Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/MainLightShadowCasterPass.cs

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2023-03-28 13:24:16 -04:00
using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Renders a shadow map for the main Light.
/// </summary>
public class MainLightShadowCasterPass : ScriptableRenderPass
{
private static class MainLightShadowConstantBuffer
{
public static int _WorldToShadow;
public static int _ShadowParams;
public static int _CascadeShadowSplitSpheres0;
public static int _CascadeShadowSplitSpheres1;
public static int _CascadeShadowSplitSpheres2;
public static int _CascadeShadowSplitSpheres3;
public static int _CascadeShadowSplitSphereRadii;
public static int _ShadowOffset0;
public static int _ShadowOffset1;
public static int _ShadowOffset2;
public static int _ShadowOffset3;
public static int _ShadowmapSize;
}
const int k_MaxCascades = 4;
const int k_ShadowmapBufferBits = 16;
float m_CascadeBorder;
float m_MaxShadowDistanceSq;
int m_ShadowCasterCascadesCount;
RenderTargetHandle m_MainLightShadowmap;
internal RenderTexture m_MainLightShadowmapTexture;
Matrix4x4[] m_MainLightShadowMatrices;
ShadowSliceData[] m_CascadeSlices;
Vector4[] m_CascadeSplitDistances;
bool m_CreateEmptyShadowmap;
ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Main Shadowmap");
public MainLightShadowCasterPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(MainLightShadowCasterPass));
renderPassEvent = evt;
m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1];
m_CascadeSlices = new ShadowSliceData[k_MaxCascades];
m_CascadeSplitDistances = new Vector4[k_MaxCascades];
MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow");
MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2");
MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3");
MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii");
MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0");
MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1");
MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2");
MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3");
MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize");
m_MainLightShadowmap.Init("_MainLightShadowmapTexture");
}
public bool Setup(ref RenderingData renderingData)
{
using var profScope = new ProfilingScope(null, m_ProfilingSetupSampler);
if (!renderingData.shadowData.supportsMainLightShadows)
return SetupForEmptyRendering(ref renderingData);
Clear();
int shadowLightIndex = renderingData.lightData.mainLightIndex;
if (shadowLightIndex == -1)
return SetupForEmptyRendering(ref renderingData);
VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
Light light = shadowLight.light;
if (light.shadows == LightShadows.None)
return SetupForEmptyRendering(ref renderingData);
if (shadowLight.lightType != LightType.Directional)
{
Debug.LogWarning("Only directional lights are supported as main light.");
}
Bounds bounds;
if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
return SetupForEmptyRendering(ref renderingData);
m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount;
int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth,
renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount);
renderTargetWidth = renderingData.shadowData.mainLightShadowmapWidth;
renderTargetHeight = (m_ShadowCasterCascadesCount == 2) ?
renderingData.shadowData.mainLightShadowmapHeight >> 1 :
renderingData.shadowData.mainLightShadowmapHeight;
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
{
bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
shadowLightIndex, cascadeIndex, renderTargetWidth, renderTargetHeight, shadowResolution, light.shadowNearPlane,
out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex]);
if (!success)
return SetupForEmptyRendering(ref renderingData);
}
m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits);
m_MaxShadowDistanceSq = renderingData.cameraData.maxShadowDistance * renderingData.cameraData.maxShadowDistance;
m_CascadeBorder = renderingData.shadowData.mainLightShadowCascadeBorder;
m_CreateEmptyShadowmap = false;
useNativeRenderPass = true;
return true;
}
bool SetupForEmptyRendering(ref RenderingData renderingData)
{
if (!renderingData.cameraData.renderer.stripShadowsOffVariants)
return false;
m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(1, 1, k_ShadowmapBufferBits);
m_CreateEmptyShadowmap = true;
useNativeRenderPass = false;
return true;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
ConfigureTarget(new RenderTargetIdentifier(m_MainLightShadowmapTexture), m_MainLightShadowmapTexture.depthStencilFormat, renderTargetWidth, renderTargetHeight, 1, true);
ConfigureClear(ClearFlag.All, Color.black);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_CreateEmptyShadowmap)
{
SetEmptyMainLightCascadeShadowmap(ref context);
return;
}
RenderMainLightCascadeShadowmap(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
if (m_MainLightShadowmapTexture)
{
RenderTexture.ReleaseTemporary(m_MainLightShadowmapTexture);
m_MainLightShadowmapTexture = null;
}
}
void Clear()
{
m_MainLightShadowmapTexture = null;
for (int i = 0; i < m_MainLightShadowMatrices.Length; ++i)
m_MainLightShadowMatrices[i] = Matrix4x4.identity;
for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < m_CascadeSlices.Length; ++i)
m_CascadeSlices[i].Clear();
}
void SetEmptyMainLightCascadeShadowmap(ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get();
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true);
cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
new Vector4(1, 0, 1, 0));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize,
new Vector4(1f / m_MainLightShadowmapTexture.width, 1f / m_MainLightShadowmapTexture.height, m_MainLightShadowmapTexture.width, m_MainLightShadowmapTexture.height));
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
{
int shadowLightIndex = lightData.mainLightIndex;
if (shadowLightIndex == -1)
return;
VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
// Currently there's an issue which results in mismatched markers.
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MainLightShadow)))
{
var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);
settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.supportsLightLayers;
for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
{
settings.splitData = m_CascadeSlices[cascadeIndex].splitData;
Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution);
ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.CastingPunctualLightShadow, false);
ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex],
ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix);
}
shadowData.isKeywordSoftShadowsEnabled = shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, shadowData.mainLightShadowCascadesCount == 1);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shadowData.mainLightShadowCascadesCount > 1);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, shadowData.isKeywordSoftShadowsEnabled);
SetupMainLightShadowReceiverConstants(cmd, shadowLight, shadowData.supportsSoftShadows);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool supportsSoftShadows)
{
Light light = shadowLight.light;
bool softShadows = shadowLight.light.shadows == LightShadows.Soft && supportsSoftShadows;
int cascadeCount = m_ShadowCasterCascadesCount;
for (int i = 0; i < cascadeCount; ++i)
m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform;
// We setup and additional a no-op WorldToShadow matrix in the last index
// because the ComputeCascadeIndex function in Shadows.hlsl can return an index
// out of bounds. (position not inside any cascade) and we want to avoid branching
Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;
noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
for (int i = cascadeCount; i <= k_MaxCascades; ++i)
m_MainLightShadowMatrices[i] = noOpShadowMatrix;
float invShadowAtlasWidth = 1.0f / renderTargetWidth;
float invShadowAtlasHeight = 1.0f / renderTargetHeight;
float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
float softShadowsProp = softShadows ? 1.0f : 0.0f;
ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias);
cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias));
if (m_ShadowCasterCascadesCount > 1)
{
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0,
m_CascadeSplitDistances[0]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1,
m_CascadeSplitDistances[1]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2,
m_CascadeSplitDistances[2]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3,
m_CascadeSplitDistances[3]);
cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4(
m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w,
m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w,
m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w,
m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w));
}
// Inside shader soft shadows are controlled through global keyword.
// If any additional light has soft shadows it will force soft shadows on main light too.
// As it is not trivial finding out which additional light has soft shadows, we will pass main light properties if soft shadows are supported.
// This workaround will be removed once we will support soft shadows per light.
if (supportsSoftShadows)
{
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0,
new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1,
new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset2,
new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset3,
new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
// Currently only used when !SHADER_API_MOBILE but risky to not set them as it's generic
// enough so custom shaders might use it.
cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth,
invShadowAtlasHeight,
renderTargetWidth, renderTargetHeight));
}
}
};
}