b486678290
Library -Artifacts
2132 lines
116 KiB
C#
2132 lines
116 KiB
C#
using System.Runtime.CompilerServices;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Profiling;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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//#define URP_HAS_BURST
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// TODO SimpleLit material, make sure when variant is !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), specular is correctly silenced.
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// TODO use InitializeSimpleLitSurfaceData() in all shader code
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// TODO use InitializeParticleLitSurfaceData() in forward pass for ParticleLitForwardPass.hlsl ? Similar refactoring for ParticleSimpleLitForwardPass.hlsl
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// TODO Make sure GPU buffers are uploaded without copying into Unity CommandBuffer memory
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// TODO BakedLit.shader has a Universal2D pass, but Unlit.shader doesn't have?
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Customization per platform.
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static class DeferredConfig
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{
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// Keep in sync with shader define USE_CBUFFER_FOR_DEPTHRANGE
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// Keep in sync with shader define USE_CBUFFER_FOR_TILELIST
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// Keep in sync with shader define USE_CBUFFER_FOR_LIGHTDATA
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// Keep in sync with shader define USE_CBUFFER_FOR_LIGHTLIST
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internal static bool IsOpenGL { get; set; }
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// DX10 uses SM 4.0. However URP shaders requires SM 4.5 or will use fallback to SM 2.0 shaders otherwise.
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// We will consider deferred renderer is not available when SM 2.0 shaders run.
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internal static bool IsDX10 { get; set; }
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// Constant buffers are used for data that a repeatedly fetched by shaders.
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// Structured buffers are used for data only consumed once.
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internal static bool UseCBufferForDepthRange
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{
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get
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{
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#if !UNITY_EDITOR && UNITY_SWITCH
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return false;
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#else
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return IsOpenGL;
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#endif
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}
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}
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internal static bool UseCBufferForTileList
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{
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get
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{
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#if !UNITY_EDITOR && UNITY_SWITCH
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return false;
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#else
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return IsOpenGL;
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#endif
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}
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}
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internal static bool UseCBufferForLightData
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{
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get
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{
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return true;
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}
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}
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internal static bool UseCBufferForLightList
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{
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get
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{
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#if !UNITY_EDITOR && UNITY_SWITCH
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return false;
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#else
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return IsOpenGL;
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#endif
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}
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}
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// Keep in sync with PREFERRED_CBUFFER_SIZE.
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public const int kPreferredCBufferSize = 64 * 1024;
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public const int kPreferredStructuredBufferSize = 128 * 1024;
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public const int kTilePixelWidth = 16;
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public const int kTilePixelHeight = 16;
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// Levels of hierarchical tiling. Each level process 4x4 finer tiles. For example:
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// For platforms using 16x16 px tiles, we use a 16x16px tiles grid, a 64x64px tiles grid, and a 256x256px tiles grid
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// For platforms using 8x8 px tiles, we use a 8x8px tiles grid, a 32x32px tiles grid, and a 128x128px tiles grid
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public const int kTilerDepth = 3;
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public const int kTilerSubdivisions = 4;
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public const int kAvgLightPerTile = 32;
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// On platforms where the tile dimensions is large (16x16), it may be faster to generate tileDepthInfo texture
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// with an intermediate mip level, as this allows spawning more pixel shaders (avoid GPU starvation).
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// Set to -1 to disable.
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#if UNITY_SWITCH || UNITY_IOS
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public const int kTileDepthInfoIntermediateLevel = 1;
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#else
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public const int kTileDepthInfoIntermediateLevel = -1;
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#endif
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#if !UNITY_EDITOR && UNITY_SWITCH
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public const bool kHasNativeQuadSupport = true;
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#else
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public const bool kHasNativeQuadSupport = false;
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#endif
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}
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internal enum LightFlag
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{
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// Keep in sync with kLightFlagSubtractiveMixedLighting.
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SubtractiveMixedLighting = 4
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}
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// Manages tiled-based deferred lights.
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internal class DeferredLights
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{
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internal static class ShaderConstants
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{
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public static readonly int _LitStencilRef = Shader.PropertyToID("_LitStencilRef");
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public static readonly int _LitStencilReadMask = Shader.PropertyToID("_LitStencilReadMask");
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public static readonly int _LitStencilWriteMask = Shader.PropertyToID("_LitStencilWriteMask");
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public static readonly int _SimpleLitStencilRef = Shader.PropertyToID("_SimpleLitStencilRef");
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public static readonly int _SimpleLitStencilReadMask = Shader.PropertyToID("_SimpleLitStencilReadMask");
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public static readonly int _SimpleLitStencilWriteMask = Shader.PropertyToID("_SimpleLitStencilWriteMask");
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public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
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public static readonly int _StencilReadMask = Shader.PropertyToID("_StencilReadMask");
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public static readonly int _StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");
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public static readonly int _LitPunctualStencilRef = Shader.PropertyToID("_LitPunctualStencilRef");
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public static readonly int _LitPunctualStencilReadMask = Shader.PropertyToID("_LitPunctualStencilReadMask");
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public static readonly int _LitPunctualStencilWriteMask = Shader.PropertyToID("_LitPunctualStencilWriteMask");
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public static readonly int _SimpleLitPunctualStencilRef = Shader.PropertyToID("_SimpleLitPunctualStencilRef");
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public static readonly int _SimpleLitPunctualStencilReadMask = Shader.PropertyToID("_SimpleLitPunctualStencilReadMask");
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public static readonly int _SimpleLitPunctualStencilWriteMask = Shader.PropertyToID("_SimpleLitPunctualStencilWriteMask");
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public static readonly int _LitDirStencilRef = Shader.PropertyToID("_LitDirStencilRef");
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public static readonly int _LitDirStencilReadMask = Shader.PropertyToID("_LitDirStencilReadMask");
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public static readonly int _LitDirStencilWriteMask = Shader.PropertyToID("_LitDirStencilWriteMask");
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public static readonly int _SimpleLitDirStencilRef = Shader.PropertyToID("_SimpleLitDirStencilRef");
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public static readonly int _SimpleLitDirStencilReadMask = Shader.PropertyToID("_SimpleLitDirStencilReadMask");
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public static readonly int _SimpleLitDirStencilWriteMask = Shader.PropertyToID("_SimpleLitDirStencilWriteMask");
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public static readonly int _ClearStencilRef = Shader.PropertyToID("_ClearStencilRef");
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public static readonly int _ClearStencilReadMask = Shader.PropertyToID("_ClearStencilReadMask");
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public static readonly int _ClearStencilWriteMask = Shader.PropertyToID("_ClearStencilWriteMask");
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public static readonly int UDepthRanges = Shader.PropertyToID("UDepthRanges");
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public static readonly int _DepthRanges = Shader.PropertyToID("_DepthRanges");
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public static readonly int _DownsamplingWidth = Shader.PropertyToID("_DownsamplingWidth");
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public static readonly int _DownsamplingHeight = Shader.PropertyToID("_DownsamplingHeight");
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public static readonly int _SourceShiftX = Shader.PropertyToID("_SourceShiftX");
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public static readonly int _SourceShiftY = Shader.PropertyToID("_SourceShiftY");
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public static readonly int _TileShiftX = Shader.PropertyToID("_TileShiftX");
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public static readonly int _TileShiftY = Shader.PropertyToID("_TileShiftY");
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public static readonly int _tileXCount = Shader.PropertyToID("_tileXCount");
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public static readonly int _DepthRangeOffset = Shader.PropertyToID("_DepthRangeOffset");
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public static readonly int _BitmaskTex = Shader.PropertyToID("_BitmaskTex");
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public static readonly int UTileList = Shader.PropertyToID("UTileList");
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public static readonly int _TileList = Shader.PropertyToID("_TileList");
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public static readonly int UPunctualLightBuffer = Shader.PropertyToID("UPunctualLightBuffer");
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public static readonly int _PunctualLightBuffer = Shader.PropertyToID("_PunctualLightBuffer");
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public static readonly int URelLightList = Shader.PropertyToID("URelLightList");
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public static readonly int _RelLightList = Shader.PropertyToID("_RelLightList");
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public static readonly int _TilePixelWidth = Shader.PropertyToID("_TilePixelWidth");
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public static readonly int _TilePixelHeight = Shader.PropertyToID("_TilePixelHeight");
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public static readonly int _InstanceOffset = Shader.PropertyToID("_InstanceOffset");
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public static readonly int _DepthTex = Shader.PropertyToID("_DepthTex");
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public static readonly int _DepthTexSize = Shader.PropertyToID("_DepthTexSize");
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public static readonly int _ScreenToWorld = Shader.PropertyToID("_ScreenToWorld");
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public static readonly int _unproject0 = Shader.PropertyToID("_unproject0");
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public static readonly int _unproject1 = Shader.PropertyToID("_unproject1");
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public static int _MainLightPosition = Shader.PropertyToID("_MainLightPosition"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
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public static int _MainLightColor = Shader.PropertyToID("_MainLightColor"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
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public static int _MainLightLayerMask = Shader.PropertyToID("_MainLightLayerMask"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
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public static int _SpotLightScale = Shader.PropertyToID("_SpotLightScale");
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public static int _SpotLightBias = Shader.PropertyToID("_SpotLightBias");
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public static int _SpotLightGuard = Shader.PropertyToID("_SpotLightGuard");
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public static int _LightPosWS = Shader.PropertyToID("_LightPosWS");
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public static int _LightColor = Shader.PropertyToID("_LightColor");
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public static int _LightAttenuation = Shader.PropertyToID("_LightAttenuation");
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public static int _LightOcclusionProbInfo = Shader.PropertyToID("_LightOcclusionProbInfo");
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public static int _LightDirection = Shader.PropertyToID("_LightDirection");
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public static int _LightFlags = Shader.PropertyToID("_LightFlags");
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public static int _ShadowLightIndex = Shader.PropertyToID("_ShadowLightIndex");
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public static int _LightLayerMask = Shader.PropertyToID("_LightLayerMask");
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public static int _CookieLightIndex = Shader.PropertyToID("_CookieLightIndex");
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}
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// Disable Burst for now since there are issues on macos builds.
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#if URP_HAS_BURST
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[Unity.Burst.BurstCompile(CompileSynchronously = true)]
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#endif
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struct CullLightsJob : IJob
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{
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public DeferredTiler tiler;
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[ReadOnly]
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[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
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public NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
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[ReadOnly]
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[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
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public NativeArray<ushort> coarseTiles;
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[ReadOnly]
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[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
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public NativeArray<uint> coarseTileHeaders;
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public int coarseHeaderOffset;
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public int istart;
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public int iend;
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public int jstart;
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public int jend;
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public void Execute()
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{
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int coarseTileOffset = (int)coarseTileHeaders[coarseHeaderOffset + 0];
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int coarseVisLightCount = (int)coarseTileHeaders[coarseHeaderOffset + 1];
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if (tiler.TilerLevel != 0)
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{
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tiler.CullIntermediateLights(
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ref prePunctualLights,
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ref coarseTiles, coarseTileOffset, coarseVisLightCount,
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istart, iend, jstart, jend
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);
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}
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else
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{
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tiler.CullFinalLights(
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ref prePunctualLights,
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ref coarseTiles, coarseTileOffset, coarseVisLightCount,
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istart, iend, jstart, jend
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);
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}
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}
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}
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struct DrawCall
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{
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public ComputeBuffer tileList;
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public ComputeBuffer punctualLightBuffer;
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public ComputeBuffer relLightList;
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public int tileListSize;
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public int punctualLightBufferSize;
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public int relLightListSize;
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public int instanceOffset;
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public int instanceCount;
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}
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static readonly string[] k_GBufferNames = new string[]
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{
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"_GBuffer0",
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"_GBuffer1",
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"_GBuffer2",
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"_GBuffer3",
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"_GBuffer4",
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"_GBuffer5",
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"_GBuffer6"
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};
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static readonly string[] k_TileDeferredPassNames = new string[]
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{
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"Tiled Deferred Punctual Light (Lit)",
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"Tiled Deferred Punctual Light (SimpleLit)"
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};
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static readonly string[] k_StencilDeferredPassNames = new string[]
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{
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"Stencil Volume",
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"Deferred Punctual Light (Lit)",
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"Deferred Punctual Light (SimpleLit)",
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"Deferred Directional Light (Lit)",
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"Deferred Directional Light (SimpleLit)",
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"ClearStencilPartial",
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"Fog",
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"SSAOOnly"
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};
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internal enum TileDeferredPasses
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{
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PunctualLit,
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PunctualSimpleLit,
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};
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internal enum StencilDeferredPasses
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{
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StencilVolume,
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PunctualLit,
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PunctualSimpleLit,
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DirectionalLit,
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DirectionalSimpleLit,
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ClearStencilPartial,
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Fog,
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SSAOOnly
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};
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static readonly ushort k_InvalidLightOffset = 0xFFFF;
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static readonly string k_SetupLights = "SetupLights";
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static readonly string k_DeferredPass = "Deferred Pass";
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static readonly string k_TileDepthInfo = "Tile Depth Info";
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static readonly string k_DeferredTiledPass = "Deferred Shading (Tile-Based)";
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static readonly string k_DeferredStencilPass = "Deferred Shading (Stencil)";
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static readonly string k_DeferredFogPass = "Deferred Fog";
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static readonly string k_ClearStencilPartial = "Clear Stencil Partial";
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static readonly string k_SetupLightConstants = "Setup Light Constants";
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static readonly float kStencilShapeGuard = 1.06067f; // stencil geometric shapes must be inflated to fit the analytic shapes.
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private static readonly ProfilingSampler m_ProfilingSetupLights = new ProfilingSampler(k_SetupLights);
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private static readonly ProfilingSampler m_ProfilingDeferredPass = new ProfilingSampler(k_DeferredPass);
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private static readonly ProfilingSampler m_ProfilingTileDepthInfo = new ProfilingSampler(k_TileDepthInfo);
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private static readonly ProfilingSampler m_ProfilingSetupLightConstants = new ProfilingSampler(k_SetupLightConstants);
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internal int GBufferAlbedoIndex { get { return 0; } }
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internal int GBufferSpecularMetallicIndex { get { return 1; } }
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internal int GBufferNormalSmoothnessIndex { get { return 2; } }
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internal int GBufferLightingIndex { get { return 3; } }
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internal int GbufferDepthIndex { get { return UseRenderPass ? GBufferLightingIndex + 1 : -1; } }
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internal int GBufferShadowMask { get { return UseShadowMask ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + 1 : -1; } }
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internal int GBufferRenderingLayers { get { return UseRenderingLayers ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + 1 : -1; } }
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// Color buffer count (not including dephStencil).
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internal int GBufferSliceCount { get { return 4 + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + (UseRenderingLayers ? 1 : 0); } }
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internal GraphicsFormat GetGBufferFormat(int index)
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{
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if (index == GBufferAlbedoIndex) // sRGB albedo, materialFlags
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return QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
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else if (index == GBufferSpecularMetallicIndex) // sRGB specular, [unused]
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return GraphicsFormat.R8G8B8A8_UNorm;
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else if (index == GBufferNormalSmoothnessIndex)
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return this.AccurateGbufferNormals ? GraphicsFormat.R8G8B8A8_UNorm : GraphicsFormat.R8G8B8A8_SNorm; // normal normal normal packedSmoothness
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else if (index == GBufferLightingIndex) // Emissive+baked: Most likely B10G11R11_UFloatPack32 or R16G16B16A16_SFloat
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return GraphicsFormat.None;
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else if (index == GbufferDepthIndex) // Render-pass on mobiles: reading back real depth-buffer is either inefficient (Arm Vulkan) or impossible (Metal).
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return GraphicsFormat.R32_SFloat;
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else if (index == GBufferShadowMask) // Optional: shadow mask is outputed in mixed lighting subtractive mode for non-static meshes only
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return GraphicsFormat.R8G8B8A8_UNorm;
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else if (index == GBufferRenderingLayers) // Optional: rendering layers is outputed when light layers are enabled (subset of rendering layers)
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return GraphicsFormat.R8_UNorm;
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else
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return GraphicsFormat.None;
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}
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// This may return different values depending on what lights are rendered for a given frame.
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internal bool UseShadowMask { get { return this.MixedLightingSetup != MixedLightingSetup.None; } }
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//
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internal bool UseRenderingLayers { get { return UniversalRenderPipeline.asset.supportsLightLayers; } }
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//
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internal bool UseRenderPass { get; set; }
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//
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internal bool HasDepthPrepass { get; set; }
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//
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internal bool HasNormalPrepass { get; set; }
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// This is an overlay camera being rendered.
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internal bool IsOverlay { get; set; }
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// Not all platforms support R8G8B8A8_SNorm, so we need to check for the support and force accurate GBuffer normals and relevant shader variants
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private bool m_AccurateGbufferNormals;
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internal bool AccurateGbufferNormals
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{
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get { return m_AccurateGbufferNormals; }
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set { m_AccurateGbufferNormals = value || !RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8G8B8A8_SNorm, FormatUsage.Render); }
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}
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// true: TileDeferred.shader used for some lights (currently: point/spot lights without shadows) - false: use StencilDeferred.shader for all lights
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internal bool TiledDeferredShading { get; set; }
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// We browse all visible lights and found the mixed lighting setup every frame.
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internal MixedLightingSetup MixedLightingSetup { get; set; }
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//
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internal bool UseJobSystem { get; set; }
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//
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internal int RenderWidth { get; set; }
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//
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internal int RenderHeight { get; set; }
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// Output lighting result.
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internal RenderTargetHandle[] GbufferAttachments { get; set; }
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internal RenderTargetIdentifier[] DeferredInputAttachments { get; set; }
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internal bool[] DeferredInputIsTransient { get; set; }
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// Input depth texture, also bound as read-only RT
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internal RenderTargetHandle DepthAttachment { get; set; }
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//
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internal RenderTargetHandle DepthCopyTexture { get; set; }
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// Intermediate depth info texture.
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internal RenderTargetHandle DepthInfoTexture { get; set; }
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// Per-tile depth info texture.
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internal RenderTargetHandle TileDepthInfoTexture { get; set; }
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internal RenderTargetIdentifier[] GbufferAttachmentIdentifiers { get; set; }
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internal GraphicsFormat[] GbufferFormats { get; set; }
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internal RenderTargetIdentifier DepthAttachmentIdentifier { get; set; }
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internal RenderTargetIdentifier DepthCopyTextureIdentifier { get; set; }
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internal RenderTargetIdentifier DepthInfoTextureIdentifier { get; set; }
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internal RenderTargetIdentifier TileDepthInfoTextureIdentifier { get; set; }
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// Cached.
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int m_CachedRenderWidth = 0;
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// Cached.
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int m_CachedRenderHeight = 0;
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// Cached.
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Matrix4x4 m_CachedProjectionMatrix;
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// Hierarchical tilers.
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DeferredTiler[] m_Tilers;
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int[] m_TileDataCapacities;
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// Should any visible lights be rendered as tile?
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bool m_HasTileVisLights;
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// Visible lights indices rendered using stencil volumes.
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NativeArray<ushort> m_stencilVisLights;
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// Offset of each type of lights in m_stencilVisLights.
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NativeArray<ushort> m_stencilVisLightOffsets;
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// Needed to access light shadow index (can be null if the pass is not queued).
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AdditionalLightsShadowCasterPass m_AdditionalLightsShadowCasterPass;
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// For rendering stencil point lights.
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Mesh m_SphereMesh;
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// For rendering stencil spot lights.
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Mesh m_HemisphereMesh;
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// For rendering directional lights.
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Mesh m_FullscreenMesh;
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// Max number of tile depth range data that can be referenced per draw call.
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int m_MaxDepthRangePerBatch;
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// Max numer of instanced tile that can be referenced per draw call.
|
|
int m_MaxTilesPerBatch;
|
|
// Max number of punctual lights that can be referenced per draw call.
|
|
int m_MaxPunctualLightPerBatch;
|
|
// Max number of relative light indices that can be referenced per draw call.
|
|
int m_MaxRelLightIndicesPerBatch;
|
|
|
|
// Generate per-tile depth information.
|
|
Material m_TileDepthInfoMaterial;
|
|
// Hold all shaders for tiled-based deferred shading.
|
|
Material m_TileDeferredMaterial;
|
|
// Hold all shaders for stencil-volume deferred shading.
|
|
Material m_StencilDeferredMaterial;
|
|
|
|
// Pass indices.
|
|
int[] m_StencilDeferredPasses;
|
|
// Pass indices.
|
|
int[] m_TileDeferredPasses;
|
|
|
|
// Avoid memory allocations.
|
|
Matrix4x4[] m_ScreenToWorld = new Matrix4x4[2];
|
|
|
|
ProfilingSampler m_ProfilingSamplerDeferredTiledPass = new ProfilingSampler(k_DeferredTiledPass);
|
|
ProfilingSampler m_ProfilingSamplerDeferredStencilPass = new ProfilingSampler(k_DeferredStencilPass);
|
|
ProfilingSampler m_ProfilingSamplerDeferredFogPass = new ProfilingSampler(k_DeferredFogPass);
|
|
ProfilingSampler m_ProfilingSamplerClearStencilPartialPass = new ProfilingSampler(k_ClearStencilPartial);
|
|
|
|
private LightCookieManager m_LightCookieManager;
|
|
|
|
internal struct InitParams
|
|
{
|
|
public Material tileDepthInfoMaterial;
|
|
public Material tileDeferredMaterial;
|
|
public Material stencilDeferredMaterial;
|
|
|
|
public LightCookieManager lightCookieManager;
|
|
}
|
|
|
|
internal DeferredLights(InitParams initParams, bool useNativeRenderPass = false)
|
|
{
|
|
// Cache result for GL platform here. SystemInfo properties are in C++ land so repeated access will be unecessary penalized.
|
|
// They can also only be called from main thread!
|
|
DeferredConfig.IsOpenGL = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore
|
|
|| SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2
|
|
|| SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3;
|
|
|
|
// Cachre result for DX10 platform too. Same reasons as above.
|
|
DeferredConfig.IsDX10 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 && SystemInfo.graphicsShaderLevel <= 40;
|
|
|
|
m_TileDepthInfoMaterial = initParams.tileDepthInfoMaterial;
|
|
m_TileDeferredMaterial = initParams.tileDeferredMaterial;
|
|
m_StencilDeferredMaterial = initParams.stencilDeferredMaterial;
|
|
|
|
m_TileDeferredPasses = new int[k_TileDeferredPassNames.Length];
|
|
InitTileDeferredMaterial();
|
|
|
|
m_StencilDeferredPasses = new int[k_StencilDeferredPassNames.Length];
|
|
InitStencilDeferredMaterial();
|
|
|
|
// Compute some platform limits (for deferred tiling).
|
|
m_MaxDepthRangePerBatch = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
|
|
m_MaxTilesPerBatch = (DeferredConfig.UseCBufferForTileList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(TileData));
|
|
m_MaxPunctualLightPerBatch = (DeferredConfig.UseCBufferForLightData ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
|
|
m_MaxRelLightIndicesPerBatch = (DeferredConfig.UseCBufferForLightList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
|
|
|
|
m_Tilers = new DeferredTiler[DeferredConfig.kTilerDepth];
|
|
m_TileDataCapacities = new int[DeferredConfig.kTilerDepth];
|
|
|
|
// Initialize hierarchical tilers. Next tiler processes 4x4 of the tiles of the previous tiler.
|
|
// Tiler 0 has finest tiles, coarser tilers follow.
|
|
for (int tilerLevel = 0; tilerLevel < DeferredConfig.kTilerDepth; ++tilerLevel)
|
|
{
|
|
int scale = (int)Mathf.Pow(DeferredConfig.kTilerSubdivisions, tilerLevel);
|
|
m_Tilers[tilerLevel] = new DeferredTiler(
|
|
DeferredConfig.kTilePixelWidth * scale,
|
|
DeferredConfig.kTilePixelHeight * scale,
|
|
DeferredConfig.kAvgLightPerTile * scale * scale,
|
|
tilerLevel
|
|
);
|
|
|
|
m_TileDataCapacities[tilerLevel] = 0; // not known yet
|
|
}
|
|
|
|
this.AccurateGbufferNormals = true;
|
|
this.TiledDeferredShading = true;
|
|
this.UseJobSystem = true;
|
|
m_HasTileVisLights = false;
|
|
this.UseRenderPass = useNativeRenderPass;
|
|
m_LightCookieManager = initParams.lightCookieManager;
|
|
}
|
|
|
|
internal ref DeferredTiler GetTiler(int i)
|
|
{
|
|
return ref m_Tilers[i];
|
|
}
|
|
|
|
internal void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
Profiler.BeginSample(k_SetupLights);
|
|
|
|
DeferredShaderData.instance.ResetBuffers();
|
|
|
|
Camera camera = renderingData.cameraData.camera;
|
|
// Support for dynamic resolution.
|
|
this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * renderingData.cameraData.cameraTargetDescriptor.width) : renderingData.cameraData.cameraTargetDescriptor.width;
|
|
this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * renderingData.cameraData.cameraTargetDescriptor.height) : renderingData.cameraData.cameraTargetDescriptor.height;
|
|
|
|
if (this.TiledDeferredShading)
|
|
{
|
|
// Precompute tile data again if the camera projection or the screen resolution has changed.
|
|
if (m_CachedRenderWidth != this.RenderWidth
|
|
|| m_CachedRenderHeight != this.RenderHeight
|
|
|| m_CachedProjectionMatrix != renderingData.cameraData.camera.projectionMatrix)
|
|
{
|
|
m_CachedRenderWidth = this.RenderWidth;
|
|
m_CachedRenderHeight = this.RenderHeight;
|
|
m_CachedProjectionMatrix = renderingData.cameraData.camera.projectionMatrix;
|
|
|
|
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
|
|
{
|
|
m_Tilers[tilerIndex].PrecomputeTiles(renderingData.cameraData.camera.projectionMatrix,
|
|
renderingData.cameraData.camera.orthographic, m_CachedRenderWidth, m_CachedRenderHeight);
|
|
}
|
|
}
|
|
|
|
// Allocate temporary resources for each hierarchical tiler.
|
|
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
|
|
m_Tilers[tilerIndex].Setup(m_TileDataCapacities[tilerIndex]);
|
|
}
|
|
|
|
// Will hold punctual lights that will be rendered using tiles.
|
|
NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
|
|
|
|
// inspect lights in renderingData.lightData.visibleLights and convert them to entries in prePunctualLights OR m_stencilVisLights
|
|
// currently we store point lights and spot lights that can be rendered by TiledDeferred, in the same prePunctualLights list
|
|
PrecomputeLights(
|
|
out prePunctualLights,
|
|
out m_stencilVisLights,
|
|
out m_stencilVisLightOffsets,
|
|
ref renderingData.lightData.visibleLights,
|
|
renderingData.lightData.additionalLightsCount != 0 || renderingData.lightData.mainLightIndex >= 0,
|
|
renderingData.cameraData.camera.worldToCameraMatrix,
|
|
renderingData.cameraData.camera.orthographic,
|
|
renderingData.cameraData.camera.nearClipPlane
|
|
);
|
|
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingSetupLightConstants))
|
|
{
|
|
// Shared uniform constants for all lights.
|
|
SetupShaderLightConstants(cmd, ref renderingData);
|
|
|
|
#if UNITY_EDITOR
|
|
// This flag is used to strip mixed lighting shader variants when a player is built.
|
|
// All shader variants are available in the editor.
|
|
bool supportsMixedLighting = true;
|
|
#else
|
|
bool supportsMixedLighting = renderingData.lightData.supportsMixedLighting;
|
|
#endif
|
|
|
|
// Setup global keywords.
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, this.AccurateGbufferNormals);
|
|
bool isShadowMask = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.ShadowMask;
|
|
bool isShadowMaskAlways = isShadowMask && QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
|
|
bool isSubtractive = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.Subtractive;
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightmapShadowMixing, isSubtractive || isShadowMaskAlways);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ShadowsShadowMask, isShadowMask);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MixedLightingSubtractive, isSubtractive); // Backward compatibility
|
|
// This should be moved to a more global scope when framebuffer fetch is introduced to more passes
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.RenderPassEnabled, this.UseRenderPass && renderingData.cameraData.cameraType == CameraType.Game);
|
|
}
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
if (this.TiledDeferredShading)
|
|
{
|
|
// Sort lights front to back.
|
|
// This allows a further optimisation where per-tile light lists can be more easily trimmed on both ends in the vertex shading instancing the tiles.
|
|
SortLights(ref prePunctualLights);
|
|
|
|
NativeArray<ushort> defaultIndices = new NativeArray<ushort>(prePunctualLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
for (int i = 0; i < prePunctualLights.Length; ++i)
|
|
defaultIndices[i] = (ushort)i;
|
|
|
|
NativeArray<uint> defaultHeaders = new NativeArray<uint>(2, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
defaultHeaders[0] = 0; // tileHeaders offset
|
|
defaultHeaders[1] = (uint)prePunctualLights.Length; // tileHeaders count
|
|
|
|
// Cull tile-friendly lights into the coarse tile structure.
|
|
ref DeferredTiler coarsestTiler = ref m_Tilers[m_Tilers.Length - 1];
|
|
if (m_Tilers.Length != 1)
|
|
{
|
|
NativeArray<JobHandle> jobHandles = new NativeArray<JobHandle>();
|
|
int jobOffset = 0;
|
|
int jobCount = 0;
|
|
|
|
if (this.UseJobSystem)
|
|
{
|
|
int totalJobCount = 1;
|
|
for (int t = m_Tilers.Length - 1; t > 0; --t)
|
|
{
|
|
ref DeferredTiler coarseTiler = ref m_Tilers[t];
|
|
totalJobCount += coarseTiler.TileXCount * coarseTiler.TileYCount;
|
|
}
|
|
jobHandles = new NativeArray<JobHandle>(totalJobCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
}
|
|
|
|
// Fill coarsestTiler.m_Tiles with for each tile, a list of lightIndices from prePunctualLights that intersect the tile
|
|
CullLightsJob coarsestJob = new CullLightsJob
|
|
{
|
|
tiler = coarsestTiler,
|
|
prePunctualLights = prePunctualLights,
|
|
coarseTiles = defaultIndices,
|
|
coarseTileHeaders = defaultHeaders,
|
|
coarseHeaderOffset = 0,
|
|
istart = 0,
|
|
iend = coarsestTiler.TileXCount,
|
|
jstart = 0,
|
|
jend = coarsestTiler.TileYCount,
|
|
};
|
|
if (this.UseJobSystem)
|
|
{
|
|
jobHandles[jobCount++] = coarsestJob.Schedule();
|
|
// Start this job now, as the main thread will be busy setting up all the dependent jobs.
|
|
JobHandle.ScheduleBatchedJobs();
|
|
}
|
|
else
|
|
coarsestJob.Execute();
|
|
|
|
// Filter to fine tile structure.
|
|
for (int t = m_Tilers.Length - 1; t > 0; --t)
|
|
{
|
|
ref DeferredTiler fineTiler = ref m_Tilers[t - 1];
|
|
ref DeferredTiler coarseTiler = ref m_Tilers[t];
|
|
int fineTileXCount = fineTiler.TileXCount;
|
|
int fineTileYCount = fineTiler.TileYCount;
|
|
int coarseTileXCount = coarseTiler.TileXCount;
|
|
int coarseTileYCount = coarseTiler.TileYCount;
|
|
int subdivX = (t == m_Tilers.Length - 1) ? coarseTileXCount : DeferredConfig.kTilerSubdivisions;
|
|
int subdivY = (t == m_Tilers.Length - 1) ? coarseTileYCount : DeferredConfig.kTilerSubdivisions;
|
|
int superCoarseTileXCount = (coarseTileXCount + subdivX - 1) / subdivX;
|
|
int superCoarseTileYCount = (coarseTileYCount + subdivY - 1) / subdivY;
|
|
NativeArray<ushort> coarseTiles = coarseTiler.Tiles;
|
|
NativeArray<uint> coarseTileHeaders = coarseTiler.TileHeaders;
|
|
int fineStepX = coarseTiler.TilePixelWidth / fineTiler.TilePixelWidth;
|
|
int fineStepY = coarseTiler.TilePixelHeight / fineTiler.TilePixelHeight;
|
|
|
|
for (int j = 0; j < coarseTileYCount; ++j)
|
|
for (int i = 0; i < coarseTileXCount; ++i)
|
|
{
|
|
int fine_istart = i * fineStepX;
|
|
int fine_jstart = j * fineStepY;
|
|
int fine_iend = Mathf.Min(fine_istart + fineStepX, fineTileXCount);
|
|
int fine_jend = Mathf.Min(fine_jstart + fineStepY, fineTileYCount);
|
|
int coarseHeaderOffset = coarseTiler.GetTileHeaderOffset(i, j);
|
|
|
|
CullLightsJob job = new CullLightsJob
|
|
{
|
|
tiler = m_Tilers[t - 1],
|
|
prePunctualLights = prePunctualLights,
|
|
coarseTiles = coarseTiles,
|
|
coarseTileHeaders = coarseTileHeaders,
|
|
coarseHeaderOffset = coarseHeaderOffset,
|
|
istart = fine_istart,
|
|
iend = fine_iend,
|
|
jstart = fine_jstart,
|
|
jend = fine_jend,
|
|
};
|
|
|
|
if (this.UseJobSystem)
|
|
jobHandles[jobCount++] = job.Schedule(jobHandles[jobOffset + (i / subdivX) + (j / subdivY) * superCoarseTileXCount]);
|
|
else
|
|
job.Execute();
|
|
}
|
|
|
|
jobOffset += superCoarseTileXCount * superCoarseTileYCount;
|
|
}
|
|
|
|
if (this.UseJobSystem)
|
|
{
|
|
JobHandle.CompleteAll(jobHandles);
|
|
jobHandles.Dispose();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
coarsestTiler.CullFinalLights(
|
|
ref prePunctualLights,
|
|
ref defaultIndices, 0, prePunctualLights.Length,
|
|
0, coarsestTiler.TileXCount, 0, coarsestTiler.TileYCount
|
|
);
|
|
}
|
|
|
|
defaultIndices.Dispose();
|
|
defaultHeaders.Dispose();
|
|
}
|
|
|
|
// We don't need this array anymore as all the lights have been inserted into the tile-grid structures.
|
|
if (prePunctualLights.IsCreated)
|
|
prePunctualLights.Dispose();
|
|
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
internal void ResolveMixedLightingMode(ref RenderingData renderingData)
|
|
{
|
|
// Find the mixed lighting mode. This is the same logic as ForwardLights.
|
|
this.MixedLightingSetup = MixedLightingSetup.None;
|
|
|
|
#if !UNITY_EDITOR
|
|
// This flag is used to strip mixed lighting shader variants when a player is built.
|
|
// All shader variants are available in the editor.
|
|
if (renderingData.lightData.supportsMixedLighting)
|
|
#endif
|
|
{
|
|
NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
|
|
for (int lightIndex = 0; lightIndex < renderingData.lightData.visibleLights.Length && this.MixedLightingSetup == MixedLightingSetup.None; ++lightIndex)
|
|
{
|
|
Light light = visibleLights[lightIndex].light;
|
|
|
|
if (light != null
|
|
&& light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed
|
|
&& light.shadows != LightShadows.None)
|
|
{
|
|
switch (light.bakingOutput.mixedLightingMode)
|
|
{
|
|
case MixedLightingMode.Subtractive:
|
|
this.MixedLightingSetup = MixedLightingSetup.Subtractive;
|
|
break;
|
|
case MixedLightingMode.Shadowmask:
|
|
this.MixedLightingSetup = MixedLightingSetup.ShadowMask;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Once the mixed lighting mode has been discovered, we know how many MRTs we need for the gbuffer.
|
|
// Subtractive mixed lighting requires shadowMask output, which is actually used to store unity_ProbesOcclusion values.
|
|
|
|
CreateGbufferAttachments();
|
|
}
|
|
|
|
// In cases when custom pass is injected between GBuffer and Deferred passes we need to fallback
|
|
// To non-renderpass path in the middle of setup, which means recreating the gbuffer attachments as well due to GBuffer4 used for RenderPass
|
|
internal void DisableFramebufferFetchInput()
|
|
{
|
|
this.UseRenderPass = false;
|
|
CreateGbufferAttachments();
|
|
}
|
|
|
|
internal void CreateGbufferAttachments()
|
|
{
|
|
int gbufferSliceCount = this.GBufferSliceCount;
|
|
if (this.GbufferAttachments == null || this.GbufferAttachments.Length != gbufferSliceCount)
|
|
{
|
|
this.GbufferAttachments = new RenderTargetHandle[gbufferSliceCount];
|
|
for (int i = 0; i < gbufferSliceCount; ++i)
|
|
this.GbufferAttachments[i].Init(k_GBufferNames[i]);
|
|
}
|
|
}
|
|
|
|
internal bool IsRuntimeSupportedThisFrame()
|
|
{
|
|
// GBuffer slice count can change depending actual geometry/light being rendered.
|
|
// For instance, we only bind shadowMask RT if the scene supports mix lighting and at least one visible light has subtractive mixed ligting mode.
|
|
return this.GBufferSliceCount <= SystemInfo.supportedRenderTargetCount && !DeferredConfig.IsOpenGL && !DeferredConfig.IsDX10;
|
|
}
|
|
|
|
public void Setup(ref RenderingData renderingData,
|
|
AdditionalLightsShadowCasterPass additionalLightsShadowCasterPass,
|
|
bool hasDepthPrepass,
|
|
bool hasNormalPrepass,
|
|
RenderTargetHandle depthCopyTexture,
|
|
RenderTargetHandle depthInfoTexture,
|
|
RenderTargetHandle tileDepthInfoTexture,
|
|
RenderTargetHandle depthAttachment,
|
|
RenderTargetHandle colorAttachment)
|
|
{
|
|
m_AdditionalLightsShadowCasterPass = additionalLightsShadowCasterPass;
|
|
this.HasDepthPrepass = hasDepthPrepass;
|
|
this.HasNormalPrepass = hasNormalPrepass;
|
|
|
|
this.DepthCopyTexture = depthCopyTexture;
|
|
this.DepthInfoTexture = depthInfoTexture;
|
|
this.TileDepthInfoTexture = tileDepthInfoTexture;
|
|
|
|
this.GbufferAttachments[this.GBufferLightingIndex] = colorAttachment;
|
|
this.DepthAttachment = depthAttachment;
|
|
|
|
this.DepthCopyTextureIdentifier = this.DepthCopyTexture.Identifier();
|
|
this.DepthInfoTextureIdentifier = this.DepthInfoTexture.Identifier();
|
|
this.TileDepthInfoTextureIdentifier = this.TileDepthInfoTexture.Identifier();
|
|
if (this.GbufferAttachmentIdentifiers == null || this.GbufferAttachmentIdentifiers.Length != this.GbufferAttachments.Length)
|
|
{
|
|
this.GbufferAttachmentIdentifiers = new RenderTargetIdentifier[this.GbufferAttachments.Length];
|
|
this.GbufferFormats = new GraphicsFormat[this.GbufferAttachments.Length];
|
|
}
|
|
for (int i = 0; i < this.GbufferAttachments.Length; ++i)
|
|
{
|
|
this.GbufferAttachmentIdentifiers[i] = this.GbufferAttachments[i].Identifier();
|
|
this.GbufferFormats[i] = this.GetGBufferFormat(i);
|
|
}
|
|
if (this.DeferredInputAttachments == null && this.UseRenderPass && this.GbufferAttachments.Length >= 5)
|
|
{
|
|
this.DeferredInputAttachments = new RenderTargetIdentifier[4]
|
|
{
|
|
this.GbufferAttachmentIdentifiers[0], this.GbufferAttachmentIdentifiers[1],
|
|
this.GbufferAttachmentIdentifiers[2], this.GbufferAttachmentIdentifiers[4]
|
|
};
|
|
this.DeferredInputIsTransient = new bool[4]
|
|
{
|
|
true, true, true, false
|
|
};
|
|
}
|
|
this.DepthAttachmentIdentifier = depthAttachment.Identifier();
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
// In XR SinglePassInstance mode, the RTs are texture-array and all slices must be bound.
|
|
if (renderingData.cameraData.xr.enabled)
|
|
{
|
|
this.DepthCopyTextureIdentifier = new RenderTargetIdentifier(this.DepthCopyTextureIdentifier, 0, CubemapFace.Unknown, -1);
|
|
this.DepthInfoTextureIdentifier = new RenderTargetIdentifier(this.DepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
|
|
this.TileDepthInfoTextureIdentifier = new RenderTargetIdentifier(this.TileDepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
|
|
|
|
for (int i = 0; i < this.GbufferAttachmentIdentifiers.Length; ++i)
|
|
this.GbufferAttachmentIdentifiers[i] = new RenderTargetIdentifier(this.GbufferAttachmentIdentifiers[i], 0, CubemapFace.Unknown, -1);
|
|
this.DepthAttachmentIdentifier = new RenderTargetIdentifier(this.DepthAttachmentIdentifier, 0, CubemapFace.Unknown, -1);
|
|
}
|
|
#endif
|
|
|
|
m_HasTileVisLights = this.TiledDeferredShading && CheckHasTileLights(ref renderingData.lightData.visibleLights);
|
|
}
|
|
|
|
public void OnCameraCleanup(CommandBuffer cmd)
|
|
{
|
|
// Disable any global keywords setup in SetupLights().
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, false);
|
|
|
|
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
|
|
{
|
|
m_TileDataCapacities[tilerIndex] = max(m_TileDataCapacities[tilerIndex], m_Tilers[tilerIndex].TileDataCapacity);
|
|
m_Tilers[tilerIndex].OnCameraCleanup();
|
|
}
|
|
|
|
if (m_stencilVisLights.IsCreated)
|
|
m_stencilVisLights.Dispose();
|
|
if (m_stencilVisLightOffsets.IsCreated)
|
|
m_stencilVisLightOffsets.Dispose();
|
|
}
|
|
|
|
internal static StencilState OverwriteStencil(StencilState s, int stencilWriteMask)
|
|
{
|
|
if (!s.enabled)
|
|
{
|
|
return new StencilState(
|
|
true,
|
|
0, (byte)stencilWriteMask,
|
|
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
|
|
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
|
|
);
|
|
}
|
|
|
|
CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
|
|
CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
|
|
StencilOp passFront = s.passOperationFront;
|
|
StencilOp failFront = s.failOperationFront;
|
|
StencilOp zfailFront = s.zFailOperationFront;
|
|
StencilOp passBack = s.passOperationBack;
|
|
StencilOp failBack = s.failOperationBack;
|
|
StencilOp zfailBack = s.zFailOperationBack;
|
|
|
|
return new StencilState(
|
|
true,
|
|
(byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
|
|
funcFront, passFront, failFront, zfailFront,
|
|
funcBack, passBack, failBack, zfailBack
|
|
);
|
|
}
|
|
|
|
internal static RenderStateBlock OverwriteStencil(RenderStateBlock block, int stencilWriteMask, int stencilRef)
|
|
{
|
|
if (!block.stencilState.enabled)
|
|
{
|
|
block.stencilState = new StencilState(
|
|
true,
|
|
0, (byte)stencilWriteMask,
|
|
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
|
|
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
|
|
);
|
|
}
|
|
else
|
|
{
|
|
StencilState s = block.stencilState;
|
|
CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
|
|
CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
|
|
StencilOp passFront = s.passOperationFront;
|
|
StencilOp failFront = s.failOperationFront;
|
|
StencilOp zfailFront = s.zFailOperationFront;
|
|
StencilOp passBack = s.passOperationBack;
|
|
StencilOp failBack = s.failOperationBack;
|
|
StencilOp zfailBack = s.zFailOperationBack;
|
|
|
|
block.stencilState = new StencilState(
|
|
true,
|
|
(byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
|
|
funcFront, passFront, failFront, zfailFront,
|
|
funcBack, passBack, failBack, zfailBack
|
|
);
|
|
}
|
|
|
|
block.mask |= RenderStateMask.Stencil;
|
|
block.stencilReference = (block.stencilReference & (int)StencilUsage.UserMask) | stencilRef;
|
|
|
|
return block;
|
|
}
|
|
|
|
internal bool HasTileLights()
|
|
{
|
|
return m_HasTileVisLights;
|
|
}
|
|
|
|
internal bool HasTileDepthRangeExtraPass()
|
|
{
|
|
ref DeferredTiler tiler = ref m_Tilers[0];
|
|
int tilePixelWidth = tiler.TilePixelWidth;
|
|
int tilePixelHeight = tiler.TilePixelHeight;
|
|
int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
|
|
return DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel;
|
|
}
|
|
|
|
internal void ExecuteTileDepthInfoPass(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
if (m_TileDepthInfoMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
Assertions.Assert.IsTrue(
|
|
m_Tilers[0].TilePixelWidth == m_Tilers[0].TilePixelHeight || DeferredConfig.kTileDepthInfoIntermediateLevel <= 0,
|
|
"for non square tiles, cannot use intermediate mip level for TileDepthInfo texture generation (todo)"
|
|
);
|
|
|
|
uint invalidDepthRange = (uint)Mathf.FloatToHalf(-2.0f) | (((uint)Mathf.FloatToHalf(-1.0f)) << 16);
|
|
|
|
ref DeferredTiler tiler = ref m_Tilers[0];
|
|
int tileXCount = tiler.TileXCount;
|
|
int tileYCount = tiler.TileYCount;
|
|
int tilePixelWidth = tiler.TilePixelWidth;
|
|
int tilePixelHeight = tiler.TilePixelHeight;
|
|
int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
|
|
int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel ? DeferredConfig.kTileDepthInfoIntermediateLevel : tileMipLevel;
|
|
int tileShiftMipLevel = tileMipLevel - intermediateMipLevel;
|
|
int alignment = 1 << intermediateMipLevel;
|
|
int depthInfoWidth = (this.RenderWidth + alignment - 1) >> intermediateMipLevel;
|
|
int depthInfoHeight = (this.RenderHeight + alignment - 1) >> intermediateMipLevel;
|
|
NativeArray<ushort> tiles = tiler.Tiles;
|
|
NativeArray<uint> tileHeaders = tiler.TileHeaders;
|
|
|
|
NativeArray<uint> depthRanges = new NativeArray<uint>(m_MaxDepthRangePerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
|
|
{
|
|
RenderTargetIdentifier depthSurface = this.DepthAttachmentIdentifier;
|
|
RenderTargetIdentifier depthInfoSurface = (tileMipLevel == intermediateMipLevel) ? this.TileDepthInfoTextureIdentifier : this.DepthInfoTextureIdentifier;
|
|
|
|
cmd.SetGlobalTexture(ShaderConstants._DepthTex, depthSurface);
|
|
cmd.SetGlobalVector(ShaderConstants._DepthTexSize, new Vector4(this.RenderWidth, this.RenderHeight, 1.0f / this.RenderWidth, 1.0f / this.RenderHeight));
|
|
cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
|
|
cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
|
|
cmd.SetGlobalInt(ShaderConstants._SourceShiftX, intermediateMipLevel);
|
|
cmd.SetGlobalInt(ShaderConstants._SourceShiftY, intermediateMipLevel);
|
|
cmd.SetGlobalInt(ShaderConstants._TileShiftX, tileShiftMipLevel);
|
|
cmd.SetGlobalInt(ShaderConstants._TileShiftY, tileShiftMipLevel);
|
|
|
|
Matrix4x4 proj = renderingData.cameraData.camera.projectionMatrix;
|
|
Matrix4x4 clip = new Matrix4x4(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 0.5f, 0), new Vector4(0, 0, 0.5f, 1));
|
|
Matrix4x4 projScreenInv = Matrix4x4.Inverse(clip * proj);
|
|
cmd.SetGlobalVector(ShaderConstants._unproject0, projScreenInv.GetRow(2));
|
|
cmd.SetGlobalVector(ShaderConstants._unproject1, projScreenInv.GetRow(3));
|
|
|
|
string shaderVariant = null;
|
|
if (tilePixelWidth == tilePixelHeight)
|
|
{
|
|
if (intermediateMipLevel == 1)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
|
|
else if (intermediateMipLevel == 2)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
|
|
else if (intermediateMipLevel == 3)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
|
|
else if (intermediateMipLevel == 4)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_16;
|
|
}
|
|
|
|
if (shaderVariant != null)
|
|
cmd.EnableShaderKeyword(shaderVariant);
|
|
|
|
int tileY = 0;
|
|
int tileYIncrement = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / (tileXCount * 4);
|
|
|
|
while (tileY < tileYCount)
|
|
{
|
|
int tileYEnd = Mathf.Min(tileYCount, tileY + tileYIncrement);
|
|
|
|
for (int j = tileY; j < tileYEnd; ++j)
|
|
{
|
|
for (int i = 0; i < tileXCount; ++i)
|
|
{
|
|
int headerOffset = tiler.GetTileHeaderOffset(i, j);
|
|
int tileLightCount = (int)tileHeaders[headerOffset + 1];
|
|
uint listDepthRange = tileLightCount == 0 ? invalidDepthRange : tileHeaders[headerOffset + 2];
|
|
depthRanges[i + (j - tileY) * tileXCount] = listDepthRange;
|
|
}
|
|
}
|
|
|
|
ComputeBuffer _depthRanges = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxDepthRangePerBatch, DeferredConfig.UseCBufferForDepthRange);
|
|
_depthRanges.SetData(depthRanges, 0, 0, depthRanges.Length);
|
|
|
|
if (DeferredConfig.UseCBufferForDepthRange)
|
|
cmd.SetGlobalConstantBuffer(_depthRanges, ShaderConstants.UDepthRanges, 0, m_MaxDepthRangePerBatch * 4);
|
|
else
|
|
cmd.SetGlobalBuffer(ShaderConstants._DepthRanges, _depthRanges);
|
|
|
|
cmd.SetGlobalInt(ShaderConstants._tileXCount, tileXCount);
|
|
cmd.SetGlobalInt(ShaderConstants._DepthRangeOffset, tileY * tileXCount);
|
|
|
|
cmd.EnableScissorRect(new Rect(0, tileY << tileShiftMipLevel, depthInfoWidth, (tileYEnd - tileY) << tileShiftMipLevel));
|
|
cmd.Blit(depthSurface, depthInfoSurface, m_TileDepthInfoMaterial, 0);
|
|
|
|
tileY = tileYEnd;
|
|
}
|
|
|
|
cmd.DisableScissorRect();
|
|
|
|
if (shaderVariant != null)
|
|
cmd.DisableShaderKeyword(shaderVariant);
|
|
}
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
|
|
depthRanges.Dispose();
|
|
}
|
|
|
|
internal void ExecuteDownsampleBitmaskPass(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
if (m_TileDepthInfoMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
|
|
{
|
|
RenderTargetIdentifier depthInfoSurface = this.DepthInfoTextureIdentifier;
|
|
RenderTargetIdentifier tileDepthInfoSurface = this.TileDepthInfoTextureIdentifier;
|
|
|
|
ref DeferredTiler tiler = ref m_Tilers[0];
|
|
int tilePixelWidth = tiler.TilePixelWidth;
|
|
int tilePixelHeight = tiler.TilePixelHeight;
|
|
int tileWidthLevel = (int)Mathf.Log(tilePixelWidth, 2);
|
|
int tileHeightLevel = (int)Mathf.Log(tilePixelHeight, 2);
|
|
int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel;
|
|
int diffWidthLevel = tileWidthLevel - intermediateMipLevel;
|
|
int diffHeightLevel = tileHeightLevel - intermediateMipLevel;
|
|
|
|
cmd.SetGlobalTexture(ShaderConstants._BitmaskTex, depthInfoSurface);
|
|
cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
|
|
cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
|
|
|
|
int alignment = 1 << DeferredConfig.kTileDepthInfoIntermediateLevel;
|
|
int depthInfoWidth = (this.RenderWidth + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
|
|
int depthInfoHeight = (this.RenderHeight + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
|
|
cmd.SetGlobalVector("_BitmaskTexSize", new Vector4(depthInfoWidth, depthInfoHeight, 1.0f / depthInfoWidth, 1.0f / depthInfoHeight));
|
|
|
|
string shaderVariant = null;
|
|
if (diffWidthLevel == 1 && diffHeightLevel == 1)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
|
|
else if (diffWidthLevel == 2 && diffHeightLevel == 2)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
|
|
else if (diffWidthLevel == 3 && diffHeightLevel == 3)
|
|
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
|
|
|
|
if (shaderVariant != null)
|
|
cmd.EnableShaderKeyword(shaderVariant);
|
|
|
|
cmd.Blit(depthInfoSurface, tileDepthInfoSurface, m_TileDepthInfoMaterial, 1);
|
|
|
|
if (shaderVariant != null)
|
|
cmd.DisableShaderKeyword(shaderVariant);
|
|
}
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
internal void ClearStencilPartial(CommandBuffer cmd)
|
|
{
|
|
if (m_FullscreenMesh == null)
|
|
m_FullscreenMesh = CreateFullscreenMesh();
|
|
|
|
using (new ProfilingScope(cmd, m_ProfilingSamplerClearStencilPartialPass))
|
|
{
|
|
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.ClearStencilPartial]);
|
|
}
|
|
}
|
|
|
|
internal void ExecuteDeferredPass(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
// Workaround for bug.
|
|
// When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
|
|
// materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
|
|
// which prevents from resolving correct pass indices.
|
|
if (m_StencilDeferredPasses[0] < 0)
|
|
InitStencilDeferredMaterial();
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get();
|
|
using (new ProfilingScope(cmd, m_ProfilingDeferredPass))
|
|
{
|
|
// This does 2 things:
|
|
// - baked geometry are skipped (do not receive dynamic lighting)
|
|
// - non-baked geometry (== non-static geometry) use shadowMask/occlusionProbes to emulate baked shadows influences.
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, this.UseShadowMask);
|
|
|
|
// This must be set for each eye in XR mode multipass.
|
|
SetupMatrixConstants(cmd, ref renderingData);
|
|
|
|
// Firt directional light will apply SSAO if possible, unless there is none.
|
|
if (!HasStencilLightsOfType(LightType.Directional))
|
|
RenderSSAOBeforeShading(cmd, ref renderingData);
|
|
|
|
// Stencil lights must be applied before tile light because main directional light may require to overwrite lighting buffer for SSAO.
|
|
RenderStencilLights(context, cmd, ref renderingData);
|
|
|
|
RenderTileLights(context, cmd, ref renderingData);
|
|
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, false);
|
|
|
|
// Legacy fog (Windows -> Rendering -> Lighting Settings -> Fog)
|
|
RenderFog(context, cmd, ref renderingData);
|
|
}
|
|
|
|
// Restore shader keywords
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, renderingData.shadowData.isKeywordAdditionalLightShadowsEnabled);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, renderingData.shadowData.isKeywordSoftShadowsEnabled);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, m_LightCookieManager.IsKeywordLightCookieEnabled);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
// adapted from ForwardLights.SetupShaderLightConstants
|
|
void SetupShaderLightConstants(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
|
|
// Universal Forward pipeline only supports a single shadow light, if available it will be the main light.
|
|
SetupMainLightConstants(cmd, ref renderingData.lightData);
|
|
}
|
|
|
|
// adapted from ForwardLights.SetupShaderLightConstants
|
|
void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
|
|
{
|
|
if (lightData.mainLightIndex < 0)
|
|
return;
|
|
|
|
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
|
UniversalRenderPipeline.InitializeLightConstants_Common(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
|
|
|
|
var additionalLightData = lightData.visibleLights[lightData.mainLightIndex].light.GetUniversalAdditionalLightData();
|
|
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
|
|
|
|
cmd.SetGlobalVector(ShaderConstants._MainLightPosition, lightPos);
|
|
cmd.SetGlobalVector(ShaderConstants._MainLightColor, lightColor);
|
|
cmd.SetGlobalInt(ShaderConstants._MainLightLayerMask, (int)lightLayerMask);
|
|
}
|
|
|
|
void SetupMatrixConstants(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
ref CameraData cameraData = ref renderingData.cameraData;
|
|
|
|
#if ENABLE_VR && ENABLE_XR_MODULE
|
|
int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
|
|
#else
|
|
int eyeCount = 1;
|
|
#endif
|
|
Matrix4x4[] screenToWorld = m_ScreenToWorld; // deferred shaders expects 2 elements
|
|
|
|
for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
|
|
{
|
|
Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex);
|
|
Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex);
|
|
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(proj, false);
|
|
|
|
// xy coordinates in range [-1; 1] go to pixel coordinates.
|
|
Matrix4x4 toScreen = new Matrix4x4(
|
|
new Vector4(0.5f * this.RenderWidth, 0.0f, 0.0f, 0.0f),
|
|
new Vector4(0.0f, 0.5f * this.RenderHeight, 0.0f, 0.0f),
|
|
new Vector4(0.0f, 0.0f, 1.0f, 0.0f),
|
|
new Vector4(0.5f * this.RenderWidth, 0.5f * this.RenderHeight, 0.0f, 1.0f)
|
|
);
|
|
|
|
Matrix4x4 zScaleBias = Matrix4x4.identity;
|
|
if (DeferredConfig.IsOpenGL)
|
|
{
|
|
// We need to manunally adjust z in NDC space from [-1; 1] to [0; 1] (storage in depth texture).
|
|
zScaleBias = new Matrix4x4(
|
|
new Vector4(1.0f, 0.0f, 0.0f, 0.0f),
|
|
new Vector4(0.0f, 1.0f, 0.0f, 0.0f),
|
|
new Vector4(0.0f, 0.0f, 0.5f, 0.0f),
|
|
new Vector4(0.0f, 0.0f, 0.5f, 1.0f)
|
|
);
|
|
}
|
|
|
|
screenToWorld[eyeIndex] = Matrix4x4.Inverse(toScreen * zScaleBias * gpuProj * view);
|
|
}
|
|
|
|
cmd.SetGlobalMatrixArray(ShaderConstants._ScreenToWorld, screenToWorld);
|
|
}
|
|
|
|
void SortLights(ref NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights)
|
|
{
|
|
DeferredTiler.PrePunctualLight[] array = prePunctualLights.ToArray(); // TODO Use NativeArrayExtensions and avoid dynamic memory allocation.
|
|
System.Array.Sort<DeferredTiler.PrePunctualLight>(array, new SortPrePunctualLight());
|
|
prePunctualLights.CopyFrom(array);
|
|
}
|
|
|
|
bool CheckHasTileLights(ref NativeArray<VisibleLight> visibleLights)
|
|
{
|
|
for (int visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
|
|
{
|
|
if (IsTileLight(visibleLights[visLightIndex]))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void PrecomputeLights(out NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights,
|
|
out NativeArray<ushort> stencilVisLights,
|
|
out NativeArray<ushort> stencilVisLightOffsets,
|
|
ref NativeArray<VisibleLight> visibleLights,
|
|
bool hasAdditionalLights,
|
|
Matrix4x4 view,
|
|
bool isOrthographic,
|
|
float zNear)
|
|
{
|
|
const int lightTypeCount = (int)LightType.Disc + 1;
|
|
|
|
if (!hasAdditionalLights)
|
|
{
|
|
prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
stencilVisLights = new NativeArray<ushort>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
for (int i = 0; i < lightTypeCount; ++i)
|
|
stencilVisLightOffsets[i] = k_InvalidLightOffset;
|
|
return;
|
|
}
|
|
|
|
// number of supported lights rendered by the TileDeferred system, for each light type (Spot, Directional, Point, Area, Rectangle, Disc, plus one slot at the end)
|
|
NativeArray<int> tileLightOffsets = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
NativeArray<int> tileLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
NativeArray<int> stencilLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
|
|
// Count the number of lights per type.
|
|
for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
|
|
{
|
|
VisibleLight vl = visibleLights[visLightIndex];
|
|
|
|
if (this.TiledDeferredShading && IsTileLight(vl))
|
|
++tileLightOffsets[(int)vl.lightType];
|
|
else // All remaining lights are processed as stencil volumes.
|
|
++stencilVisLightOffsets[(int)vl.lightType];
|
|
}
|
|
|
|
int totalTileLightCount = tileLightOffsets[(int)LightType.Point] + tileLightOffsets[(int)LightType.Spot];
|
|
int totalStencilLightCount = stencilVisLightOffsets[(int)LightType.Spot] + stencilVisLightOffsets[(int)LightType.Directional] + stencilVisLightOffsets[(int)LightType.Point];
|
|
prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(totalTileLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
stencilVisLights = new NativeArray<ushort>(totalStencilLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
|
|
// Calculate correct offsets now.
|
|
for (int i = 0, toffset = 0; i < tileLightOffsets.Length; ++i)
|
|
{
|
|
int c = tileLightOffsets[i];
|
|
tileLightOffsets[i] = toffset;
|
|
toffset += c;
|
|
}
|
|
for (int i = 0, soffset = 0; i < stencilVisLightOffsets.Length; ++i)
|
|
{
|
|
if (stencilVisLightOffsets[i] == 0)
|
|
stencilVisLightOffsets[i] = k_InvalidLightOffset;
|
|
else
|
|
{
|
|
int c = stencilVisLightOffsets[i];
|
|
stencilVisLightOffsets[i] = (ushort)soffset;
|
|
soffset += c;
|
|
}
|
|
}
|
|
|
|
// Precompute punctual light data.
|
|
for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
|
|
{
|
|
VisibleLight vl = visibleLights[visLightIndex];
|
|
|
|
if (this.TiledDeferredShading && IsTileLight(vl))
|
|
{
|
|
DeferredTiler.PrePunctualLight ppl;
|
|
ppl.posVS = view.MultiplyPoint(vl.localToWorldMatrix.GetColumn(3)); // By convention, OpenGL RH coordinate space
|
|
ppl.radius = vl.range;
|
|
ppl.minDist = max(0.0f, length(ppl.posVS) - ppl.radius);
|
|
|
|
ppl.screenPos = new Vector2(ppl.posVS.x, ppl.posVS.y);
|
|
// Project on screen for perspective projections.
|
|
if (!isOrthographic && ppl.posVS.z <= zNear)
|
|
ppl.screenPos = ppl.screenPos * (-zNear / ppl.posVS.z);
|
|
|
|
ppl.visLightIndex = visLightIndex;
|
|
|
|
int i = tileLightCounts[(int)vl.lightType]++;
|
|
prePunctualLights[tileLightOffsets[(int)vl.lightType] + i] = ppl;
|
|
}
|
|
else
|
|
{
|
|
// All remaining lights are processed as stencil volumes.
|
|
int i = stencilLightCounts[(int)vl.lightType]++;
|
|
stencilVisLights[stencilVisLightOffsets[(int)vl.lightType] + i] = visLightIndex;
|
|
}
|
|
}
|
|
tileLightOffsets.Dispose();
|
|
tileLightCounts.Dispose();
|
|
stencilLightCounts.Dispose();
|
|
}
|
|
|
|
void RenderTileLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
if (!m_HasTileVisLights)
|
|
return;
|
|
|
|
if (m_TileDeferredMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDeferredMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
// Workaround for bug.
|
|
// When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
|
|
// materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
|
|
// which prevents from resolving correct pass indices.
|
|
if (m_TileDeferredPasses[0] < 0)
|
|
InitTileDeferredMaterial();
|
|
|
|
Profiler.BeginSample(k_DeferredTiledPass);
|
|
|
|
// Allow max 256 draw calls for rendering all the batches of tiles
|
|
DrawCall[] drawCalls = new DrawCall[256];
|
|
int drawCallCount = 0;
|
|
|
|
{
|
|
ref DeferredTiler tiler = ref m_Tilers[0];
|
|
|
|
int sizeof_TileData = 16;
|
|
int sizeof_vec4_TileData = sizeof_TileData >> 4;
|
|
int sizeof_PunctualLightData = System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
|
|
int sizeof_vec4_PunctualLightData = sizeof_PunctualLightData >> 4;
|
|
|
|
int tileXCount = tiler.TileXCount;
|
|
int tileYCount = tiler.TileYCount;
|
|
int maxLightPerTile = tiler.MaxLightPerTile;
|
|
NativeArray<ushort> tiles = tiler.Tiles;
|
|
NativeArray<uint> tileHeaders = tiler.TileHeaders;
|
|
|
|
int instanceOffset = 0;
|
|
int tileCount = 0;
|
|
int lightCount = 0;
|
|
int relLightIndices = 0;
|
|
|
|
ComputeBuffer _tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
|
|
ComputeBuffer _punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
|
|
ComputeBuffer _relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
|
|
|
|
NativeArray<uint4> tileList = new NativeArray<uint4>(m_MaxTilesPerBatch * sizeof_vec4_TileData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
NativeArray<uint4> punctualLightBuffer = new NativeArray<uint4>(m_MaxPunctualLightPerBatch * sizeof_vec4_PunctualLightData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
NativeArray<uint> relLightList = new NativeArray<uint>(m_MaxRelLightIndicesPerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
|
|
// Acceleration structure to quickly find if a light has already been added to the uniform block data for the current draw call.
|
|
NativeArray<ushort> trimmedLights = new NativeArray<ushort>(maxLightPerTile, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
NativeArray<ushort> visLightToRelLights = new NativeArray<ushort>(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
|
|
BitArray usedLights = new BitArray(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.ClearMemory);
|
|
|
|
for (int j = 0; j < tileYCount; ++j)
|
|
{
|
|
for (int i = 0; i < tileXCount; ++i)
|
|
{
|
|
int tileOffset;
|
|
int tileLightCount;
|
|
tiler.GetTileOffsetAndCount(i, j, out tileOffset, out tileLightCount);
|
|
if (tileLightCount == 0) // empty tile
|
|
continue;
|
|
|
|
// Find lights that are not in the batch yet.
|
|
int trimmedLightCount = TrimLights(ref trimmedLights, ref tiles, tileOffset, tileLightCount, ref usedLights);
|
|
Assertions.Assert.IsTrue(trimmedLightCount <= maxLightPerTile); // too many lights overlaps a tile
|
|
|
|
// Checks whether one of the GPU buffers is reaching max capacity.
|
|
// In that case, the draw call must be flushed and new GPU buffer(s) be allocated.
|
|
bool tileListIsFull = (tileCount == m_MaxTilesPerBatch);
|
|
bool lightBufferIsFull = (lightCount + trimmedLightCount > m_MaxPunctualLightPerBatch);
|
|
bool relLightListIsFull = (relLightIndices + tileLightCount > m_MaxRelLightIndicesPerBatch);
|
|
|
|
if (tileListIsFull || lightBufferIsFull || relLightListIsFull)
|
|
{
|
|
drawCalls[drawCallCount++] = new DrawCall
|
|
{
|
|
tileList = _tileList,
|
|
punctualLightBuffer = _punctualLightBuffer,
|
|
relLightList = _relLightList,
|
|
tileListSize = tileCount * sizeof_TileData,
|
|
punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
|
|
relLightListSize = Align(relLightIndices, 4) * 4,
|
|
instanceOffset = instanceOffset,
|
|
instanceCount = tileCount - instanceOffset
|
|
};
|
|
|
|
if (tileListIsFull)
|
|
{
|
|
_tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
|
|
_tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
|
|
tileCount = 0;
|
|
}
|
|
|
|
if (lightBufferIsFull)
|
|
{
|
|
_punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
|
|
_punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
|
|
lightCount = 0;
|
|
|
|
// If punctualLightBuffer was reset, then all lights in the current tile must be added.
|
|
trimmedLightCount = tileLightCount;
|
|
for (int l = 0; l < tileLightCount; ++l)
|
|
trimmedLights[l] = tiles[tileOffset + l];
|
|
usedLights.Clear();
|
|
}
|
|
|
|
if (relLightListIsFull)
|
|
{
|
|
_relLightList.SetData(relLightList, 0, 0, relLightList.Length);
|
|
_relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
|
|
relLightIndices = 0;
|
|
}
|
|
|
|
instanceOffset = tileCount;
|
|
}
|
|
|
|
// Add TileData.
|
|
int headerOffset = tiler.GetTileHeaderOffset(i, j);
|
|
uint listBitMask = tileHeaders[headerOffset + 3];
|
|
StoreTileData(ref tileList, tileCount, PackTileID((uint)i, (uint)j), listBitMask, (ushort)relLightIndices, (ushort)tileLightCount);
|
|
++tileCount;
|
|
|
|
// Add newly discovered lights.
|
|
for (int l = 0; l < trimmedLightCount; ++l)
|
|
{
|
|
int visLightIndex = trimmedLights[l];
|
|
StorePunctualLightData(ref punctualLightBuffer, lightCount, ref renderingData.lightData.visibleLights, visLightIndex);
|
|
visLightToRelLights[visLightIndex] = (ushort)lightCount;
|
|
++lightCount;
|
|
usedLights.Set(visLightIndex, true);
|
|
}
|
|
|
|
// Add light list for the tile.
|
|
for (int l = 0; l < tileLightCount; ++l)
|
|
{
|
|
ushort visLightIndex = tiles[tileOffset + l];
|
|
ushort relLightBitRange = tiles[tileOffset + tileLightCount + l];
|
|
ushort relLightIndex = visLightToRelLights[visLightIndex];
|
|
relLightList[relLightIndices++] = (uint)relLightIndex | (uint)(relLightBitRange << 16);
|
|
}
|
|
}
|
|
}
|
|
|
|
int instanceCount = tileCount - instanceOffset;
|
|
if (instanceCount > 0)
|
|
{
|
|
_tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
|
|
_punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
|
|
_relLightList.SetData(relLightList, 0, 0, relLightList.Length);
|
|
|
|
drawCalls[drawCallCount++] = new DrawCall
|
|
{
|
|
tileList = _tileList,
|
|
punctualLightBuffer = _punctualLightBuffer,
|
|
relLightList = _relLightList,
|
|
tileListSize = tileCount * sizeof_TileData,
|
|
punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
|
|
relLightListSize = Align(relLightIndices, 4) * 4,
|
|
instanceOffset = instanceOffset,
|
|
instanceCount = instanceCount
|
|
};
|
|
}
|
|
|
|
tileList.Dispose();
|
|
punctualLightBuffer.Dispose();
|
|
relLightList.Dispose();
|
|
trimmedLights.Dispose();
|
|
visLightToRelLights.Dispose();
|
|
usedLights.Dispose();
|
|
}
|
|
|
|
// Now draw all tile batches.
|
|
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredTiledPass))
|
|
{
|
|
MeshTopology topology = DeferredConfig.kHasNativeQuadSupport ? MeshTopology.Quads : MeshTopology.Triangles;
|
|
int vertexCount = DeferredConfig.kHasNativeQuadSupport ? 4 : 6;
|
|
|
|
int tileWidth = m_Tilers[0].TilePixelWidth;
|
|
int tileHeight = m_Tilers[0].TilePixelHeight;
|
|
cmd.SetGlobalInt(ShaderConstants._TilePixelWidth, tileWidth);
|
|
cmd.SetGlobalInt(ShaderConstants._TilePixelHeight, tileHeight);
|
|
|
|
cmd.SetGlobalTexture(this.TileDepthInfoTexture.id, this.TileDepthInfoTextureIdentifier);
|
|
|
|
for (int i = 0; i < drawCallCount; ++i)
|
|
{
|
|
DrawCall dc = drawCalls[i];
|
|
|
|
if (DeferredConfig.UseCBufferForTileList)
|
|
cmd.SetGlobalConstantBuffer(dc.tileList, ShaderConstants.UTileList, 0, dc.tileListSize);
|
|
else
|
|
cmd.SetGlobalBuffer(ShaderConstants._TileList, dc.tileList);
|
|
|
|
if (DeferredConfig.UseCBufferForLightData)
|
|
cmd.SetGlobalConstantBuffer(dc.punctualLightBuffer, ShaderConstants.UPunctualLightBuffer, 0, dc.punctualLightBufferSize);
|
|
else
|
|
cmd.SetGlobalBuffer(ShaderConstants._PunctualLightBuffer, dc.punctualLightBuffer);
|
|
|
|
if (DeferredConfig.UseCBufferForLightList)
|
|
cmd.SetGlobalConstantBuffer(dc.relLightList, ShaderConstants.URelLightList, 0, dc.relLightListSize);
|
|
else
|
|
cmd.SetGlobalBuffer(ShaderConstants._RelLightList, dc.relLightList);
|
|
|
|
cmd.SetGlobalInt(ShaderConstants._InstanceOffset, dc.instanceOffset);
|
|
cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualLit], topology, vertexCount, dc.instanceCount);
|
|
cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualSimpleLit], topology, vertexCount, dc.instanceCount);
|
|
}
|
|
}
|
|
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
bool HasStencilLightsOfType(LightType type)
|
|
{
|
|
return m_stencilVisLightOffsets[(int)type] != k_InvalidLightOffset;
|
|
}
|
|
|
|
void RenderStencilLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
if (m_stencilVisLights.Length == 0)
|
|
return;
|
|
|
|
if (m_StencilDeferredMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_StencilDeferredMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
Profiler.BeginSample(k_DeferredStencilPass);
|
|
|
|
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredStencilPass))
|
|
{
|
|
NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
|
|
|
|
if (HasStencilLightsOfType(LightType.Directional))
|
|
RenderStencilDirectionalLights(cmd, ref renderingData, visibleLights, renderingData.lightData.mainLightIndex);
|
|
if (HasStencilLightsOfType(LightType.Point))
|
|
RenderStencilPointLights(cmd, ref renderingData, visibleLights);
|
|
if (HasStencilLightsOfType(LightType.Spot))
|
|
RenderStencilSpotLights(cmd, ref renderingData, visibleLights);
|
|
}
|
|
|
|
Profiler.EndSample();
|
|
}
|
|
|
|
void RenderStencilDirectionalLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights, int mainLightIndex)
|
|
{
|
|
if (m_FullscreenMesh == null)
|
|
m_FullscreenMesh = CreateFullscreenMesh();
|
|
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
|
|
|
|
// Directional lights.
|
|
bool isFirstLight = true;
|
|
|
|
// TODO bundle extra directional lights rendering by batches of 8.
|
|
// Also separate shadow caster lights from non-shadow caster.
|
|
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Directional]; soffset < m_stencilVisLights.Length; ++soffset)
|
|
{
|
|
ushort visLightIndex = m_stencilVisLights[soffset];
|
|
VisibleLight vl = visibleLights[visLightIndex];
|
|
if (vl.lightType != LightType.Directional)
|
|
break;
|
|
|
|
Vector4 lightDir, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
|
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightDir, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
|
|
|
|
int lightFlags = 0;
|
|
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
|
|
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
|
|
|
|
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
|
|
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
|
|
|
|
// Setup shadow paramters:
|
|
// - for the main light, they have already been setup globally, so nothing to do.
|
|
// - for other directional lights, it is actually not supported by URP, but the code would look like this.
|
|
bool hasDeferredShadows;
|
|
if (visLightIndex == mainLightIndex)
|
|
{
|
|
hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None;
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, false);
|
|
}
|
|
else
|
|
{
|
|
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
|
|
hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredShadows);
|
|
|
|
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
|
|
}
|
|
|
|
bool hasSoftShadow = hasDeferredShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_FIRST_LIGHT, isFirstLight); // First directional light applies SSAO
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MAIN_LIGHT, visLightIndex == mainLightIndex); // main directional light use different uniform constants from additional directional lights
|
|
|
|
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor); // VisibleLight.finalColor already returns color in active color space
|
|
cmd.SetGlobalVector(ShaderConstants._LightDirection, lightDir);
|
|
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
|
|
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
|
|
|
|
// Lighting pass.
|
|
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalLit]);
|
|
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalSimpleLit]);
|
|
|
|
isFirstLight = false;
|
|
}
|
|
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
|
|
}
|
|
|
|
void RenderStencilPointLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
|
|
{
|
|
if (m_SphereMesh == null)
|
|
m_SphereMesh = CreateSphereMesh();
|
|
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings._POINT);
|
|
|
|
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Point]; soffset < m_stencilVisLights.Length; ++soffset)
|
|
{
|
|
ushort visLightIndex = m_stencilVisLights[soffset];
|
|
VisibleLight vl = visibleLights[visLightIndex];
|
|
if (vl.lightType != LightType.Point)
|
|
break;
|
|
|
|
Vector3 posWS = vl.localToWorldMatrix.GetColumn(3);
|
|
|
|
Matrix4x4 transformMatrix = new Matrix4x4(
|
|
new Vector4(vl.range, 0.0f, 0.0f, 0.0f),
|
|
new Vector4(0.0f, vl.range, 0.0f, 0.0f),
|
|
new Vector4(0.0f, 0.0f, vl.range, 0.0f),
|
|
new Vector4(posWS.x, posWS.y, posWS.z, 1.0f)
|
|
);
|
|
|
|
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
|
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
|
|
|
|
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
|
|
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
|
|
|
|
int lightFlags = 0;
|
|
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
|
|
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
|
|
|
|
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
|
|
bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
|
|
bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
|
|
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
|
|
|
|
int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
|
|
// We could test this in shader (static if) a variant (shader change) is undesirable. Same for spot light.
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
|
|
|
|
cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
|
|
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
|
|
cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
|
|
cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
|
|
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
|
|
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
|
|
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
|
|
cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
|
|
|
|
// Stencil pass.
|
|
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
|
|
|
|
// Lighting pass.
|
|
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
|
|
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
|
|
}
|
|
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings._POINT);
|
|
}
|
|
|
|
void RenderStencilSpotLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
|
|
{
|
|
if (m_HemisphereMesh == null)
|
|
m_HemisphereMesh = CreateHemisphereMesh();
|
|
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings._SPOT);
|
|
|
|
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Spot]; soffset < m_stencilVisLights.Length; ++soffset)
|
|
{
|
|
ushort visLightIndex = m_stencilVisLights[soffset];
|
|
VisibleLight vl = visibleLights[visLightIndex];
|
|
if (vl.lightType != LightType.Spot)
|
|
break;
|
|
|
|
float alpha = Mathf.Deg2Rad * vl.spotAngle * 0.5f;
|
|
float cosAlpha = Mathf.Cos(alpha);
|
|
float sinAlpha = Mathf.Sin(alpha);
|
|
// Artificially inflate the geometric shape to fit the analytic spot shape.
|
|
// The tighter the spot shape, the lesser inflation is needed.
|
|
float guard = Mathf.Lerp(1.0f, kStencilShapeGuard, sinAlpha);
|
|
|
|
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
|
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
|
|
|
|
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
|
|
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
|
|
|
|
int lightFlags = 0;
|
|
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
|
|
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
|
|
|
|
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
|
|
bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
|
|
bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
|
|
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
|
|
|
|
int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
|
|
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
|
|
|
|
cmd.SetGlobalVector(ShaderConstants._SpotLightScale, new Vector4(sinAlpha, sinAlpha, 1.0f - cosAlpha, vl.range));
|
|
cmd.SetGlobalVector(ShaderConstants._SpotLightBias, new Vector4(0.0f, 0.0f, cosAlpha, 0.0f));
|
|
cmd.SetGlobalVector(ShaderConstants._SpotLightGuard, new Vector4(guard, guard, guard, cosAlpha * vl.range));
|
|
cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
|
|
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
|
|
cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
|
|
cmd.SetGlobalVector(ShaderConstants._LightDirection, new Vector3(lightSpotDir.x, lightSpotDir.y, lightSpotDir.z));
|
|
cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
|
|
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
|
|
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
|
|
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
|
|
cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
|
|
|
|
|
|
// Stencil pass.
|
|
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
|
|
|
|
// Lighting pass.
|
|
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
|
|
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
|
|
}
|
|
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings._SPOT);
|
|
}
|
|
|
|
void RenderSSAOBeforeShading(CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
if (m_FullscreenMesh == null)
|
|
m_FullscreenMesh = CreateFullscreenMesh();
|
|
|
|
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.SSAOOnly]);
|
|
}
|
|
|
|
void RenderFog(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
|
|
{
|
|
// Legacy fog does not work in orthographic mode.
|
|
if (!RenderSettings.fog || renderingData.cameraData.camera.orthographic)
|
|
return;
|
|
|
|
if (m_FullscreenMesh == null)
|
|
m_FullscreenMesh = CreateFullscreenMesh();
|
|
|
|
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredFogPass))
|
|
{
|
|
// Fog parameters and shader variant keywords are already set externally.
|
|
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.Fog]);
|
|
}
|
|
}
|
|
|
|
int TrimLights(ref NativeArray<ushort> trimmedLights, ref NativeArray<ushort> tiles, int offset, int lightCount, ref BitArray usedLights)
|
|
{
|
|
int trimCount = 0;
|
|
for (int i = 0; i < lightCount; ++i)
|
|
{
|
|
ushort visLightIndex = tiles[offset + i];
|
|
if (usedLights.IsSet(visLightIndex))
|
|
continue;
|
|
trimmedLights[trimCount++] = visLightIndex;
|
|
}
|
|
return trimCount;
|
|
}
|
|
|
|
void StorePunctualLightData(ref NativeArray<uint4> punctualLightBuffer, int storeIndex, ref NativeArray<VisibleLight> visibleLights, int index)
|
|
{
|
|
int lightFlags = 0;
|
|
if (visibleLights[index].light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
|
|
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
|
|
|
|
// tile lights do not support shadows, so shadowLightIndex is -1.
|
|
//int shadowLightIndex = -1;
|
|
|
|
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
|
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, index, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
|
|
|
|
var additionalLightData = visibleLights[index].light.GetUniversalAdditionalLightData();
|
|
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
|
|
|
|
punctualLightBuffer[storeIndex * 6 + 0] = new uint4(FloatToUInt(lightPos.x), FloatToUInt(lightPos.y), FloatToUInt(lightPos.z), FloatToUInt(visibleLights[index].range * visibleLights[index].range));
|
|
punctualLightBuffer[storeIndex * 6 + 1] = new uint4(FloatToUInt(lightColor.x), FloatToUInt(lightColor.y), FloatToUInt(lightColor.z), 0);
|
|
punctualLightBuffer[storeIndex * 6 + 2] = new uint4(FloatToUInt(lightAttenuation.x), FloatToUInt(lightAttenuation.y), FloatToUInt(lightAttenuation.z), FloatToUInt(lightAttenuation.w));
|
|
punctualLightBuffer[storeIndex * 6 + 3] = new uint4(FloatToUInt(lightSpotDir.x), FloatToUInt(lightSpotDir.y), FloatToUInt(lightSpotDir.z), (uint)lightFlags);
|
|
punctualLightBuffer[storeIndex * 6 + 4] = new uint4(FloatToUInt(lightOcclusionChannel.x), FloatToUInt(lightOcclusionChannel.y), FloatToUInt(lightOcclusionChannel.z), FloatToUInt(lightOcclusionChannel.w));
|
|
punctualLightBuffer[storeIndex * 6 + 5] = new uint4(lightLayerMask, 0, 0, 0);
|
|
}
|
|
|
|
void StoreTileData(ref NativeArray<uint4> tileList, int storeIndex, uint tileID, uint listBitMask, ushort relLightOffset, ushort lightCount)
|
|
{
|
|
// See struct TileData in TileDeferred.shader.
|
|
tileList[storeIndex] = new uint4 { x = tileID, y = listBitMask, z = relLightOffset | ((uint)lightCount << 16), w = 0 };
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
bool IsTileLight(VisibleLight visibleLight)
|
|
{
|
|
// tileDeferred might render a lot of point lights in the same draw call.
|
|
// point light shadows require generating cube shadow maps in real-time, requiring extra CPU/GPU resources ; which can become expensive quickly
|
|
return (visibleLight.lightType == LightType.Point && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None))
|
|
|| (visibleLight.lightType == LightType.Spot && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None));
|
|
}
|
|
|
|
void InitTileDeferredMaterial()
|
|
{
|
|
if (m_TileDeferredMaterial == null)
|
|
return;
|
|
|
|
for (int pass = 0; pass < k_TileDeferredPassNames.Length; ++pass)
|
|
m_TileDeferredPasses[pass] = m_TileDeferredMaterial.FindPass(k_TileDeferredPassNames[pass]);
|
|
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilRef, (float)StencilUsage.MaterialLit);
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilWriteMask, 0.0f);
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilRef, (float)StencilUsage.MaterialSimpleLit);
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilWriteMask, 0.0f);
|
|
}
|
|
|
|
void InitStencilDeferredMaterial()
|
|
{
|
|
if (m_StencilDeferredMaterial == null)
|
|
return;
|
|
|
|
// Pass indices can not be hardcoded because some platforms will strip out some passes, offset the index of later passes.
|
|
for (int pass = 0; pass < k_StencilDeferredPassNames.Length; ++pass)
|
|
m_StencilDeferredPasses[pass] = m_StencilDeferredMaterial.FindPass(k_StencilDeferredPassNames[pass]);
|
|
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilRef, (float)StencilUsage.MaterialUnlit);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilWriteMask, (float)StencilUsage.StencilLight);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialLit));
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialSimpleLit));
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilRef, (float)StencilUsage.MaterialLit);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilWriteMask, 0.0f);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilRef, (float)StencilUsage.MaterialSimpleLit);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilWriteMask, 0.0f);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilRef, 0.0f);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilReadMask, (float)StencilUsage.MaterialMask);
|
|
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilWriteMask, (float)StencilUsage.MaterialMask);
|
|
}
|
|
|
|
static Mesh CreateSphereMesh()
|
|
{
|
|
// This icosaedron has been been slightly inflated to fit an unit sphere.
|
|
// This is the same geometry as built-in deferred.
|
|
|
|
Vector3[] positions =
|
|
{
|
|
new Vector3(0.000f, 0.000f, -1.070f), new Vector3(0.174f, -0.535f, -0.910f),
|
|
new Vector3(-0.455f, -0.331f, -0.910f), new Vector3(0.562f, 0.000f, -0.910f),
|
|
new Vector3(-0.455f, 0.331f, -0.910f), new Vector3(0.174f, 0.535f, -0.910f),
|
|
new Vector3(-0.281f, -0.865f, -0.562f), new Vector3(0.736f, -0.535f, -0.562f),
|
|
new Vector3(0.296f, -0.910f, -0.468f), new Vector3(-0.910f, 0.000f, -0.562f),
|
|
new Vector3(-0.774f, -0.562f, -0.478f), new Vector3(0.000f, -1.070f, 0.000f),
|
|
new Vector3(-0.629f, -0.865f, 0.000f), new Vector3(0.629f, -0.865f, 0.000f),
|
|
new Vector3(-1.017f, -0.331f, 0.000f), new Vector3(0.957f, 0.000f, -0.478f),
|
|
new Vector3(0.736f, 0.535f, -0.562f), new Vector3(1.017f, -0.331f, 0.000f),
|
|
new Vector3(1.017f, 0.331f, 0.000f), new Vector3(-0.296f, -0.910f, 0.478f),
|
|
new Vector3(0.281f, -0.865f, 0.562f), new Vector3(0.774f, -0.562f, 0.478f),
|
|
new Vector3(-0.736f, -0.535f, 0.562f), new Vector3(0.910f, 0.000f, 0.562f),
|
|
new Vector3(0.455f, -0.331f, 0.910f), new Vector3(-0.174f, -0.535f, 0.910f),
|
|
new Vector3(0.629f, 0.865f, 0.000f), new Vector3(0.774f, 0.562f, 0.478f),
|
|
new Vector3(0.455f, 0.331f, 0.910f), new Vector3(0.000f, 0.000f, 1.070f),
|
|
new Vector3(-0.562f, 0.000f, 0.910f), new Vector3(-0.957f, 0.000f, 0.478f),
|
|
new Vector3(0.281f, 0.865f, 0.562f), new Vector3(-0.174f, 0.535f, 0.910f),
|
|
new Vector3(0.296f, 0.910f, -0.478f), new Vector3(-1.017f, 0.331f, 0.000f),
|
|
new Vector3(-0.736f, 0.535f, 0.562f), new Vector3(-0.296f, 0.910f, 0.478f),
|
|
new Vector3(0.000f, 1.070f, 0.000f), new Vector3(-0.281f, 0.865f, -0.562f),
|
|
new Vector3(-0.774f, 0.562f, -0.478f), new Vector3(-0.629f, 0.865f, 0.000f),
|
|
};
|
|
|
|
int[] indices =
|
|
{
|
|
0, 1, 2, 0, 3, 1, 2, 4, 0, 0, 5, 3, 0, 4, 5, 1, 6, 2,
|
|
3, 7, 1, 1, 8, 6, 1, 7, 8, 9, 4, 2, 2, 6, 10, 10, 9, 2,
|
|
8, 11, 6, 6, 12, 10, 11, 12, 6, 7, 13, 8, 8, 13, 11, 10, 14, 9,
|
|
10, 12, 14, 3, 15, 7, 5, 16, 3, 3, 16, 15, 15, 17, 7, 17, 13, 7,
|
|
16, 18, 15, 15, 18, 17, 11, 19, 12, 13, 20, 11, 11, 20, 19, 17, 21, 13,
|
|
13, 21, 20, 12, 19, 22, 12, 22, 14, 17, 23, 21, 18, 23, 17, 21, 24, 20,
|
|
23, 24, 21, 20, 25, 19, 19, 25, 22, 24, 25, 20, 26, 18, 16, 18, 27, 23,
|
|
26, 27, 18, 28, 24, 23, 27, 28, 23, 24, 29, 25, 28, 29, 24, 25, 30, 22,
|
|
25, 29, 30, 14, 22, 31, 22, 30, 31, 32, 28, 27, 26, 32, 27, 33, 29, 28,
|
|
30, 29, 33, 33, 28, 32, 34, 26, 16, 5, 34, 16, 14, 31, 35, 14, 35, 9,
|
|
31, 30, 36, 30, 33, 36, 35, 31, 36, 37, 33, 32, 36, 33, 37, 38, 32, 26,
|
|
34, 38, 26, 38, 37, 32, 5, 39, 34, 39, 38, 34, 4, 39, 5, 9, 40, 4,
|
|
9, 35, 40, 4, 40, 39, 35, 36, 41, 41, 36, 37, 41, 37, 38, 40, 35, 41,
|
|
40, 41, 39, 41, 38, 39,
|
|
};
|
|
|
|
|
|
Mesh mesh = new Mesh();
|
|
mesh.indexFormat = IndexFormat.UInt16;
|
|
mesh.vertices = positions;
|
|
mesh.triangles = indices;
|
|
|
|
return mesh;
|
|
}
|
|
|
|
static Mesh CreateHemisphereMesh()
|
|
{
|
|
// TODO reorder for pre&post-transform cache optimisation.
|
|
// This capped hemisphere shape is in unit dimensions. It will be slightly inflated in the vertex shader
|
|
// to fit the cone analytical shape.
|
|
Vector3[] positions =
|
|
{
|
|
new Vector3(0.000000f, 0.000000f, 0.000000f), new Vector3(1.000000f, 0.000000f, 0.000000f),
|
|
new Vector3(0.923880f, 0.382683f, 0.000000f), new Vector3(0.707107f, 0.707107f, 0.000000f),
|
|
new Vector3(0.382683f, 0.923880f, 0.000000f), new Vector3(-0.000000f, 1.000000f, 0.000000f),
|
|
new Vector3(-0.382684f, 0.923880f, 0.000000f), new Vector3(-0.707107f, 0.707107f, 0.000000f),
|
|
new Vector3(-0.923880f, 0.382683f, 0.000000f), new Vector3(-1.000000f, -0.000000f, 0.000000f),
|
|
new Vector3(-0.923880f, -0.382683f, 0.000000f), new Vector3(-0.707107f, -0.707107f, 0.000000f),
|
|
new Vector3(-0.382683f, -0.923880f, 0.000000f), new Vector3(0.000000f, -1.000000f, 0.000000f),
|
|
new Vector3(0.382684f, -0.923879f, 0.000000f), new Vector3(0.707107f, -0.707107f, 0.000000f),
|
|
new Vector3(0.923880f, -0.382683f, 0.000000f), new Vector3(0.000000f, 0.000000f, 1.000000f),
|
|
new Vector3(0.707107f, 0.000000f, 0.707107f), new Vector3(0.000000f, -0.707107f, 0.707107f),
|
|
new Vector3(0.000000f, 0.707107f, 0.707107f), new Vector3(-0.707107f, 0.000000f, 0.707107f),
|
|
new Vector3(0.816497f, -0.408248f, 0.408248f), new Vector3(0.408248f, -0.408248f, 0.816497f),
|
|
new Vector3(0.408248f, -0.816497f, 0.408248f), new Vector3(0.408248f, 0.816497f, 0.408248f),
|
|
new Vector3(0.408248f, 0.408248f, 0.816497f), new Vector3(0.816497f, 0.408248f, 0.408248f),
|
|
new Vector3(-0.816497f, 0.408248f, 0.408248f), new Vector3(-0.408248f, 0.408248f, 0.816497f),
|
|
new Vector3(-0.408248f, 0.816497f, 0.408248f), new Vector3(-0.408248f, -0.816497f, 0.408248f),
|
|
new Vector3(-0.408248f, -0.408248f, 0.816497f), new Vector3(-0.816497f, -0.408248f, 0.408248f),
|
|
new Vector3(0.000000f, -0.923880f, 0.382683f), new Vector3(0.923880f, 0.000000f, 0.382683f),
|
|
new Vector3(0.000000f, -0.382683f, 0.923880f), new Vector3(0.382683f, 0.000000f, 0.923880f),
|
|
new Vector3(0.000000f, 0.923880f, 0.382683f), new Vector3(0.000000f, 0.382683f, 0.923880f),
|
|
new Vector3(-0.923880f, 0.000000f, 0.382683f), new Vector3(-0.382683f, 0.000000f, 0.923880f)
|
|
};
|
|
|
|
int[] indices =
|
|
{
|
|
0, 2, 1, 0, 3, 2, 0, 4, 3, 0, 5, 4, 0, 6, 5, 0,
|
|
7, 6, 0, 8, 7, 0, 9, 8, 0, 10, 9, 0, 11, 10, 0, 12,
|
|
11, 0, 13, 12, 0, 14, 13, 0, 15, 14, 0, 16, 15, 0, 1, 16,
|
|
22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 14, 24, 34, 35,
|
|
22, 16, 36, 23, 37, 2, 27, 35, 38, 25, 4, 37, 26, 39, 6, 30,
|
|
38, 40, 28, 8, 39, 29, 41, 10, 33, 40, 34, 31, 12, 41, 32, 36,
|
|
15, 22, 24, 18, 23, 22, 19, 24, 23, 3, 25, 27, 20, 26, 25, 18,
|
|
27, 26, 7, 28, 30, 21, 29, 28, 20, 30, 29, 11, 31, 33, 19, 32,
|
|
31, 21, 33, 32, 13, 14, 34, 15, 24, 14, 19, 34, 24, 1, 35, 16,
|
|
18, 22, 35, 15, 16, 22, 17, 36, 37, 19, 23, 36, 18, 37, 23, 1,
|
|
2, 35, 3, 27, 2, 18, 35, 27, 5, 38, 4, 20, 25, 38, 3, 4,
|
|
25, 17, 37, 39, 18, 26, 37, 20, 39, 26, 5, 6, 38, 7, 30, 6,
|
|
20, 38, 30, 9, 40, 8, 21, 28, 40, 7, 8, 28, 17, 39, 41, 20,
|
|
29, 39, 21, 41, 29, 9, 10, 40, 11, 33, 10, 21, 40, 33, 13, 34,
|
|
12, 19, 31, 34, 11, 12, 31, 17, 41, 36, 21, 32, 41, 19, 36, 32
|
|
};
|
|
|
|
Mesh mesh = new Mesh();
|
|
mesh.indexFormat = IndexFormat.UInt16;
|
|
mesh.vertices = positions;
|
|
mesh.triangles = indices;
|
|
|
|
return mesh;
|
|
}
|
|
|
|
static Mesh CreateFullscreenMesh()
|
|
{
|
|
// TODO reorder for pre&post-transform cache optimisation.
|
|
// Simple full-screen triangle.
|
|
Vector3[] positions =
|
|
{
|
|
new Vector3(-1.0f, 1.0f, 0.0f),
|
|
new Vector3(-1.0f, -3.0f, 0.0f),
|
|
new Vector3(3.0f, 1.0f, 0.0f)
|
|
};
|
|
|
|
int[] indices = { 0, 1, 2 };
|
|
|
|
Mesh mesh = new Mesh();
|
|
mesh.indexFormat = IndexFormat.UInt16;
|
|
mesh.vertices = positions;
|
|
mesh.triangles = indices;
|
|
|
|
return mesh;
|
|
}
|
|
|
|
static int Align(int s, int alignment)
|
|
{
|
|
return ((s + alignment - 1) / alignment) * alignment;
|
|
}
|
|
|
|
// Keep in sync with UnpackTileID().
|
|
static uint PackTileID(uint i, uint j)
|
|
{
|
|
return i | (j << 16);
|
|
}
|
|
|
|
static uint FloatToUInt(float val)
|
|
{
|
|
// TODO different order for little-endian and big-endian platforms.
|
|
byte[] bytes = System.BitConverter.GetBytes(val);
|
|
return bytes[0] | (((uint)bytes[1]) << 8) | (((uint)bytes[2]) << 16) | (((uint)bytes[3]) << 24);
|
|
//return bytes[3] | (((uint)bytes[2]) << 8) | (((uint)bytes[1]) << 16) | (((uint)bytes[0]) << 24);
|
|
}
|
|
|
|
static uint Half2ToUInt(float x, float y)
|
|
{
|
|
uint hx = Mathf.FloatToHalf(x);
|
|
uint hy = Mathf.FloatToHalf(y);
|
|
return hx | (hy << 16);
|
|
}
|
|
}
|
|
|
|
class SortPrePunctualLight : System.Collections.Generic.IComparer<DeferredTiler.PrePunctualLight>
|
|
{
|
|
public int Compare(DeferredTiler.PrePunctualLight a, DeferredTiler.PrePunctualLight b)
|
|
{
|
|
if (a.minDist < b.minDist)
|
|
return -1;
|
|
else if (a.minDist > b.minDist)
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
struct BitArray : System.IDisposable
|
|
{
|
|
NativeArray<uint> m_Mem; // ulong not supported in il2cpp???
|
|
int m_BitCount;
|
|
int m_IntCount;
|
|
|
|
public BitArray(int bitCount, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
|
|
{
|
|
m_BitCount = bitCount;
|
|
m_IntCount = (bitCount + 31) >> 5;
|
|
m_Mem = new NativeArray<uint>(m_IntCount, allocator, options);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
m_Mem.Dispose();
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
for (int i = 0; i < m_IntCount; ++i)
|
|
m_Mem[i] = 0;
|
|
}
|
|
|
|
public bool IsSet(int bitIndex)
|
|
{
|
|
return (m_Mem[bitIndex >> 5] & (1u << (bitIndex & 31))) != 0;
|
|
}
|
|
|
|
public void Set(int bitIndex, bool val)
|
|
{
|
|
if (val)
|
|
m_Mem[bitIndex >> 5] |= 1u << (bitIndex & 31);
|
|
else
|
|
m_Mem[bitIndex >> 5] &= ~(1u << (bitIndex & 31));
|
|
}
|
|
};
|
|
}
|