b486678290
Library -Artifacts
344 lines
19 KiB
C#
344 lines
19 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine.Experimental.Rendering;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
// TODO: Culling of shadow casters, rotate color channels for shadow casting, check get material functions.
|
|
|
|
|
|
internal static class ShadowRendering
|
|
{
|
|
private static readonly int k_LightPosID = Shader.PropertyToID("_LightPos");
|
|
private static readonly int k_SelfShadowingID = Shader.PropertyToID("_SelfShadowing");
|
|
private static readonly int k_ShadowStencilGroupID = Shader.PropertyToID("_ShadowStencilGroup");
|
|
private static readonly int k_ShadowIntensityID = Shader.PropertyToID("_ShadowIntensity");
|
|
private static readonly int k_ShadowVolumeIntensityID = Shader.PropertyToID("_ShadowVolumeIntensity");
|
|
private static readonly int k_ShadowRadiusID = Shader.PropertyToID("_ShadowRadius");
|
|
private static readonly int k_ShadowColorMaskID = Shader.PropertyToID("_ShadowColorMask");
|
|
private static readonly int k_ShadowModelMatrixID = Shader.PropertyToID("_ShadowModelMatrix");
|
|
private static readonly int k_ShadowModelInvMatrixID = Shader.PropertyToID("_ShadowModelInvMatrix");
|
|
private static readonly int k_ShadowModelScaleID = Shader.PropertyToID("_ShadowModelScale");
|
|
|
|
private static readonly ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture");
|
|
private static readonly ProfilingSampler m_ProfilingSamplerShadowsA = new ProfilingSampler("Draw 2D Shadows (A)");
|
|
private static readonly ProfilingSampler m_ProfilingSamplerShadowsR = new ProfilingSampler("Draw 2D Shadows (R)");
|
|
private static readonly ProfilingSampler m_ProfilingSamplerShadowsG = new ProfilingSampler("Draw 2D Shadows (G)");
|
|
private static readonly ProfilingSampler m_ProfilingSamplerShadowsB = new ProfilingSampler("Draw 2D Shadows (B)");
|
|
|
|
private static RenderTargetHandle[] m_RenderTargets = null;
|
|
private static RenderTargetIdentifier[] m_LightInputTextures = null;
|
|
private static readonly Color[] k_ColorLookup = new Color[4] { new Color(0, 0, 0, 1), new Color(0, 0, 1, 0), new Color(0, 1, 0, 0), new Color(1, 0, 0, 0) };
|
|
private static readonly ProfilingSampler[] m_ProfilingSamplerShadowColorsLookup = new ProfilingSampler[4] { m_ProfilingSamplerShadowsA, m_ProfilingSamplerShadowsB, m_ProfilingSamplerShadowsG, m_ProfilingSamplerShadowsR };
|
|
|
|
public static uint maxTextureCount { get; private set; }
|
|
|
|
public static void InitializeBudget(uint maxTextureCount)
|
|
{
|
|
if (m_RenderTargets == null || m_RenderTargets.Length != maxTextureCount)
|
|
{
|
|
m_RenderTargets = new RenderTargetHandle[maxTextureCount];
|
|
ShadowRendering.maxTextureCount = maxTextureCount;
|
|
|
|
for (int i = 0; i < maxTextureCount; i++)
|
|
{
|
|
unsafe
|
|
{
|
|
m_RenderTargets[i].id = Shader.PropertyToID($"ShadowTex_{i}");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_LightInputTextures == null || m_LightInputTextures.Length != maxTextureCount)
|
|
{
|
|
m_LightInputTextures = new RenderTargetIdentifier[maxTextureCount];
|
|
}
|
|
}
|
|
|
|
private static Material[] CreateMaterials(Shader shader, int pass = 0)
|
|
{
|
|
const int k_ColorChannels = 4;
|
|
Material[] materials = new Material[k_ColorChannels];
|
|
|
|
for (int i = 0; i < k_ColorChannels; i++)
|
|
{
|
|
materials[i] = CoreUtils.CreateEngineMaterial(shader);
|
|
materials[i].SetInt(k_ShadowColorMaskID, 1 << i);
|
|
materials[i].SetPass(pass);
|
|
}
|
|
|
|
return materials;
|
|
}
|
|
|
|
private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorIndex)
|
|
{
|
|
//rendererData.projectedShadowMaterial = null;
|
|
if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial[0].shader)
|
|
{
|
|
rendererData.projectedShadowMaterial = CreateMaterials(rendererData.projectedShadowShader);
|
|
}
|
|
|
|
return rendererData.projectedShadowMaterial[colorIndex];
|
|
}
|
|
|
|
private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorIndex)
|
|
{
|
|
//rendererData.stencilOnlyShadowMaterial = null;
|
|
if (rendererData.stencilOnlyShadowMaterial == null || rendererData.stencilOnlyShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial[0].shader)
|
|
{
|
|
rendererData.stencilOnlyShadowMaterial = CreateMaterials(rendererData.projectedShadowShader, 1);
|
|
}
|
|
|
|
return rendererData.stencilOnlyShadowMaterial[colorIndex];
|
|
}
|
|
|
|
private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorIndex)
|
|
{
|
|
//rendererData.spriteSelfShadowMaterial = null;
|
|
if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteSelfShadowMaterial.Length == 0 || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial[0].shader)
|
|
{
|
|
rendererData.spriteSelfShadowMaterial = CreateMaterials(rendererData.spriteShadowShader);
|
|
}
|
|
|
|
return rendererData.spriteSelfShadowMaterial[colorIndex];
|
|
}
|
|
|
|
private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData, int colorIndex)
|
|
{
|
|
//rendererData.spriteUnshadowMaterial = null;
|
|
if (rendererData.spriteUnshadowMaterial == null || rendererData.spriteUnshadowMaterial.Length == 0 || rendererData.spriteUnshadowShader != rendererData.spriteUnshadowMaterial[0].shader)
|
|
{
|
|
rendererData.spriteUnshadowMaterial = CreateMaterials(rendererData.spriteUnshadowShader);
|
|
}
|
|
|
|
return rendererData.spriteUnshadowMaterial[colorIndex];
|
|
}
|
|
|
|
private static Material GetGeometryUnshadowMaterial(this Renderer2DData rendererData, int colorIndex)
|
|
{
|
|
//rendererData.geometryUnshadowMaterial = null;
|
|
if (rendererData.geometryUnshadowMaterial == null || rendererData.geometryUnshadowMaterial.Length == 0 || rendererData.geometryUnshadowShader != rendererData.geometryUnshadowMaterial[0].shader)
|
|
{
|
|
rendererData.geometryUnshadowMaterial = CreateMaterials(rendererData.geometryUnshadowShader);
|
|
}
|
|
|
|
return rendererData.geometryUnshadowMaterial[colorIndex];
|
|
}
|
|
|
|
public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex)
|
|
{
|
|
CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer);
|
|
}
|
|
|
|
public static bool PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity)
|
|
{
|
|
var colorChannel = shadowIndex % 4;
|
|
var textureIndex = shadowIndex / 4;
|
|
|
|
if (colorChannel == 0)
|
|
ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex);
|
|
|
|
bool hadShadowsToRender = RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel);
|
|
|
|
// Render the shadows for this light
|
|
if (RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel))
|
|
m_LightInputTextures[textureIndex] = m_RenderTargets[textureIndex].Identifier();
|
|
else
|
|
m_LightInputTextures[textureIndex] = Texture2D.blackTexture;
|
|
|
|
return hadShadowsToRender;
|
|
}
|
|
|
|
public static void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex)
|
|
{
|
|
var colorChannel = shadowIndex % 4;
|
|
var textureIndex = shadowIndex / 4;
|
|
|
|
cmdBuffer.SetGlobalTexture("_ShadowTex", m_LightInputTextures[textureIndex]);
|
|
cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorChannel]);
|
|
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1 - light.shadowIntensity);
|
|
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1 - light.shadowVolumeIntensity);
|
|
}
|
|
|
|
public static void DisableGlobalShadowTexture(CommandBuffer cmdBuffer)
|
|
{
|
|
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1);
|
|
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1);
|
|
}
|
|
|
|
private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderTargetHandle rtHandle, RenderingData renderingData, CommandBuffer cmdBuffer)
|
|
{
|
|
var renderTextureScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
|
|
var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
|
|
var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
|
|
|
|
var descriptor = new RenderTextureDescriptor(width, height);
|
|
descriptor.useMipMap = false;
|
|
descriptor.autoGenerateMips = false;
|
|
descriptor.depthBufferBits = 24;
|
|
descriptor.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
|
|
descriptor.msaaSamples = 1;
|
|
descriptor.dimension = TextureDimension.Tex2D;
|
|
|
|
cmdBuffer.GetTemporaryRT(rtHandle.id, descriptor, FilterMode.Bilinear);
|
|
}
|
|
|
|
public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex)
|
|
{
|
|
var colorChannel = shadowIndex % 4;
|
|
var textureIndex = shadowIndex / 4;
|
|
|
|
if (colorChannel == 0)
|
|
cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[textureIndex].id);
|
|
}
|
|
|
|
public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster)
|
|
{
|
|
cmdBuffer.SetGlobalVector(k_ShadowModelScaleID, shadowCaster.m_CachedLossyScale);
|
|
cmdBuffer.SetGlobalMatrix(k_ShadowModelMatrixID, shadowCaster.m_CachedShadowMatrix);
|
|
cmdBuffer.SetGlobalMatrix(k_ShadowModelInvMatrixID, shadowCaster.m_CachedInverseShadowMatrix);
|
|
}
|
|
|
|
public static bool RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture, int colorBit)
|
|
{
|
|
using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows))
|
|
{
|
|
bool hasShadow = false;
|
|
var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups;
|
|
if (shadowCasterGroups != null && shadowCasterGroups.Count > 0)
|
|
{
|
|
// Before doing anything check to see if any of the shadow casters are visible to this light
|
|
for (var group = 0; group < shadowCasterGroups.Count; group++)
|
|
{
|
|
var shadowCasterGroup = shadowCasterGroups[group];
|
|
var shadowCasters = shadowCasterGroup.GetShadowCasters();
|
|
|
|
if (shadowCasters != null)
|
|
{
|
|
// Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit
|
|
for (var i = 0; i < shadowCasters.Count; i++)
|
|
{
|
|
var shadowCaster = shadowCasters[i];
|
|
if (shadowCaster != null && shadowCaster.IsLit(light) && shadowCaster.IsShadowedLayer(layerToRender))
|
|
{
|
|
hasShadow = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hasShadow)
|
|
{
|
|
cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
|
|
|
|
using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadowColorsLookup[colorBit]))
|
|
{
|
|
if (colorBit == 0)
|
|
cmdBuffer.ClearRenderTarget(true, true, Color.clear);
|
|
else
|
|
cmdBuffer.ClearRenderTarget(true, false, Color.clear);
|
|
|
|
var shadowRadius = light.boundingSphere.radius;
|
|
|
|
cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position);
|
|
cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius);
|
|
|
|
|
|
cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]);
|
|
var unshadowGeometryMaterial = pass.rendererData.GetGeometryUnshadowMaterial(colorBit);
|
|
var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorBit);
|
|
var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorBit);
|
|
var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorBit);
|
|
var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorBit);
|
|
|
|
for (var group = 0; group < shadowCasterGroups.Count; group++)
|
|
{
|
|
var shadowCasterGroup = shadowCasterGroups[group];
|
|
var shadowCasters = shadowCasterGroup.GetShadowCasters();
|
|
|
|
if (shadowCasters != null)
|
|
{
|
|
for (var i = 0; i < shadowCasters.Count; i++)
|
|
{
|
|
var shadowCaster = shadowCasters[i];
|
|
|
|
if (shadowCaster.IsLit(light))
|
|
{
|
|
if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
|
|
{
|
|
if (shadowCaster.castsShadows)
|
|
{
|
|
SetShadowProjectionGlobals(cmdBuffer, shadowCaster);
|
|
|
|
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, unshadowGeometryMaterial, 0, 0);
|
|
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, projectedShadowsMaterial, 0, 0);
|
|
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, unshadowGeometryMaterial, 0, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the sprites, either as self shadowing or unshadowing
|
|
for (var i = 0; i < shadowCasters.Count; i++)
|
|
{
|
|
var shadowCaster = shadowCasters[i];
|
|
|
|
if (shadowCaster.IsLit(light))
|
|
{
|
|
if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender))
|
|
{
|
|
if (shadowCaster.useRendererSilhouette)
|
|
{
|
|
// Draw using the sprite renderer
|
|
var renderer = (Renderer)null;
|
|
shadowCaster.TryGetComponent<Renderer>(out renderer);
|
|
|
|
if (renderer != null)
|
|
{
|
|
var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial;
|
|
if (material != null)
|
|
cmdBuffer.DrawRenderer(renderer, material);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var meshMat = shadowCaster.m_CachedLocalToWorldMatrix;
|
|
var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial;
|
|
|
|
// Draw using the shadow mesh
|
|
if (material != null)
|
|
cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, material);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the projected shadows for the shadow caster group. Writing clearing the group stencil bit, and setting the global bit
|
|
for (var i = 0; i < shadowCasters.Count; i++)
|
|
{
|
|
var shadowCaster = shadowCasters[i];
|
|
|
|
if (shadowCaster.IsLit(light))
|
|
{
|
|
if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
|
|
{
|
|
if (shadowCaster.castsShadows)
|
|
{
|
|
SetShadowProjectionGlobals(cmdBuffer, shadowCaster);
|
|
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.m_CachedLocalToWorldMatrix, projectedShadowsMaterial, 0, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return hasShadow;
|
|
}
|
|
}
|
|
}
|
|
}
|