Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Passes/Utility/RendererLighting.cs

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2024-05-06 14:45:45 -04:00
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using Unity.Collections;
namespace UnityEngine.Rendering.Universal
{
internal static class RendererLighting
{
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Draw Normals");
private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
private static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 0.5f, 1.0f);
private static readonly string k_SpriteLightKeyword = "SPRITE_LIGHT";
private static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES";
private static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST";
private static readonly string k_UseNormalMap = "USE_NORMAL_MAP";
private static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING";
private static readonly string[] k_UseBlendStyleKeywords =
{
"USE_SHAPE_LIGHT_TYPE_0", "USE_SHAPE_LIGHT_TYPE_1", "USE_SHAPE_LIGHT_TYPE_2", "USE_SHAPE_LIGHT_TYPE_3"
};
private static readonly int[] k_BlendFactorsPropIDs =
{
Shader.PropertyToID("_ShapeLightBlendFactors0"),
Shader.PropertyToID("_ShapeLightBlendFactors1"),
Shader.PropertyToID("_ShapeLightBlendFactors2"),
Shader.PropertyToID("_ShapeLightBlendFactors3")
};
private static readonly int[] k_MaskFilterPropIDs =
{
Shader.PropertyToID("_ShapeLightMaskFilter0"),
Shader.PropertyToID("_ShapeLightMaskFilter1"),
Shader.PropertyToID("_ShapeLightMaskFilter2"),
Shader.PropertyToID("_ShapeLightMaskFilter3")
};
private static readonly int[] k_InvertedFilterPropIDs =
{
Shader.PropertyToID("_ShapeLightInvertedFilter0"),
Shader.PropertyToID("_ShapeLightInvertedFilter1"),
Shader.PropertyToID("_ShapeLightInvertedFilter2"),
Shader.PropertyToID("_ShapeLightInvertedFilter3")
};
private static GraphicsFormat s_RenderTextureFormatToUse = GraphicsFormat.R8G8B8A8_UNorm;
private static bool s_HasSetupRenderTextureFormatToUse;
private static readonly int k_SrcBlendID = Shader.PropertyToID("_SrcBlend");
private static readonly int k_DstBlendID = Shader.PropertyToID("_DstBlend");
private static readonly int k_FalloffIntensityID = Shader.PropertyToID("_FalloffIntensity");
private static readonly int k_FalloffDistanceID = Shader.PropertyToID("_FalloffDistance");
private static readonly int k_LightColorID = Shader.PropertyToID("_LightColor");
private static readonly int k_VolumeOpacityID = Shader.PropertyToID("_VolumeOpacity");
private static readonly int k_CookieTexID = Shader.PropertyToID("_CookieTex");
private static readonly int k_FalloffLookupID = Shader.PropertyToID("_FalloffLookup");
private static readonly int k_LightPositionID = Shader.PropertyToID("_LightPosition");
private static readonly int k_LightInvMatrixID = Shader.PropertyToID("_LightInvMatrix");
private static readonly int k_InnerRadiusMultID = Shader.PropertyToID("_InnerRadiusMult");
private static readonly int k_OuterAngleID = Shader.PropertyToID("_OuterAngle");
private static readonly int k_InnerAngleMultID = Shader.PropertyToID("_InnerAngleMult");
private static readonly int k_LightLookupID = Shader.PropertyToID("_LightLookup");
private static readonly int k_IsFullSpotlightID = Shader.PropertyToID("_IsFullSpotlight");
private static readonly int k_LightZDistanceID = Shader.PropertyToID("_LightZDistance");
private static readonly int k_PointLightCookieTexID = Shader.PropertyToID("_PointLightCookieTex");
private static GraphicsFormat GetRenderTextureFormat()
{
if (!s_HasSetupRenderTextureFormatToUse)
{
if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
s_RenderTextureFormatToUse = GraphicsFormat.B10G11R11_UFloatPack32;
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render))
s_RenderTextureFormatToUse = GraphicsFormat.R16G16B16A16_SFloat;
s_HasSetupRenderTextureFormatToUse = true;
}
return s_RenderTextureFormatToUse;
}
public static void CreateNormalMapRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, float renderScale)
{
if (renderScale != pass.rendererData.normalsRenderTargetScale)
{
if (pass.rendererData.isNormalsRenderTargetValid)
{
cmd.ReleaseTemporaryRT(pass.rendererData.normalsRenderTarget.id);
}
pass.rendererData.isNormalsRenderTargetValid = true;
pass.rendererData.normalsRenderTargetScale = renderScale;
var descriptor = new RenderTextureDescriptor(
(int)(renderingData.cameraData.cameraTargetDescriptor.width * renderScale),
(int)(renderingData.cameraData.cameraTargetDescriptor.height * renderScale));
descriptor.graphicsFormat = GetRenderTextureFormat();
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = pass.rendererData.useDepthStencilBuffer ? Renderer2D.k_DepthBufferBits : 0;
descriptor.msaaSamples = renderingData.cameraData.cameraTargetDescriptor.msaaSamples;
descriptor.dimension = TextureDimension.Tex2D;
cmd.GetTemporaryRT(pass.rendererData.normalsRenderTarget.id, descriptor, FilterMode.Bilinear);
}
}
public static RenderTextureDescriptor GetBlendStyleRenderTextureDesc(this IRenderPass2D pass, RenderingData renderingData)
{
var renderTextureScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
var descriptor = new RenderTextureDescriptor(width, height);
descriptor.graphicsFormat = GetRenderTextureFormat();
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 0;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
return descriptor;
}
public static void CreateCameraSortingLayerRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, Downsampling downsamplingMethod)
{
var renderTextureScale = 1.0f;
if (downsamplingMethod == Downsampling._2xBilinear)
renderTextureScale = 0.5f;
else if (downsamplingMethod == Downsampling._4xBox || downsamplingMethod == Downsampling._4xBilinear)
renderTextureScale = 0.25f;
var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
var descriptor = new RenderTextureDescriptor(width, height);
descriptor.graphicsFormat = renderingData.cameraData.cameraTargetDescriptor.graphicsFormat;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 0;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
cmd.GetTemporaryRT(pass.rendererData.cameraSortingLayerRenderTarget.id, descriptor, FilterMode.Bilinear);
}
public static void EnableBlendStyle(CommandBuffer cmd, int blendStyleIndex, bool enabled)
{
var keyword = k_UseBlendStyleKeywords[blendStyleIndex];
if (enabled)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
public static void DisableAllKeywords(this IRenderPass2D pass, CommandBuffer cmd)
{
foreach (var keyword in k_UseBlendStyleKeywords)
{
cmd.DisableShaderKeyword(keyword);
}
}
public static void ReleaseRenderTextures(this IRenderPass2D pass, CommandBuffer cmd)
{
pass.rendererData.isNormalsRenderTargetValid = false;
pass.rendererData.normalsRenderTargetScale = 0.0f;
cmd.ReleaseTemporaryRT(pass.rendererData.normalsRenderTarget.id);
cmd.ReleaseTemporaryRT(pass.rendererData.shadowsRenderTarget.id);
cmd.ReleaseTemporaryRT(pass.rendererData.cameraSortingLayerRenderTarget.id);
}
public static void DrawPointLight(CommandBuffer cmd, Light2D light, Mesh lightMesh, Material material)
{
var scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
var matrix = Matrix4x4.TRS(light.transform.position, light.transform.rotation, scale);
cmd.DrawMesh(lightMesh, matrix, material);
}
private static bool CanCastShadows(Light2D light, int layerToRender)
{
return light.shadowsEnabled && light.shadowIntensity > 0 && light.IsLitLayer(layerToRender);
}
private static bool CanCastVolumetricShadows(Light2D light, int endLayerValue)
{
var topMostLayerValue = light.GetTopMostLitLayer();
return light.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0 && topMostLayerValue == endLayerValue;
}
private static bool ShouldRenderLight(Light2D light, int blendStyleIndex, int layerToRender)
{
return light != null &&
light.lightType != Light2D.LightType.Global &&
light.blendStyleIndex == blendStyleIndex &&
light.IsLitLayer(layerToRender);
}
private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, RenderTargetIdentifier renderTexture, List<Light2D> lights)
{
var maxShadowLightCount = ShadowRendering.maxTextureCount * 4;
var requiresRTInit = true;
// This case should never happen, but if it does it may cause an infinite loop later.
if (maxShadowLightCount < 1)
{
Debug.LogError("maxShadowTextureCount cannot be less than 1");
return;
}
NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
// Break up light rendering into batches for the purpose of shadow casting
var lightIndex = 0;
while (lightIndex < lights.Count)
{
var remainingLights = (uint)lights.Count - lightIndex;
var batchedLights = 0;
// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
int shadowLightCount = 0;
while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
{
int curLightIndex = lightIndex + batchedLights;
var light = lights[curLightIndex];
if (ShouldRenderLight(light, blendStyleIndex, layerToRender) && CanCastShadows(light, layerToRender))
{
doesLightAtIndexHaveShadows[curLightIndex] = false;
if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowIntensity))
{
doesLightAtIndexHaveShadows[curLightIndex] = true;
shadowLightCount++;
}
}
batchedLights++;
}
// Set the current RT to the light RT
if (shadowLightCount > 0 || requiresRTInit)
{
cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
requiresRTInit = false;
}
// Render all the lights.
shadowLightCount = 0;
for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
{
var light = lights[(int)(lightIndex + lightIndexOffset)];
if (ShouldRenderLight(light, blendStyleIndex, layerToRender))
{
// Render light
var lightMaterial = pass.rendererData.GetLightMaterial(light, false);
if (lightMaterial == null)
continue;
var lightMesh = light.lightMesh;
if (lightMesh == null)
continue;
// Set the shadow texture to read from
if (doesLightAtIndexHaveShadows[lightIndex + lightIndexOffset])
ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
else
ShadowRendering.DisableGlobalShadowTexture(cmd);
if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
cmd.SetGlobalTexture(k_CookieTexID, light.lightCookieSprite.texture);
SetGeneralLightShaderGlobals(pass, cmd, light);
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled || light.lightType == Light2D.LightType.Point)
SetPointLightShaderGlobals(pass, cmd, light);
// Light code could be combined...
if (light.lightType == (Light2D.LightType)Light2D.DeprecatedLightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
{
cmd.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial);
}
else if (light.lightType == Light2D.LightType.Point)
{
DrawPointLight(cmd, light, lightMesh, lightMaterial);
}
}
}
// Release all of the temporary shadow textures
for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
lightIndex += batchedLights;
}
doesLightAtIndexHaveShadows.Dispose();
}
public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, int endLayerValue,
RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, RenderBufferStoreAction intermediateStoreAction,
RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List<Light2D> lights)
{
var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures
NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
// This case should never happen, but if it does it may cause an infinite loop later.
if (maxShadowLightCount < 1)
{
Debug.LogError("maxShadowLightCount cannot be less than 1");
return;
}
// Determine last light with volumetric shadows to be rendered if we want to use a different store action after using rendering its volumetric shadows
int useFinalStoreActionAfter = lights.Count;
if (intermediateStoreAction != finalStoreAction)
{
for (int i = lights.Count - 1; i >= 0; i--)
{
if (lights[i].renderVolumetricShadows)
{
useFinalStoreActionAfter = i;
break;
}
}
}
// Break up light rendering into batches for the purpose of shadow casting
var lightIndex = 0;
while (lightIndex < lights.Count)
{
var remainingLights = (uint)lights.Count - lightIndex;
var batchedLights = 0;
// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
var shadowLightCount = 0;
while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
{
int curLightIndex = lightIndex + batchedLights;
var light = lights[curLightIndex];
if (CanCastVolumetricShadows(light, endLayerValue))
{
doesLightAtIndexHaveShadows[curLightIndex] = false;
if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowVolumeIntensity))
{
doesLightAtIndexHaveShadows[curLightIndex] = true;
shadowLightCount++;
}
}
batchedLights++;
}
// Set the current RT to the light RT
if (shadowLightCount > 0 || requiresRTInit)
{
var storeAction = lightIndex + batchedLights >= useFinalStoreActionAfter ? finalStoreAction : intermediateStoreAction;
cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, storeAction, depthTexture, RenderBufferLoadAction.Load, storeAction);
requiresRTInit = false;
}
// Render all the lights.
shadowLightCount = 0;
for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
{
var light = lights[(int)(lightIndex + lightIndexOffset)];
if (light.lightType == Light2D.LightType.Global)
continue;
if (light.volumeIntensity <= 0.0f || !light.volumeIntensityEnabled)
continue;
var topMostLayerValue = light.GetTopMostLitLayer();
if (endLayerValue == topMostLayerValue) // this implies the layer is correct
{
var lightVolumeMaterial = pass.rendererData.GetLightMaterial(light, true);
var lightMesh = light.lightMesh;
// Set the shadow texture to read from.
if (doesLightAtIndexHaveShadows[lightIndex + lightIndexOffset])
ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
else
ShadowRendering.DisableGlobalShadowTexture(cmd);
if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
cmd.SetGlobalTexture(k_CookieTexID, light.lightCookieSprite.texture);
SetGeneralLightShaderGlobals(pass, cmd, light);
// Is this needed
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled || light.lightType == Light2D.LightType.Point)
SetPointLightShaderGlobals(pass, cmd, light);
// Could be combined...
if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
{
cmd.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial);
}
else if (light.lightType == Light2D.LightType.Point)
{
DrawPointLight(cmd, light, lightMesh, lightVolumeMaterial);
}
}
}
// Release all of the temporary shadow textures
for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
lightIndex += batchedLights;
}
doesLightAtIndexHaveShadows.Dispose();
}
public static void SetShapeLightShaderGlobals(this IRenderPass2D pass, CommandBuffer cmd)
{
for (var i = 0; i < pass.rendererData.lightBlendStyles.Length; i++)
{
var blendStyle = pass.rendererData.lightBlendStyles[i];
if (i >= k_BlendFactorsPropIDs.Length)
break;
cmd.SetGlobalVector(k_BlendFactorsPropIDs[i], blendStyle.blendFactors);
cmd.SetGlobalVector(k_MaskFilterPropIDs[i], blendStyle.maskTextureChannelFilter.mask);
cmd.SetGlobalVector(k_InvertedFilterPropIDs[i], blendStyle.maskTextureChannelFilter.inverted);
}
cmd.SetGlobalTexture(k_FalloffLookupID, pass.rendererData.fallOffLookup);
}
private static float GetNormalizedInnerRadius(Light2D light)
{
return light.pointLightInnerRadius / light.pointLightOuterRadius;
}
private static float GetNormalizedAngle(float angle)
{
return (angle / 360.0f);
}
private static void GetScaledLightInvMatrix(Light2D light, out Matrix4x4 retMatrix)
{
var outerRadius = light.pointLightOuterRadius;
var lightScale = Vector3.one;
var outerRadiusScale = new Vector3(lightScale.x * outerRadius, lightScale.y * outerRadius, lightScale.z * outerRadius);
var transform = light.transform;
var scaledLightMat = Matrix4x4.TRS(transform.position, transform.rotation, outerRadiusScale);
retMatrix = Matrix4x4.Inverse(scaledLightMat);
}
private static void SetGeneralLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)
{
float intensity = light.intensity * light.color.a;
Color color = intensity * light.color;
color.a = 1.0f;
float volumeIntensity = light.volumeIntensity;
cmd.SetGlobalFloat(k_FalloffIntensityID, light.falloffIntensity);
cmd.SetGlobalFloat(k_FalloffDistanceID, light.shapeLightFalloffSize);
cmd.SetGlobalColor(k_LightColorID, color);
cmd.SetGlobalFloat(k_VolumeOpacityID, volumeIntensity);
}
private static void SetPointLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)
{
// This is used for the lookup texture
GetScaledLightInvMatrix(light, out var lightInverseMatrix);
var innerRadius = GetNormalizedInnerRadius(light);
var innerAngle = GetNormalizedAngle(light.pointLightInnerAngle);
var outerAngle = GetNormalizedAngle(light.pointLightOuterAngle);
var innerRadiusMult = 1 / (1 - innerRadius);
cmd.SetGlobalVector(k_LightPositionID, light.transform.position);
cmd.SetGlobalMatrix(k_LightInvMatrixID, lightInverseMatrix);
cmd.SetGlobalFloat(k_InnerRadiusMultID, innerRadiusMult);
cmd.SetGlobalFloat(k_OuterAngleID, outerAngle);
cmd.SetGlobalFloat(k_InnerAngleMultID, 1 / (outerAngle - innerAngle));
cmd.SetGlobalTexture(k_LightLookupID, Light2DLookupTexture.GetLightLookupTexture());
cmd.SetGlobalTexture(k_FalloffLookupID, pass.rendererData.fallOffLookup);
cmd.SetGlobalFloat(k_FalloffIntensityID, light.falloffIntensity);
cmd.SetGlobalFloat(k_IsFullSpotlightID, innerAngle == 1 ? 1.0f : 0.0f);
cmd.SetGlobalFloat(k_LightZDistanceID, light.normalMapDistance);
if (light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
cmd.SetGlobalTexture(k_PointLightCookieTexID, light.lightCookieSprite.texture);
}
public static void ClearDirtyLighting(this IRenderPass2D pass, CommandBuffer cmd, uint blendStylesUsed)
{
for (var i = 0; i < pass.rendererData.lightBlendStyles.Length; ++i)
{
if ((blendStylesUsed & (uint)(1 << i)) == 0)
continue;
if (!pass.rendererData.lightBlendStyles[i].isDirty)
continue;
cmd.SetRenderTarget(pass.rendererData.lightBlendStyles[i].renderTargetHandle.Identifier());
cmd.ClearRenderTarget(false, true, Color.black);
pass.rendererData.lightBlendStyles[i].isDirty = false;
}
}
public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget, CommandBuffer cmd, LightStats lightStats)
{
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
// figure out the scale
var normalRTScale = 0.0f;
if (depthTarget != BuiltinRenderTextureType.None)
normalRTScale = 1.0f;
else
normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);
var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
if (depthTarget != BuiltinRenderTextureType.None)
{
cmd.SetRenderTarget(
pass.rendererData.normalsRenderTarget.Identifier(),
RenderBufferLoadAction.DontCare,
storeAction,
depthTarget,
RenderBufferLoadAction.Load,
RenderBufferStoreAction.Store);
}
else
cmd.SetRenderTarget(pass.rendererData.normalsRenderTarget.Identifier(), RenderBufferLoadAction.DontCare, storeAction);
cmd.ClearRenderTarget(pass.rendererData.useDepthStencilBuffer, true, k_NormalClearColor);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
}
}
public static void RenderLights(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, ref LayerBatch layerBatch, ref RenderTextureDescriptor rtDesc)
{
// Before rendering the lights cache some values that are expensive to get/calculate
var culledLights = pass.rendererData.lightCullResult.visibleLights;
for (var i = 0; i < culledLights.Count; i++)
{
culledLights[i].CacheValues();
}
ShadowCasterGroup2DManager.CacheValues();
var blendStyles = pass.rendererData.lightBlendStyles;
for (var i = 0; i < blendStyles.Length; ++i)
{
if ((layerBatch.lightStats.blendStylesUsed & (uint)(1 << i)) == 0)
continue;
var sampleName = blendStyles[i].name;
cmd.BeginSample(sampleName);
if (!Light2DManager.GetGlobalColor(layerToRender, i, out var clearColor))
clearColor = Color.black;
var anyLights = (layerBatch.lightStats.blendStylesWithLights & (uint)(1 << i)) != 0;
var desc = rtDesc;
if (!anyLights) // No lights -- create tiny texture
desc.width = desc.height = 4;
var identifier = layerBatch.GetRTId(cmd, desc, i);
cmd.SetRenderTarget(identifier,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.DontCare);
cmd.ClearRenderTarget(false, true, clearColor);
if (anyLights)
{
RenderLightSet(
pass, renderingData,
i,
cmd,
layerToRender,
identifier,
pass.rendererData.lightCullResult.visibleLights
);
}
cmd.EndSample(sampleName);
}
}
private static void SetBlendModes(Material material, BlendMode src, BlendMode dst)
{
material.SetFloat(k_SrcBlendID, (float)src);
material.SetFloat(k_DstBlendID, (float)dst);
}
private static uint GetLightMaterialIndex(Light2D light, bool isVolume)
{
var isPoint = light.isPointLight;
var bitIndex = 0;
var volumeBit = isVolume ? 1u << bitIndex : 0u;
bitIndex++;
var shapeBit = !isPoint ? 1u << bitIndex : 0u;
bitIndex++;
var additiveBit = light.overlapOperation == Light2D.OverlapOperation.AlphaBlend ? 0u : 1u << bitIndex;
bitIndex++;
var spriteBit = light.lightType == Light2D.LightType.Sprite ? 1u << bitIndex : 0u;
bitIndex++;
var pointCookieBit = (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) ? 1u << bitIndex : 0u;
bitIndex++;
var fastQualityBit = (light.normalMapQuality == Light2D.NormalMapQuality.Fast) ? 1u << bitIndex : 0u;
bitIndex++;
var useNormalMap = light.normalMapQuality != Light2D.NormalMapQuality.Disabled ? 1u << bitIndex : 0u;
return fastQualityBit | pointCookieBit | spriteBit | additiveBit | shapeBit | volumeBit | useNormalMap;
}
private static Material CreateLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume)
{
var isPoint = light.isPointLight;
Material material;
if (isVolume)
material = CoreUtils.CreateEngineMaterial(isPoint ? rendererData.pointLightVolumeShader : rendererData.shapeLightVolumeShader);
else
{
material = CoreUtils.CreateEngineMaterial(isPoint ? rendererData.pointLightShader : rendererData.shapeLightShader);
if (light.overlapOperation == Light2D.OverlapOperation.Additive)
{
SetBlendModes(material, BlendMode.One, BlendMode.One);
material.EnableKeyword(k_UseAdditiveBlendingKeyword);
}
else
SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha);
}
if (light.lightType == Light2D.LightType.Sprite)
material.EnableKeyword(k_SpriteLightKeyword);
if (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
material.EnableKeyword(k_UsePointLightCookiesKeyword);
if (light.normalMapQuality == Light2D.NormalMapQuality.Fast)
material.EnableKeyword(k_LightQualityFastKeyword);
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
material.EnableKeyword(k_UseNormalMap);
return material;
}
private static Material GetLightMaterial(this Renderer2DData rendererData, Light2D light, bool isVolume)
{
var materialIndex = GetLightMaterialIndex(light, isVolume);
if (!rendererData.lightMaterials.TryGetValue(materialIndex, out var material))
{
material = CreateLightMaterial(rendererData, light, isVolume);
rendererData.lightMaterials[materialIndex] = material;
}
return material;
}
}
}