b486678290
Library -Artifacts
303 lines
16 KiB
C#
303 lines
16 KiB
C#
using System;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Renders a shadow map for the main Light.
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/// </summary>
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public class MainLightShadowCasterPass : ScriptableRenderPass
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{
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private static class MainLightShadowConstantBuffer
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{
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public static int _WorldToShadow;
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public static int _ShadowParams;
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public static int _CascadeShadowSplitSpheres0;
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public static int _CascadeShadowSplitSpheres1;
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public static int _CascadeShadowSplitSpheres2;
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public static int _CascadeShadowSplitSpheres3;
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public static int _CascadeShadowSplitSphereRadii;
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public static int _ShadowOffset0;
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public static int _ShadowOffset1;
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public static int _ShadowOffset2;
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public static int _ShadowOffset3;
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public static int _ShadowmapSize;
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}
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const int k_MaxCascades = 4;
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const int k_ShadowmapBufferBits = 16;
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float m_CascadeBorder;
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float m_MaxShadowDistanceSq;
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int m_ShadowCasterCascadesCount;
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RenderTargetHandle m_MainLightShadowmap;
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internal RenderTexture m_MainLightShadowmapTexture;
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Matrix4x4[] m_MainLightShadowMatrices;
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ShadowSliceData[] m_CascadeSlices;
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Vector4[] m_CascadeSplitDistances;
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bool m_CreateEmptyShadowmap;
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ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Main Shadowmap");
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public MainLightShadowCasterPass(RenderPassEvent evt)
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{
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base.profilingSampler = new ProfilingSampler(nameof(MainLightShadowCasterPass));
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renderPassEvent = evt;
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m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1];
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m_CascadeSlices = new ShadowSliceData[k_MaxCascades];
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m_CascadeSplitDistances = new Vector4[k_MaxCascades];
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MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow");
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MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3");
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MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii");
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MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0");
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MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1");
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MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2");
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MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3");
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MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize");
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m_MainLightShadowmap.Init("_MainLightShadowmapTexture");
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}
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public bool Setup(ref RenderingData renderingData)
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{
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using var profScope = new ProfilingScope(null, m_ProfilingSetupSampler);
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if (!renderingData.shadowData.supportsMainLightShadows)
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return SetupForEmptyRendering(ref renderingData);
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Clear();
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int shadowLightIndex = renderingData.lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return SetupForEmptyRendering(ref renderingData);
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VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
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Light light = shadowLight.light;
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if (light.shadows == LightShadows.None)
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return SetupForEmptyRendering(ref renderingData);
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if (shadowLight.lightType != LightType.Directional)
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{
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Debug.LogWarning("Only directional lights are supported as main light.");
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}
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Bounds bounds;
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if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
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return SetupForEmptyRendering(ref renderingData);
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m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount;
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int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth,
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renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount);
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renderTargetWidth = renderingData.shadowData.mainLightShadowmapWidth;
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renderTargetHeight = (m_ShadowCasterCascadesCount == 2) ?
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renderingData.shadowData.mainLightShadowmapHeight >> 1 :
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renderingData.shadowData.mainLightShadowmapHeight;
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
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shadowLightIndex, cascadeIndex, renderTargetWidth, renderTargetHeight, shadowResolution, light.shadowNearPlane,
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out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex]);
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if (!success)
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return SetupForEmptyRendering(ref renderingData);
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}
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m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits);
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m_MaxShadowDistanceSq = renderingData.cameraData.maxShadowDistance * renderingData.cameraData.maxShadowDistance;
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m_CascadeBorder = renderingData.shadowData.mainLightShadowCascadeBorder;
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m_CreateEmptyShadowmap = false;
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useNativeRenderPass = true;
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return true;
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}
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bool SetupForEmptyRendering(ref RenderingData renderingData)
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{
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if (!renderingData.cameraData.renderer.stripShadowsOffVariants)
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return false;
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m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(1, 1, k_ShadowmapBufferBits);
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m_CreateEmptyShadowmap = true;
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useNativeRenderPass = false;
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return true;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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ConfigureTarget(new RenderTargetIdentifier(m_MainLightShadowmapTexture), m_MainLightShadowmapTexture.depthStencilFormat, renderTargetWidth, renderTargetHeight, 1, true);
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ConfigureClear(ClearFlag.All, Color.black);
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_CreateEmptyShadowmap)
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{
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SetEmptyMainLightCascadeShadowmap(ref context);
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return;
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}
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RenderMainLightCascadeShadowmap(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData);
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}
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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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throw new ArgumentNullException("cmd");
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if (m_MainLightShadowmapTexture)
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{
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RenderTexture.ReleaseTemporary(m_MainLightShadowmapTexture);
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m_MainLightShadowmapTexture = null;
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}
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}
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void Clear()
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{
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m_MainLightShadowmapTexture = null;
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for (int i = 0; i < m_MainLightShadowMatrices.Length; ++i)
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m_MainLightShadowMatrices[i] = Matrix4x4.identity;
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for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
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m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int i = 0; i < m_CascadeSlices.Length; ++i)
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m_CascadeSlices[i].Clear();
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}
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void SetEmptyMainLightCascadeShadowmap(ref ScriptableRenderContext context)
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{
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CommandBuffer cmd = CommandBufferPool.Get();
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true);
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cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
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new Vector4(1, 0, 1, 0));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize,
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new Vector4(1f / m_MainLightShadowmapTexture.width, 1f / m_MainLightShadowmapTexture.height, m_MainLightShadowmapTexture.width, m_MainLightShadowmapTexture.height));
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
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{
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int shadowLightIndex = lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return;
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VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];
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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
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// Currently there's an issue which results in mismatched markers.
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MainLightShadow)))
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{
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var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);
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settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.supportsLightLayers;
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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settings.splitData = m_CascadeSlices[cascadeIndex].splitData;
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Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution);
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ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.CastingPunctualLightShadow, false);
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ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex],
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ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix);
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}
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shadowData.isKeywordSoftShadowsEnabled = shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows;
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, shadowData.mainLightShadowCascadesCount == 1);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shadowData.mainLightShadowCascadesCount > 1);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, shadowData.isKeywordSoftShadowsEnabled);
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SetupMainLightShadowReceiverConstants(cmd, shadowLight, shadowData.supportsSoftShadows);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool supportsSoftShadows)
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{
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Light light = shadowLight.light;
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bool softShadows = shadowLight.light.shadows == LightShadows.Soft && supportsSoftShadows;
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int cascadeCount = m_ShadowCasterCascadesCount;
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for (int i = 0; i < cascadeCount; ++i)
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m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform;
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// We setup and additional a no-op WorldToShadow matrix in the last index
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// because the ComputeCascadeIndex function in Shadows.hlsl can return an index
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// out of bounds. (position not inside any cascade) and we want to avoid branching
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Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;
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noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
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for (int i = cascadeCount; i <= k_MaxCascades; ++i)
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m_MainLightShadowMatrices[i] = noOpShadowMatrix;
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float invShadowAtlasWidth = 1.0f / renderTargetWidth;
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float invShadowAtlasHeight = 1.0f / renderTargetHeight;
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float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
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float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
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float softShadowsProp = softShadows ? 1.0f : 0.0f;
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ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias);
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cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
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cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
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new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias));
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if (m_ShadowCasterCascadesCount > 1)
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{
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0,
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m_CascadeSplitDistances[0]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1,
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m_CascadeSplitDistances[1]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2,
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m_CascadeSplitDistances[2]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3,
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m_CascadeSplitDistances[3]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4(
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m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w,
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m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w,
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m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w,
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m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w));
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}
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// Inside shader soft shadows are controlled through global keyword.
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// If any additional light has soft shadows it will force soft shadows on main light too.
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// As it is not trivial finding out which additional light has soft shadows, we will pass main light properties if soft shadows are supported.
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// This workaround will be removed once we will support soft shadows per light.
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if (supportsSoftShadows)
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{
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0,
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new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1,
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new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset2,
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new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset3,
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new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
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// Currently only used when !SHADER_API_MOBILE but risky to not set them as it's generic
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// enough so custom shaders might use it.
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth,
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invShadowAtlasHeight,
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renderTargetWidth, renderTargetHeight));
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}
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}
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};
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}
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