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185 行
9.7 KiB
185 行
9.7 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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public class LocalShadowsPass : ScriptableRenderPass
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{
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const int k_ShadowmapBufferBits = 16;
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RenderTexture m_LocalShadowmapTexture;
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RenderTextureFormat m_LocalShadowmapFormat;
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Matrix4x4[] m_LocalShadowMatrices;
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ShadowSliceData[] m_LocalLightSlices;
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float[] m_LocalShadowStrength;
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const string k_SetupRenderTargetTag = "Setup Render Target";
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const string k_RenderLocalShadows = "Render Local Shadows";
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public LocalShadowsPass(LightweightForwardRenderer renderer) : base(renderer)
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{
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RegisterShaderPassName("ShadowCaster");
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int maxVisibleLocalLights = renderer.maxVisibleLocalLights;
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m_LocalShadowMatrices = new Matrix4x4[maxVisibleLocalLights];
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m_LocalLightSlices = new ShadowSliceData[maxVisibleLocalLights];
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m_LocalShadowStrength = new float[maxVisibleLocalLights];
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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_LocalShadowmapFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Shadowmap)
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? RenderTextureFormat.Shadowmap
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: RenderTextureFormat.Depth;
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}
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public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
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{
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if (renderingData.shadowData.renderLocalShadows)
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{
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Clear();
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RenderLocalShadowmapAtlas(ref context, ref cullResults, ref renderingData.lightData, ref renderingData.shadowData);
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}
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}
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public override void Dispose(CommandBuffer cmd)
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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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void Clear()
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{
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m_LocalShadowmapTexture = null;
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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_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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void RenderLocalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData)
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{
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List<int> localLightIndices = lightData.visibleLocalLightIndices;
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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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Matrix4x4 view, proj;
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Bounds bounds;
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int shadowSampling = 0;
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderLocalShadows);
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using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
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{
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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 = shadowData.localShadowAtlasWidth;
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int atlasHeight = shadowData.localShadowAtlasHeight;
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int sliceResolution = LightweightShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);
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m_LocalShadowmapTexture = RenderTexture.GetTemporary(shadowData.localShadowAtlasWidth,
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shadowData.localShadowAtlasHeight, k_ShadowmapBufferBits, m_LocalShadowmapFormat);
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m_LocalShadowmapTexture.filterMode = FilterMode.Bilinear;
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m_LocalShadowmapTexture.wrapMode = TextureWrapMode.Clamp;
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SetRenderTarget(cmd, m_LocalShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
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ClearFlag.Depth, Color.black);
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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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Matrix4x4 shadowTransform;
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bool success = LightweightShadowUtils.ExtractSpotLightMatrix(ref cullResults, ref shadowData,
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shadowLightIndex, out shadowTransform, out view, out proj);
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if (success)
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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 = shadowTransform;
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m_LocalShadowStrength[i] = light.shadowStrength;
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shadowSampling = Math.Max(shadowSampling, (int)light.shadows);
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if (shadowCastingLightsCount > 1)
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LightweightShadowUtils.ApplySliceTransform(ref m_LocalLightSlices[i], atlasWidth, atlasHeight);
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var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);
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LightweightShadowUtils.SetupShadowCasterConstants(cmd, ref shadowLight, proj, sliceResolution);
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LightweightShadowUtils.RenderShadowSlice(cmd, ref context, ref m_LocalLightSlices[i], proj, view, settings);
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}
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}
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SetupLocalLightsShadowReceiverConstants(ref context, cmd, ref shadowData);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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// TODO: We should have RenderingData as a readonly but currently we need this to pass shadow rendering to litpass
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shadowData.renderedLocalShadowQuality = (shadowData.supportsSoftShadows) ? (LightShadows)shadowSampling : LightShadows.Hard;
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}
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void SetupLocalLightsShadowReceiverConstants(ref ScriptableRenderContext context, CommandBuffer cmd, ref ShadowData shadowData)
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{
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for (int i = 0; i < m_LocalLightSlices.Length; ++i)
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m_LocalShadowMatrices[i] = m_LocalLightSlices[i].shadowTransform;
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float invShadowAtlasWidth = 1.0f / shadowData.localShadowAtlasWidth;
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float invShadowAtlasHeight = 1.0f / shadowData.localShadowAtlasHeight;
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float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
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float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
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cmd.SetGlobalTexture(RenderTargetHandles.LocalShadowmap, m_LocalShadowmapTexture);
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cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadowAtlas, m_LocalShadowMatrices);
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cmd.SetGlobalFloatArray(LocalShadowConstantBuffer._LocalShadowStrength, m_LocalShadowStrength);
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cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight,
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shadowData.localShadowAtlasWidth, shadowData.localShadowAtlasHeight));
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}
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}
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}
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