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using UnityEngine;
using UnityEngine.Rendering;
using System;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.ScriptableRenderLoop
{
public class ForwardRenderLoop : ScriptableRenderLoop
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateForwardRenderLoop")]
static void CreateForwardRenderLoop()
{
var instance = ScriptableObject.CreateInstance<ForwardRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/forwardrenderloop.asset");
}
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
ShadowRenderPass m_ShadowPass;
const int k_MaxLights = 10;
const int k_MaxShadowmapPerLights = 6;
const int k_MaxDirectionalSplit = 4;
// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
const float k_DirectionalLightPullbackDistance = 10000.0f;
[NonSerialized] private int m_WarnedTooManyLights = 0;
void OnEnable()
{
Rebuild();
}
void OnValidate()
{
Rebuild();
}
public override void Rebuild()
{
m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void UpdateLightConstants(VisibleLight[] visibleLights, ref ShadowOutput shadow)
{
var numLightsIncludingTooMany = 0;
var numLights = 0;
var lightColor = new Vector4[k_MaxLights];
var lightPosition_invRadius = new Vector4[k_MaxLights];
var lightDirection = new Vector4[k_MaxLights];
var lightShadowIndex_lightParams = new Vector4[k_MaxLights];
var lightFalloffParams = new Vector4[k_MaxLights];
var spotLightInnerOuterConeCosines = new Vector4[k_MaxLights];
var matWorldToShadow = new Matrix4x4[k_MaxLights * k_MaxShadowmapPerLights];
var dirShadowSplitSpheres = new Vector4[k_MaxDirectionalSplit];
for (var nLight = 0; nLight < visibleLights.Length; nLight++)
{
numLightsIncludingTooMany++;
if (numLightsIncludingTooMany > k_MaxLights)
continue;
var light = visibleLights[nLight];
var lightType = light.lightType;
var position = light.light.transform.position;
var lightDir = light.light.transform.forward.normalized;
var additionalLightData = light.light.GetComponent<AdditionalLightData>();
// Setup shadow data arrays
var hasShadows = shadow.GetShadowSliceCountLightIndex(nLight) != 0;
if (lightType == LightType.Directional)
{
lightColor[numLights] = light.finalColor;
lightPosition_invRadius[numLights] = new Vector4(
position.x - (lightDir.x * k_DirectionalLightPullbackDistance),
position.y - (lightDir.y * k_DirectionalLightPullbackDistance),
position.z - (lightDir.z * k_DirectionalLightPullbackDistance),
-1.0f);
lightDirection[numLights] = new Vector4(lightDir.x, lightDir.y, lightDir.z);
lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(0.0f, 0.0f, float.MaxValue, (float)lightType);
spotLightInnerOuterConeCosines[numLights] = new Vector4(0.0f, -1.0f, 1.0f);
if (hasShadows)
{
for (var s = 0; s < k_MaxDirectionalSplit; ++s)
{
dirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if (lightType == LightType.Point)
{
lightColor[numLights] = light.finalColor;
lightPosition_invRadius[numLights] = new Vector4(position.x, position.y, position.z, 1.0f / light.range);
lightDirection[numLights] = new Vector4(0.0f, 0.0f, 0.0f);
lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
spotLightInnerOuterConeCosines[numLights] = new Vector4(0.0f, -1.0f, 1.0f);
}
else if (lightType == LightType.Spot)
{
lightColor[numLights] = light.finalColor;
lightPosition_invRadius[numLights] = new Vector4(position.x, position.y, position.z, 1.0f / light.range);
lightDirection[numLights] = new Vector4(lightDir.x, lightDir.y, lightDir.z);
lightShadowIndex_lightParams[numLights] = new Vector4(0, 0, 1, 1);
lightFalloffParams[numLights] = new Vector4(1.0f, 0.0f, light.range * light.range, (float)lightType);
var flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
var spotAngle = light.light.spotAngle;
var flPhiDot = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f); // outer cone
var flThetaDot = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone
spotLightInnerOuterConeCosines[numLights] = new Vector4(flThetaDot, flPhiDot, 1.0f / Mathf.Max(0.01f, flThetaDot - flPhiDot));
}
if (hasShadows)
{
// Enable shadows
lightShadowIndex_lightParams[numLights].x = 1;
for (var s = 0; s < shadow.GetShadowSliceCountLightIndex(nLight); ++s)
{
var shadowSliceIndex = shadow.GetShadowSliceIndex(nLight, s);
matWorldToShadow[numLights * k_MaxShadowmapPerLights + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
numLights++;
}
// Warn if too many lights found
if (numLightsIncludingTooMany > k_MaxLights)
{
if (numLightsIncludingTooMany > m_WarnedTooManyLights)
{
Debug.LogError("ERROR! Found " + numLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + k_MaxLights +
" active runtime lights at a time!\nDisabling " + (numLightsIncludingTooMany - k_MaxLights) + " runtime light" +
((numLightsIncludingTooMany - k_MaxLights) > 1 ? "s" : "") + "!\n");
}
m_WarnedTooManyLights = numLightsIncludingTooMany;
}
else
{
if (m_WarnedTooManyLights > 0)
{
m_WarnedTooManyLights = 0;
Debug.Log("SUCCESS! Found " + numLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + k_MaxLights + ".\n\n");
}
}
// Send constants to shaders
Shader.SetGlobalInt("g_nNumLights", numLights);
// New method for Unity 5.4 to set arrays of constants
Shader.SetGlobalVectorArray("g_vLightPosition_flInvRadius", lightPosition_invRadius);
Shader.SetGlobalVectorArray("g_vLightColor", lightColor);
Shader.SetGlobalVectorArray("g_vLightDirection", lightDirection);
Shader.SetGlobalVectorArray("g_vLightShadowIndex_vLightParams", lightShadowIndex_lightParams);
Shader.SetGlobalVectorArray("g_vLightFalloffParams", lightFalloffParams);
Shader.SetGlobalVectorArray("g_vSpotLightInnerOuterConeCosines", spotLightInnerOuterConeCosines);
Shader.SetGlobalMatrixArray("g_matWorldToShadow", matWorldToShadow);
Shader.SetGlobalVectorArray("g_vDirShadowSplitSpheres", dirShadowSplitSpheres);
// Time
#if (UNITY_EDITOR)
{
Shader.SetGlobalFloat("g_flTime", Time.realtimeSinceStartup);
//Debug.Log( "Time " + Time.realtimeSinceStartup );
}
#else
{
Shader.SetGlobalFloat("g_flTime", Time.timeSinceLevelLoad);
//Debug.Log( "Time " + Time.timeSinceLevelLoad );
}
#endif
// PCF 3x3 Shadows
var texelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
var texelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
var shadow3x3PCFTerms0 = new Vector4(20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f);
var shadow3x3PCFTerms1 = new Vector4(texelEpsilonX, texelEpsilonY, -texelEpsilonX, -texelEpsilonY);
var shadow3x3PCFTerms2 = new Vector4(texelEpsilonX, texelEpsilonY, 0.0f, 0.0f);
var shadow3x3PCFTerms3 = new Vector4(-texelEpsilonX, -texelEpsilonY, 0.0f, 0.0f);
Shader.SetGlobalVector("g_vShadow3x3PCFTerms0", shadow3x3PCFTerms0);
Shader.SetGlobalVector("g_vShadow3x3PCFTerms1", shadow3x3PCFTerms1);
Shader.SetGlobalVector("g_vShadow3x3PCFTerms2", shadow3x3PCFTerms2);
Shader.SetGlobalVector("g_vShadow3x3PCFTerms3", shadow3x3PCFTerms3);
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
foreach (var camera in cameras)
{
CullResults cullResults;
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
continue;
m_ShadowPass.UpdateCullingParameters(ref cullingParams);
cullResults = CullResults.Cull(ref cullingParams, renderLoop);
ShadowOutput shadows;
m_ShadowPass.Render(renderLoop, cullResults, out shadows);
renderLoop.SetupCameraProperties(camera);
UpdateLightConstants(cullResults.visibleLights, ref shadows);
var settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardBase"));
settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
renderLoop.DrawRenderers(ref settings);
renderLoop.Submit();
}
// Post effects
}
#if UNITY_EDITOR
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
{
var features = new UnityEditor.SupportedRenderingFeatures
{
reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
};
return features;
}
#endif
}
}