Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Shadows/ShadowRendering.cs

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2024-05-06 14:45:45 -04:00
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
// TODO: Culling of shadow casters, rotate color channels for shadow casting, check get material functions.
internal static class ShadowRendering
{
private static readonly int k_LightPosID = Shader.PropertyToID("_LightPos");
private static readonly int k_SelfShadowingID = Shader.PropertyToID("_SelfShadowing");
private static readonly int k_ShadowStencilGroupID = Shader.PropertyToID("_ShadowStencilGroup");
private static readonly int k_ShadowIntensityID = Shader.PropertyToID("_ShadowIntensity");
private static readonly int k_ShadowVolumeIntensityID = Shader.PropertyToID("_ShadowVolumeIntensity");
private static readonly int k_ShadowRadiusID = Shader.PropertyToID("_ShadowRadius");
private static readonly int k_ShadowColorMaskID = Shader.PropertyToID("_ShadowColorMask");
private static readonly int k_ShadowModelMatrixID = Shader.PropertyToID("_ShadowModelMatrix");
private static readonly int k_ShadowModelInvMatrixID = Shader.PropertyToID("_ShadowModelInvMatrix");
private static readonly int k_ShadowModelScaleID = Shader.PropertyToID("_ShadowModelScale");
private static readonly ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsA = new ProfilingSampler("Draw 2D Shadows (A)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsR = new ProfilingSampler("Draw 2D Shadows (R)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsG = new ProfilingSampler("Draw 2D Shadows (G)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsB = new ProfilingSampler("Draw 2D Shadows (B)");
private static RenderTargetHandle[] m_RenderTargets = null;
private static RenderTargetIdentifier[] m_LightInputTextures = null;
private static readonly Color[] k_ColorLookup = new Color[4] { new Color(0, 0, 0, 1), new Color(0, 0, 1, 0), new Color(0, 1, 0, 0), new Color(1, 0, 0, 0) };
private static readonly ProfilingSampler[] m_ProfilingSamplerShadowColorsLookup = new ProfilingSampler[4] { m_ProfilingSamplerShadowsA, m_ProfilingSamplerShadowsB, m_ProfilingSamplerShadowsG, m_ProfilingSamplerShadowsR };
public static uint maxTextureCount { get; private set; }
public static void InitializeBudget(uint maxTextureCount)
{
if (m_RenderTargets == null || m_RenderTargets.Length != maxTextureCount)
{
m_RenderTargets = new RenderTargetHandle[maxTextureCount];
ShadowRendering.maxTextureCount = maxTextureCount;
for (int i = 0; i < maxTextureCount; i++)
{
unsafe
{
m_RenderTargets[i].id = Shader.PropertyToID($"ShadowTex_{i}");
}
}
}
if (m_LightInputTextures == null || m_LightInputTextures.Length != maxTextureCount)
{
m_LightInputTextures = new RenderTargetIdentifier[maxTextureCount];
}
}
private static Material[] CreateMaterials(Shader shader, int pass = 0)
{
const int k_ColorChannels = 4;
Material[] materials = new Material[k_ColorChannels];
for (int i = 0; i < k_ColorChannels; i++)
{
materials[i] = CoreUtils.CreateEngineMaterial(shader);
materials[i].SetInt(k_ShadowColorMaskID, 1 << i);
materials[i].SetPass(pass);
}
return materials;
}
private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorIndex)
{
//rendererData.projectedShadowMaterial = null;
if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial[0].shader)
{
rendererData.projectedShadowMaterial = CreateMaterials(rendererData.projectedShadowShader);
}
return rendererData.projectedShadowMaterial[colorIndex];
}
private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorIndex)
{
//rendererData.stencilOnlyShadowMaterial = null;
if (rendererData.stencilOnlyShadowMaterial == null || rendererData.stencilOnlyShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial[0].shader)
{
rendererData.stencilOnlyShadowMaterial = CreateMaterials(rendererData.projectedShadowShader, 1);
}
return rendererData.stencilOnlyShadowMaterial[colorIndex];
}
private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorIndex)
{
//rendererData.spriteSelfShadowMaterial = null;
if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteSelfShadowMaterial.Length == 0 || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial[0].shader)
{
rendererData.spriteSelfShadowMaterial = CreateMaterials(rendererData.spriteShadowShader);
}
return rendererData.spriteSelfShadowMaterial[colorIndex];
}
private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData, int colorIndex)
{
//rendererData.spriteUnshadowMaterial = null;
if (rendererData.spriteUnshadowMaterial == null || rendererData.spriteUnshadowMaterial.Length == 0 || rendererData.spriteUnshadowShader != rendererData.spriteUnshadowMaterial[0].shader)
{
rendererData.spriteUnshadowMaterial = CreateMaterials(rendererData.spriteUnshadowShader);
}
return rendererData.spriteUnshadowMaterial[colorIndex];
}
private static Material GetGeometryUnshadowMaterial(this Renderer2DData rendererData, int colorIndex)
{
//rendererData.geometryUnshadowMaterial = null;
if (rendererData.geometryUnshadowMaterial == null || rendererData.geometryUnshadowMaterial.Length == 0 || rendererData.geometryUnshadowShader != rendererData.geometryUnshadowMaterial[0].shader)
{
rendererData.geometryUnshadowMaterial = CreateMaterials(rendererData.geometryUnshadowShader);
}
return rendererData.geometryUnshadowMaterial[colorIndex];
}
public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex)
{
CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer);
}
public static bool PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity)
{
var colorChannel = shadowIndex % 4;
var textureIndex = shadowIndex / 4;
if (colorChannel == 0)
ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex);
bool hadShadowsToRender = RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel);
// Render the shadows for this light
if (RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel))
m_LightInputTextures[textureIndex] = m_RenderTargets[textureIndex].Identifier();
else
m_LightInputTextures[textureIndex] = Texture2D.blackTexture;
return hadShadowsToRender;
}
public static void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex)
{
var colorChannel = shadowIndex % 4;
var textureIndex = shadowIndex / 4;
cmdBuffer.SetGlobalTexture("_ShadowTex", m_LightInputTextures[textureIndex]);
cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorChannel]);
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1 - light.shadowIntensity);
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1 - light.shadowVolumeIntensity);
}
public static void DisableGlobalShadowTexture(CommandBuffer cmdBuffer)
{
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1);
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1);
}
private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderTargetHandle rtHandle, RenderingData renderingData, CommandBuffer cmdBuffer)
{
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.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthBufferBits = 24;
descriptor.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
cmdBuffer.GetTemporaryRT(rtHandle.id, descriptor, FilterMode.Bilinear);
}
public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex)
{
var colorChannel = shadowIndex % 4;
var textureIndex = shadowIndex / 4;
if (colorChannel == 0)
cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[textureIndex].id);
}
public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster)
{
cmdBuffer.SetGlobalVector(k_ShadowModelScaleID, shadowCaster.m_CachedLossyScale);
cmdBuffer.SetGlobalMatrix(k_ShadowModelMatrixID, shadowCaster.m_CachedShadowMatrix);
cmdBuffer.SetGlobalMatrix(k_ShadowModelInvMatrixID, shadowCaster.m_CachedInverseShadowMatrix);
}
public static bool RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture, int colorBit)
{
using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows))
{
bool hasShadow = false;
var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups;
if (shadowCasterGroups != null && shadowCasterGroups.Count > 0)
{
// Before doing anything check to see if any of the shadow casters are visible to this light
for (var group = 0; group < shadowCasterGroups.Count; group++)
{
var shadowCasterGroup = shadowCasterGroups[group];
var shadowCasters = shadowCasterGroup.GetShadowCasters();
if (shadowCasters != null)
{
// Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster != null && shadowCaster.IsLit(light) && shadowCaster.IsShadowedLayer(layerToRender))
{
hasShadow = true;
break;
}
}
}
}
if (hasShadow)
{
cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadowColorsLookup[colorBit]))
{
if (colorBit == 0)
cmdBuffer.ClearRenderTarget(true, true, Color.clear);
else
cmdBuffer.ClearRenderTarget(true, false, Color.clear);
var shadowRadius = light.boundingSphere.radius;
cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position);
cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius);
cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]);
var unshadowGeometryMaterial = pass.rendererData.GetGeometryUnshadowMaterial(colorBit);
var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorBit);
var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorBit);
var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorBit);
var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorBit);
for (var group = 0; group < shadowCasterGroups.Count; group++)
{
var shadowCasterGroup = shadowCasterGroups[group];
var shadowCasters = shadowCasterGroup.GetShadowCasters();
if (shadowCasters != null)
{
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster.IsLit(light))
{
if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.castsShadows)
{
SetShadowProjectionGlobals(cmdBuffer, shadowCaster);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, unshadowGeometryMaterial, 0, 0);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, projectedShadowsMaterial, 0, 0);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, unshadowGeometryMaterial, 0, 1);
}
}
}
}
// Draw the sprites, either as self shadowing or unshadowing
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster.IsLit(light))
{
if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.useRendererSilhouette)
{
// Draw using the sprite renderer
var renderer = (Renderer)null;
shadowCaster.TryGetComponent<Renderer>(out renderer);
if (renderer != null)
{
var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial;
if (material != null)
cmdBuffer.DrawRenderer(renderer, material);
}
}
else
{
var meshMat = shadowCaster.m_CachedLocalToWorldMatrix;
var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial;
// Draw using the shadow mesh
if (material != null)
cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, material);
}
}
}
}
// Draw the projected shadows for the shadow caster group. Writing clearing the group stencil bit, and setting the global bit
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster.IsLit(light))
{
if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.castsShadows)
{
SetShadowProjectionGlobals(cmdBuffer, shadowCaster);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, projectedShadowsMaterial, 0, 1);
}
}
}
}
}
}
}
}
}
return hasShadow;
}
}
}
}