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 void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, RenderTargetIdentifier renderTexture, List 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 doesLightAtIndexHaveShadows = new NativeArray(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 (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 (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(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 lights) { var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures NativeArray doesLightAtIndexHaveShadows = new NativeArray(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 pointFastQualityBit = (isPoint && light.normalMapQuality == Light2D.NormalMapQuality.Fast) ? 1u << bitIndex : 0u; bitIndex++; var useNormalMap = light.normalMapQuality != Light2D.NormalMapQuality.Disabled ? 1u << bitIndex : 0u; return pointFastQualityBit | 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 (isPoint && 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; } } }