Flags.bpp_16) != 0 )
|
|
m_DefEVSM_NegExponent_16.Slider( ref dataBlock[3] );
|
|
else
|
|
m_DefEVSM_NegExponent_32.Slider( ref dataBlock[3] );
|
|
}
|
|
BlurSlider( ref dataBlock[4] );
|
|
};
|
|
|
|
ShadowRegistry.VariantDelegate msmDel = ( Light l, ShadowAlgorithm dataAlgorithm, ShadowVariant dataVariant, ShadowPrecision dataPrecision, ref int[] dataBlock ) =>
|
|
{
|
|
CheckDataIntegrity( dataAlgorithm, dataVariant, dataPrecision, ref dataBlock );
|
|
|
|
m_DefMSM_LightLeakBias.Slider( ref dataBlock[0] );
|
|
m_DefMSM_MomentBias.Slider( ref dataBlock[1] );
|
|
m_DefMSM_DepthBias.Slider( ref dataBlock[2] );
|
|
BlurSlider( ref dataBlock[3] );
|
|
};
|
|
|
|
ShadowPrecision precision = (m_Flags & Flags.bpp_16) == 0 ? ShadowPrecision.High : ShadowPrecision.Low;
|
|
m_SupportedAlgorithms.Reserve( 5 );
|
|
if( supports_VSM )
|
|
{
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.VSM, ShadowVariant.V0, precision ) );
|
|
registry.Register( type, precision, ShadowAlgorithm.VSM, "Variance shadow map (VSM)",
|
|
new ShadowVariant[] { ShadowVariant.V0 }, new string[] { "2 moments" }, new ShadowRegistry.VariantDelegate[] { vsmDel } );
|
|
}
|
|
if( supports_EVSM_2 && !supports_EVSM_4 )
|
|
{
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.EVSM, ShadowVariant.V0, precision ) );
|
|
registry.Register( type, precision, ShadowAlgorithm.EVSM, "Exponential variance shadow map (EVSM)",
|
|
new ShadowVariant[] { ShadowVariant.V0 }, new string[] { "2 moments" }, new ShadowRegistry.VariantDelegate[] { evsmDel } );
|
|
}
|
|
if( supports_EVSM_4 )
|
|
{
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.EVSM, ShadowVariant.V0, precision ) );
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.EVSM, ShadowVariant.V1, precision ) );
|
|
registry.Register( type, precision, ShadowAlgorithm.EVSM, "Exponential variance shadow map (EVSM)",
|
|
new ShadowVariant[] { ShadowVariant.V0, ShadowVariant.V1 }, new string[] { "2 moments", "4 moments" }, new ShadowRegistry.VariantDelegate[] { evsmDel, evsmDel } );
|
|
}
|
|
if( supports_MSM )
|
|
{
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.MSM, ShadowVariant.V0, precision ) );
|
|
m_SupportedAlgorithms.AddUniqueUnchecked( ShadowUtils.Pack( ShadowAlgorithm.MSM, ShadowVariant.V1, precision ) );
|
|
registry.Register( type, precision, ShadowAlgorithm.MSM, "Moment shadow map (MSM)",
|
|
new ShadowVariant[] { ShadowVariant.V0, ShadowVariant.V1 }, new string[] { "Hamburg", "Hausdorff" }, new ShadowRegistry.VariantDelegate[] { msmDel, msmDel } );
|
|
}
|
|
}
|
|
|
|
override protected bool CheckDataIntegrity( ShadowAlgorithm algorithm, ShadowVariant variant, ShadowPrecision precision, ref int[] dataBlock )
|
|
{
|
|
switch( algorithm )
|
|
{
|
|
case ShadowAlgorithm.VSM:
|
|
{
|
|
const int k_BlockSize = 3;
|
|
if( dataBlock == null || dataBlock.Length != k_BlockSize )
|
|
{
|
|
// set defaults
|
|
dataBlock = new int[k_BlockSize];
|
|
dataBlock[0] = m_DefVSM_LightLeakBias.Default();
|
|
dataBlock[1] = m_DefVSM_VarianceBias.Default();
|
|
dataBlock[2] = k_BlurKernelDefSize;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
case ShadowAlgorithm.EVSM:
|
|
{
|
|
const int k_BlockSize = 5;
|
|
if( dataBlock == null || dataBlock.Length != k_BlockSize )
|
|
{
|
|
// set defaults
|
|
dataBlock = new int[k_BlockSize];
|
|
dataBlock[0] = m_DefEVSM_LightLeakBias.Default();
|
|
dataBlock[1] = m_DefEVSM_VarianceBias.Default();
|
|
dataBlock[2] = (m_Flags & Flags.bpp_16) != 0 ? m_DefEVSM_PosExponent_16.Default() : m_DefEVSM_PosExponent_32.Default();
|
|
dataBlock[3] = (m_Flags & Flags.bpp_16) != 0 ? m_DefEVSM_NegExponent_16.Default() : m_DefEVSM_NegExponent_32.Default();
|
|
dataBlock[4] = k_BlurKernelDefSize;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
case ShadowAlgorithm.MSM:
|
|
{
|
|
const int k_BlockSize = 4;
|
|
if( dataBlock == null || dataBlock.Length != k_BlockSize )
|
|
{
|
|
// set defaults
|
|
dataBlock = new int[k_BlockSize];
|
|
dataBlock[0] = m_DefMSM_LightLeakBias.Default();
|
|
dataBlock[1] = m_DefMSM_MomentBias.Default();
|
|
dataBlock[2] = m_DefMSM_DepthBias.Default();
|
|
dataBlock[3] = k_BlurKernelDefSize;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
default: return base.CheckDataIntegrity( algorithm, variant, precision, ref dataBlock );
|
|
}
|
|
}
|
|
|
|
|
|
override protected uint ReservePayload( ShadowRequest sr )
|
|
{
|
|
uint cnt = base.ReservePayload( sr );
|
|
switch( ShadowUtils.ExtractAlgorithm( sr.shadowAlgorithm ) )
|
|
{
|
|
case ShadowAlgorithm.VSM : return cnt + 1;
|
|
case ShadowAlgorithm.EVSM: return cnt + 1;
|
|
case ShadowAlgorithm.MSM : return cnt + 1;
|
|
default: return cnt;
|
|
}
|
|
}
|
|
|
|
// Writes additional per light data into the payload vector. Make sure to call base.WritePerLightPayload first.
|
|
override protected void WritePerLightPayload(List<VisibleLight> lights, ShadowRequest sr, ref ShadowData sd, ref ShadowPayloadVector payload, ref uint payloadOffset )
|
|
{
|
|
base.WritePerLightPayload(lights, sr, ref sd, ref payload, ref payloadOffset );
|
|
|
|
AdditionalShadowData asd = lights[sr.index].light.GetComponent<AdditionalShadowData>();
|
|
if( !asd )
|
|
return;
|
|
|
|
ShadowPayload sp = new ShadowPayload();
|
|
int shadowDataFormat;
|
|
int[] shadowData = asd.GetShadowData( out shadowDataFormat );
|
|
if( shadowData == null )
|
|
return;
|
|
|
|
ShadowAlgorithm algo;
|
|
ShadowVariant vari;
|
|
ShadowPrecision prec;
|
|
ShadowUtils.Unpack( sr.shadowAlgorithm, out algo, out vari, out prec );
|
|
CheckDataIntegrity( algo, vari, prec, ref shadowData );
|
|
|
|
switch( algo )
|
|
{
|
|
case ShadowAlgorithm.VSM:
|
|
{
|
|
sp.p0 = shadowData[0];
|
|
sp.p1 = shadowData[1];
|
|
payload[payloadOffset] = sp;
|
|
payloadOffset++;
|
|
}
|
|
break;
|
|
case ShadowAlgorithm.EVSM:
|
|
{
|
|
sp.p0 = shadowData[0];
|
|
sp.p1 = shadowData[1];
|
|
sp.p2 = shadowData[2];
|
|
sp.p3 = shadowData[3];
|
|
|
|
payload[payloadOffset] = sp;
|
|
payloadOffset++;
|
|
}
|
|
break;
|
|
case ShadowAlgorithm.MSM:
|
|
{
|
|
sp.Set( shadowData[0], shadowData[1], shadowData[2] | (SystemInfo.usesReversedZBuffer ? 1 : 0), (m_Flags & Flags.bpp_16) != 0 ? 0x3f800000 : 0 );
|
|
payload[payloadOffset] = sp;
|
|
payloadOffset++;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
override protected void PreUpdate( FrameId frameId, CommandBuffer cb, uint rendertargetSlice )
|
|
{
|
|
cb.SetRenderTarget( m_ShadowmapId, 0, (CubemapFace) 0, (int) rendertargetSlice );
|
|
cb.GetTemporaryRT( m_TempDepthId, (int) m_Width, (int) m_Height, (int) m_ShadowmapBits, FilterMode.Bilinear, RenderTextureFormat.Shadowmap, RenderTextureReadWrite.Default, m_SampleCount );
|
|
cb.SetRenderTarget( new RenderTargetIdentifier( m_TempDepthId ) );
|
|
cb.ClearRenderTarget( true, true, m_ClearColor );
|
|
}
|
|
|
|
protected override void PostUpdate( FrameId frameId, CommandBuffer cb, uint rendertargetSlice, List<VisibleLight> lights)
|
|
{
|
|
if ( rendertargetSlice == uint.MaxValue )
|
|
{
|
|
base.PostUpdate( frameId, cb, rendertargetSlice, lights );
|
|
return;
|
|
}
|
|
|
|
uint cnt = m_EntryCache.Count();
|
|
uint i = 0;
|
|
while( i < cnt && m_EntryCache[i].current.slice < rendertargetSlice )
|
|
{
|
|
i++;
|
|
}
|
|
if( i >= cnt || m_EntryCache[i].current.slice > rendertargetSlice )
|
|
return;
|
|
|
|
|
|
cb.BeginSample("VSM conversion");
|
|
|
|
int kernelIdx = 2;
|
|
int currentKernel = 0;
|
|
|
|
for( int j = 0; j < k_BlurKernelCount; ++j )
|
|
{
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelVSM[j] , "depthTex" , new RenderTargetIdentifier( m_TempDepthId ) );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelVSM[j] , "outputTex", m_ShadowmapId );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelEVSM_2[j], "depthTex" , new RenderTargetIdentifier( m_TempDepthId ) );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelEVSM_2[j], "outputTex", m_ShadowmapId );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelEVSM_4[j], "depthTex" , new RenderTargetIdentifier( m_TempDepthId ) );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelEVSM_4[j], "outputTex", m_ShadowmapId );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelMSM[j] , "depthTex" , new RenderTargetIdentifier( m_TempDepthId ) );
|
|
cb.SetComputeTextureParam( m_MomentBlurCS, m_KernelMSM[j] , "outputTex", m_ShadowmapId );
|
|
}
|
|
|
|
while( i < cnt && m_EntryCache[i].current.slice == rendertargetSlice )
|
|
{
|
|
AdditionalShadowData asd = lights[m_EntryCache[i].key.visibleIdx].light.GetComponent<AdditionalShadowData>();
|
|
int shadowDataFormat;
|
|
int[] shadowData = asd.GetShadowData( out shadowDataFormat );
|
|
|
|
ShadowAlgorithm algo;
|
|
ShadowVariant vari;
|
|
ShadowPrecision prec;
|
|
ShadowUtils.Unpack( m_EntryCache[i].current.shadowAlgo, out algo, out vari, out prec );
|
|
switch( algo )
|
|
{
|
|
case ShadowAlgorithm.VSM:
|
|
{
|
|
kernelIdx = shadowData[2];
|
|
currentKernel = m_KernelVSM[kernelIdx];
|
|
}
|
|
break;
|
|
case ShadowAlgorithm.EVSM:
|
|
{
|
|
if( vari == ShadowVariant.V0 )
|
|
{
|
|
float evsmExponent1 = ShadowUtils.Asfloat( shadowData[2] );
|
|
cb.SetComputeFloatParam( m_MomentBlurCS, "evsmExponent", evsmExponent1 );
|
|
kernelIdx = shadowData[4];
|
|
currentKernel = m_KernelEVSM_2[kernelIdx];
|
|
}
|
|
else
|
|
{
|
|
float evsmExponent1 = ShadowUtils.Asfloat( shadowData[2] );
|
|
float evsmExponent2 = ShadowUtils.Asfloat( shadowData[3] );
|
|
cb.SetComputeFloatParams( m_MomentBlurCS, "evsmExponents", new float[] { evsmExponent1, evsmExponent2 } );
|
|
kernelIdx = shadowData[4];
|
|
currentKernel = m_KernelEVSM_4[kernelIdx];
|
|
}
|
|
}
|
|
break;
|
|
case ShadowAlgorithm.MSM :
|
|
{
|
|
kernelIdx = shadowData[3];
|
|
currentKernel = m_KernelMSM[kernelIdx];
|
|
}
|
|
break;
|
|
default: Debug.LogError( "Unknown shadow algorithm selected for moment type shadow maps." ); break;
|
|
}
|
|
// TODO: Need a check here whether the shadowmap actually got updated, but right now that's queried on the cullResults.
|
|
Rect r = m_EntryCache[i].current.viewport;
|
|
cb.SetComputeIntParams( m_MomentBlurCS, "srcRect", new int[] { (int) r.x, (int) r.y, (int) r.width, (int) r.height } );
|
|
cb.SetComputeIntParams( m_MomentBlurCS, "dstRect", new int[] { (int) r.x, (int) r.y, (int) rendertargetSlice, (int) m_Flags } );
|
|
cb.SetComputeFloatParams( m_MomentBlurCS, "blurWeightsStorage", m_BlurWeights[kernelIdx] );
|
|
cb.DispatchCompute( m_MomentBlurCS, currentKernel, ((int) r.width) / k_MomentBlurThreadsPerWorkgroup, (int) r.height / k_MomentBlurThreadsPerWorkgroup, 1 );
|
|
i++;
|
|
}
|
|
base.PostUpdate( frameId, cb, rendertargetSlice, lights );
|
|
cb.EndSample("VSM conversion");
|
|
}
|
|
|
|
override public void DisplayShadowMap(CommandBuffer debugCB, Vector4 scaleBias, uint slice, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue)
|
|
{
|
|
Vector4 validRange = new Vector4(minValue, 1.0f / (maxValue - minValue));
|
|
|
|
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
|
|
propertyBlock.SetTexture("_AtlasTexture", m_Shadowmap);
|
|
propertyBlock.SetVector("_TextureScaleBias", scaleBias);
|
|
propertyBlock.SetFloat("_TextureSlice", (float)slice);
|
|
propertyBlock.SetVector("_ValidRange", validRange);
|
|
debugCB.SetViewport(new Rect(screenX, screenY, screenSizeX, screenSizeY));
|
|
debugCB.DrawProcedural(Matrix4x4.identity, m_DebugMaterial, m_DebugMaterial.FindPass("VARIANCESHADOW"), MeshTopology.Triangles, 3, 1, propertyBlock);
|
|
}
|
|
}
|
|
// -------------------------------------------------------------------------------------------------------------------------------------------------
|
|
//
|
|
// ShadowManager
|
|
//
|
|
// -------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
// Standard shadow manager
|
|
public class ShadowManager : ShadowManagerBase
|
|
{
|
|
protected class ShadowContextAccess : ShadowContext
|
|
{
|
|
public ShadowContextAccess( ref ShadowContext.CtxtInit initializer ) : base( ref initializer ) { }
|
|
// unfortunately ref returns are only a C# 7.0 feature
|
|
public VectorArray<ShadowData> shadowDatas { get { return m_ShadowDatas; } set { m_ShadowDatas = value; } }
|
|
public VectorArray<ShadowPayload> payloads { get { return m_Payloads; } set { m_Payloads = value; } }
|
|
}
|
|
|
|
private const int k_MaxShadowmapPerType = 4;
|
|
private ShadowSettings m_ShadowSettings;
|
|
private ShadowmapBase[] m_Shadowmaps;
|
|
private ShadowmapBase[,] m_ShadowmapsPerType = new ShadowmapBase[(int)GPUShadowType.MAX, k_MaxShadowmapPerType];
|
|
private ShadowContextAccess m_ShadowCtxt;
|
|
private int[,] m_MaxShadows = new int[(int)GPUShadowType.MAX,2];
|
|
// The following vectors are just temporary helpers to avoid reallocation each frame. Contents are not stable.
|
|
private VectorArray<long> m_TmpSortKeys = new VectorArray<long>( 0, false );
|
|
private ShadowRequestVector m_TmpRequests = new ShadowRequestVector( 0, false );
|
|
// The following vector holds data that are returned to the caller so it can be sent to GPU memory in some form. Contents are stable in between calls to ProcessShadowRequests.
|
|
private ShadowIndicesVector m_ShadowIndices = new ShadowIndicesVector( 0, false );
|
|
|
|
|
|
public override uint GetShadowMapCount()
|
|
{
|
|
return (uint)m_Shadowmaps.Length;
|
|
}
|
|
|
|
public override uint GetShadowMapSliceCount(uint shadowMapIndex)
|
|
{
|
|
if (shadowMapIndex >= m_Shadowmaps.Length)
|
|
return 0;
|
|
|
|
return m_Shadowmaps[shadowMapIndex].slices;
|
|
}
|
|
|
|
public override uint GetShadowRequestCount()
|
|
{
|
|
return m_TmpRequests.Count();
|
|
}
|
|
|
|
public override uint GetShadowRequestFaceCount(uint requestIndex)
|
|
{
|
|
if (requestIndex >= (int)m_TmpRequests.Count())
|
|
return 0;
|
|
else
|
|
return m_TmpRequests[requestIndex].facecount;
|
|
}
|
|
|
|
public override int GetShadowRequestIndex(Light light)
|
|
{
|
|
for(int i = 0 ; i < m_TmpRequests.Count() ; ++i)
|
|
{
|
|
if (m_TmpRequests[(uint)i].instanceId == light.GetInstanceID())
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
public ShadowManager( ShadowSettings shadowSettings, ref ShadowContext.CtxtInit ctxtInitializer, ShadowmapBase[] shadowmaps )
|
|
{
|
|
m_ShadowSettings = shadowSettings;
|
|
m_ShadowCtxt = new ShadowContextAccess( ref ctxtInitializer );
|
|
|
|
Debug.Assert( shadowmaps != null && shadowmaps.Length > 0 );
|
|
m_Shadowmaps = shadowmaps;
|
|
foreach( var sm in shadowmaps )
|
|
{
|
|
sm.CreateShadowmap();
|
|
sm.Register( this );
|
|
sm.ReserveSlots( m_ShadowCtxt );
|
|
ShadowmapBase.ShadowSupport smsupport = sm.QueryShadowSupport();
|
|
for( int i = 0, bit = 1; i < (int) GPUShadowType.MAX; ++i, bit <<= 1 )
|
|
{
|
|
if( ((int)smsupport & bit) == 0 )
|
|
continue;
|
|
|
|
for( int idx = 0; i < k_MaxShadowmapPerType; ++idx )
|
|
{
|
|
if( m_ShadowmapsPerType[i,idx] == null )
|
|
{
|
|
m_ShadowmapsPerType[i,idx] = sm;
|
|
break;
|
|
}
|
|
}
|
|
Debug.Assert( m_ShadowmapsPerType[i,k_MaxShadowmapPerType-1] == null || m_ShadowmapsPerType[i,k_MaxShadowmapPerType-1] == sm,
|
|
"Only up to " + k_MaxShadowmapPerType + " are allowed per light type. If more are needed then increase ShadowManager.k_MaxShadowmapPerType" );
|
|
}
|
|
}
|
|
|
|
m_MaxShadows[(int)GPUShadowType.Point ,0] = m_MaxShadows[(int)GPUShadowType.Point ,1] = 4;
|
|
m_MaxShadows[(int)GPUShadowType.Spot ,0] = m_MaxShadows[(int)GPUShadowType.Spot ,1] = 8;
|
|
m_MaxShadows[(int)GPUShadowType.Directional,0] = m_MaxShadows[(int)GPUShadowType.Directional ,1] = 2;
|
|
|
|
#if UNITY_EDITOR
|
|
// and register itself
|
|
AdditionalShadowDataEditor.SetRegistry( this );
|
|
#endif
|
|
}
|
|
|
|
public override void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams )
|
|
{
|
|
cullingParams.shadowDistance = Mathf.Min( m_ShadowSettings.maxShadowDistance, cullingParams.shadowDistance );
|
|
}
|
|
|
|
public override void ProcessShadowRequests( FrameId frameId, CullResults cullResults, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, ref uint shadowRequestsCount, int[] shadowRequests, out int[] shadowDataIndices )
|
|
{
|
|
shadowDataIndices = null;
|
|
|
|
// TODO:
|
|
// Cached the cullResults here so we don't need to pass them around.
|
|
// Allocate needs to pass them to the shadowmaps, as the ShadowUtil functions calculating view/proj matrices need them to call into C++ land.
|
|
// Ideally we can get rid of that at some point, then we wouldn't need to cache them here, anymore.
|
|
foreach( var sm in m_Shadowmaps )
|
|
{
|
|
sm.Assign( cullResults );
|
|
}
|
|
|
|
if( shadowRequestsCount == 0 || lights == null || shadowRequests == null )
|
|
{
|
|
shadowRequestsCount = 0;
|
|
return;
|
|
}
|
|
|
|
// first sort the shadow casters according to some priority
|
|
PrioritizeShadowCasters( camera, lights, shadowRequestsCount, shadowRequests );
|
|
|
|
// next prune them based on some logic
|
|
VectorArray<int> requestedShadows = new VectorArray<int>( shadowRequests, 0, shadowRequestsCount, false );
|
|
m_TmpRequests.Reset( shadowRequestsCount );
|
|
uint totalGranted;
|
|
PruneShadowCasters( camera, lights, ref requestedShadows, ref m_TmpRequests, out totalGranted );
|
|
|
|
// if there are no shadow casters at this point -> bail
|
|
if( totalGranted == 0 )
|
|
{
|
|
shadowRequestsCount = 0;
|
|
return;
|
|
}
|
|
|
|
// TODO: Now would be a good time to kick off the culling jobs for the granted requests - but there's no way to control that at the moment.
|
|
|
|
// finally go over the lights deemed shadow casters and try to fit them into the shadow map
|
|
// shadowmap allocation must succeed at this point.
|
|
m_ShadowCtxt.ClearData();
|
|
ShadowDataVector shadowVector = m_ShadowCtxt.shadowDatas;
|
|
ShadowPayloadVector payloadVector = m_ShadowCtxt.payloads;
|
|
m_ShadowIndices.Reset( m_TmpRequests.Count() );
|
|
if (!AllocateShadows(frameId, camera, cameraRelativeRendering, lights, totalGranted, ref m_TmpRequests, ref m_ShadowIndices, ref shadowVector, ref payloadVector))
|
|
{
|
|
shadowRequestsCount = 0;
|
|
return;
|
|
}
|
|
Debug.Assert( m_TmpRequests.Count() == m_ShadowIndices.Count() );
|
|
m_ShadowCtxt.shadowDatas = shadowVector;
|
|
m_ShadowCtxt.payloads = payloadVector;
|
|
|
|
// and set the output parameters
|
|
uint offset;
|
|
shadowDataIndices = m_ShadowIndices.AsArray( out offset, out shadowRequestsCount );
|
|
}
|
|
|
|
public class SortReverter : System.Collections.Generic.IComparer<long>
|
|
{
|
|
public int Compare(long lhs, long rhs)
|
|
{
|
|
return rhs.CompareTo(lhs);
|
|
}
|
|
}
|
|
|
|
protected override void PrioritizeShadowCasters( Camera camera, List<VisibleLight> lights, uint shadowRequestsCount, int[] shadowRequests )
|
|
{
|
|
// this function simply looks at the projected area on the screen, ignoring all light types and shapes
|
|
m_TmpSortKeys.Reset( shadowRequestsCount );
|
|
|
|
for( int i = 0; i < shadowRequestsCount; ++i )
|
|
{
|
|
int vlidx = shadowRequests[i];
|
|
VisibleLight vl = lights[vlidx];
|
|
Light l = vl.light;
|
|
|
|
// use the screen rect as a measure of importance
|
|
float area = vl.screenRect.width * vl.screenRect.height;
|
|
long val = ShadowUtils.Asint( area );
|
|
val <<= 32;
|
|
val |= (uint)vlidx;
|
|
m_TmpSortKeys.AddUnchecked( val );
|
|
}
|
|
|
|
m_TmpSortKeys.Sort( new SortReverter() );
|
|
m_TmpSortKeys.ExtractTo( shadowRequests, 0, out shadowRequestsCount, delegate(long key) { return (int) (key & 0xffffffff); } );
|
|
}
|
|
|
|
protected override void PruneShadowCasters( Camera camera, List<VisibleLight> lights, ref VectorArray<int> shadowRequests, ref ShadowRequestVector requestsGranted, out uint totalRequestCount )
|
|
{
|
|
Debug.Assert( shadowRequests.Count() > 0 );
|
|
// at this point the array is sorted in order of some importance determined by the prioritize function
|
|
requestsGranted.Reserve( shadowRequests.Count() );
|
|
totalRequestCount = 0;
|
|
Vector3 campos = new Vector3( camera.transform.position.x, camera.transform.position.y, camera.transform.position.z );
|
|
|
|
ShadowmapBase.ShadowRequest sreq = new ShadowmapBase.ShadowRequest();
|
|
uint totalSlots = ResetMaxShadows();
|
|
// there's a 1:1 mapping between the index in the shadowRequests array and the element in requestsGranted at the same index.
|
|
// if the prune function skips requests it must make sure that the array is still compact
|
|
m_TmpSortKeys.Reset( shadowRequests.Count() );
|
|
for( uint i = 0, count = shadowRequests.Count(); i < count && totalSlots > 0; ++i )
|
|
{
|
|
int requestIdx = shadowRequests[i];
|
|
VisibleLight vl = lights[requestIdx];
|
|
int facecount = 0;
|
|
GPUShadowType shadowType = GPUShadowType.Point;
|
|
|
|
AdditionalShadowData asd = vl.light.GetComponent<AdditionalShadowData>();
|
|
Vector3 lpos = vl.light.transform.position;
|
|
float distToCam = (campos - lpos).magnitude;
|
|
bool add = (distToCam < asd.shadowFadeDistance || vl.lightType == LightType.Directional) && m_ShadowSettings.enabled;
|
|
|
|
if( add )
|
|
{
|
|
switch( vl.lightType )
|
|
{
|
|
case LightType.Directional:
|
|
add = --m_MaxShadows[(int)GPUShadowType.Directional, 0] >= 0;
|
|
shadowType = GPUShadowType.Directional;
|
|
facecount = asd.cascadeCount;
|
|
break;
|
|
case LightType.Point:
|
|
add = --m_MaxShadows[(int)GPUShadowType.Point, 0] >= 0;
|
|
shadowType = GPUShadowType.Point;
|
|
facecount = 6;
|
|
break;
|
|
case LightType.Spot:
|
|
add = --m_MaxShadows[(int)GPUShadowType.Spot, 0] >= 0;
|
|
shadowType = GPUShadowType.Spot;
|
|
facecount = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( add )
|
|
{
|
|
sreq.instanceId = vl.light.GetInstanceID();
|
|
sreq.index = requestIdx;
|
|
sreq.facemask = (uint) (1 << facecount) - 1;
|
|
sreq.shadowType = shadowType;
|
|
|
|
int sa, sv, sp;
|
|
asd.GetShadowAlgorithm( out sa, out sv, out sp );
|
|
sreq.shadowAlgorithm = ShadowUtils.Pack( (ShadowAlgorithm) sa, (ShadowVariant) sv, (ShadowPrecision) sp );
|
|
totalRequestCount += (uint) facecount;
|
|
requestsGranted.AddUnchecked( sreq );
|
|
totalSlots--;
|
|
}
|
|
else
|
|
m_TmpSortKeys.AddUnchecked( requestIdx );
|
|
}
|
|
// make sure that shadowRequests contains all light indices that are going to cast a shadow first, then the rest
|
|
shadowRequests.Reset();
|
|
requestsGranted.ExtractTo( ref shadowRequests, (ShadowmapBase.ShadowRequest request) => { return (int) request.index; } );
|
|
m_TmpSortKeys.ExtractTo( ref shadowRequests, (long idx) => { return (int) idx; } );
|
|
}
|
|
|
|
protected override bool AllocateShadows( FrameId frameId, Camera camera, bool cameraRelativeRendering, List<VisibleLight> lights, uint totalGranted, ref ShadowRequestVector grantedRequests, ref ShadowIndicesVector shadowIndices, ref ShadowDataVector shadowDatas, ref ShadowPayloadVector shadowmapPayload )
|
|
{
|
|
ShadowData sd = new ShadowData();
|
|
shadowDatas.Reserve( totalGranted );
|
|
shadowIndices.Reserve( grantedRequests.Count() );
|
|
for( uint i = 0, cnt = grantedRequests.Count(); i < cnt; ++i )
|
|
{
|
|
Light l = lights[grantedRequests[i].index].light;
|
|
AdditionalShadowData asd = l.GetComponent<AdditionalShadowData>();
|
|
|
|
// set light specific values that are not related to the shadowmap
|
|
GPUShadowType shadowtype = GetShadowLightType(l);
|
|
// current bias value range is way too large, so scale by 0.01 for now until we've decided whether to actually keep this value or not.
|
|
sd.bias = 0.01f * (SystemInfo.usesReversedZBuffer ? l.shadowBias : -l.shadowBias);
|
|
sd.normalBias = 2.0f * l.shadowNormalBias;
|
|
|
|
shadowIndices.AddUnchecked( (int) shadowDatas.Count() );
|
|
|
|
int smidx = 0;
|
|
while( smidx < k_MaxShadowmapPerType )
|
|
{
|
|
if( m_ShadowmapsPerType[(int)shadowtype,smidx] != null && m_ShadowmapsPerType[(int)shadowtype,smidx].Reserve( frameId, camera, cameraRelativeRendering, ref sd, grantedRequests[i], (uint) asd.shadowResolution, (uint) asd.shadowResolution, ref shadowDatas, ref shadowmapPayload, lights ) )
|
|
break;
|
|
smidx++;
|
|
}
|
|
if( smidx == k_MaxShadowmapPerType )
|
|
{
|
|
Debug.LogError("The requested shadows do not fit into any shadowmap.");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// final step for shadowmaps that only gather data during the previous loop and do the actual allocation once they have all the data.
|
|
foreach( var sm in m_Shadowmaps )
|
|
{
|
|
if( !sm.ReserveFinalize( frameId, ref shadowDatas, ref shadowmapPayload ) )
|
|
{
|
|
Debug.LogError("Shadow allocation failed in the ReserveFinalize step." );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)
|
|
{
|
|
using (new ProfilingSample(cmd, "Render Shadows"))
|
|
{
|
|
foreach( var sm in m_Shadowmaps )
|
|
{
|
|
sm.Update( frameId, renderContext, cmd, cullResults, lights );
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void DisplayShadow(CommandBuffer cmd, int shadowRequestIndex, uint faceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue)
|
|
{
|
|
if (m_ShadowIndices.Count() == 0)
|
|
return;
|
|
|
|
uint index = Math.Max(0, Math.Min((uint)(m_ShadowIndices.Count() - 1), (uint)shadowRequestIndex));
|
|
int offset = (m_TmpRequests[index].facecount > 1 ) ? 1 : 0;
|
|
VectorArray<ShadowData> shadowDatas = m_ShadowCtxt.shadowDatas;
|
|
ShadowData faceData = shadowDatas[(uint)(m_ShadowIndices[index] + offset + faceIndex)];
|
|
uint texID, samplerID, slice;
|
|
faceData.UnpackShadowmapId(out texID, out samplerID, out slice);
|
|
m_Shadowmaps[texID].DisplayShadowMap(cmd, faceData.scaleOffset, slice, screenX, screenY, screenSizeX, screenSizeY, minValue, maxValue);
|
|
}
|
|
|
|
public override void DisplayShadowMap(CommandBuffer cmd, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue)
|
|
{
|
|
if(m_Shadowmaps.Length == 0)
|
|
return;
|
|
|
|
uint index = Math.Max(0, Math.Min((uint)(m_Shadowmaps.Length - 1), shadowMapIndex));
|
|
m_Shadowmaps[index].DisplayShadowMap(cmd, new Vector4(1.0f, 1.0f, 0.0f, 0.0f), sliceIndex, screenX, screenY, screenSizeX, screenSizeY, minValue, maxValue);
|
|
}
|
|
|
|
public override void SyncData()
|
|
{
|
|
m_ShadowCtxt.SyncData();
|
|
}
|
|
|
|
public override void BindResources(CommandBuffer cmd, ComputeShader computeShader, int computeKernel)
|
|
{
|
|
foreach (var sm in m_Shadowmaps)
|
|
{
|
|
sm.Fill(m_ShadowCtxt);
|
|
}
|
|
cmd.BeginSample("Bind resources to GPU");
|
|
m_ShadowCtxt.BindResources(cmd, computeShader, computeKernel);
|
|
cmd.EndSample("Bind resources to GPU");
|
|
}
|
|
|
|
// resets the shadow slot counters and returns the sum of all slots
|
|
private uint ResetMaxShadows()
|
|
{
|
|
int total = 0;
|
|
for( int i = 0; i < (int) GPUShadowType.MAX; ++i )
|
|
{
|
|
m_MaxShadows[i,0] = m_MaxShadows[i,1];
|
|
total += m_MaxShadows[i,1];
|
|
}
|
|
return total > 0 ? (uint) total : 0;
|
|
}
|
|
}
|
|
} // end of namespace UnityEngine.Experimental.ScriptableRenderLoop
|