Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/Tiling/MinMaxZJob.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

66 lines
2.5 KiB
C#

using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
struct LightMinMaxZ
{
public float minZ;
public float maxZ;
}
[BurstCompile]
struct MinMaxZJob : IJobFor
{
public float4x4 worldToViewMatrix;
[ReadOnly]
public NativeArray<VisibleLight> lights;
public NativeArray<LightMinMaxZ> minMaxZs;
public NativeArray<float> meanZs;
public void Execute(int index)
{
var light = lights[index];
var lightToWorld = (float4x4)light.localToWorldMatrix;
var originWS = lightToWorld.c3.xyz;
var originVS = math.mul(worldToViewMatrix, math.float4(originWS, 1)).xyz;
originVS.z *= -1;
var minMax = new LightMinMaxZ
{
minZ = originVS.z - light.range,
maxZ = originVS.z + light.range
};
if (light.lightType == LightType.Spot)
{
// Based on https://iquilezles.org/www/articles/diskbbox/diskbbox.htm
var angleA = math.radians(light.spotAngle) * 0.5f;
float cosAngleA = math.cos(angleA);
float coneHeight = light.range * cosAngleA;
float3 spotDirectionWS = lightToWorld.c2.xyz;
var endPointWS = originWS + spotDirectionWS * coneHeight;
var endPointVS = math.mul(worldToViewMatrix, math.float4(endPointWS, 1)).xyz;
endPointVS.z *= -1;
var angleB = math.PI * 0.5f - angleA;
var coneRadius = light.range * cosAngleA * math.sin(angleA) / math.sin(angleB);
var a = endPointVS - originVS;
var e = math.sqrt(1.0f - a.z * a.z / math.dot(a, a));
// `-a.z` and `a.z` is `dot(a, {0, 0, -1}).z` and `dot(a, {0, 0, 1}).z` optimized
// `cosAngleA` is multiplied by `coneHeight` to avoid normalizing `a`, which we know has length `coneHeight`
if (-a.z < coneHeight * cosAngleA) minMax.minZ = math.min(originVS.z, endPointVS.z - e * coneRadius);
if (a.z < coneHeight * cosAngleA) minMax.maxZ = math.max(originVS.z, endPointVS.z + e * coneRadius);
}
minMax.minZ = math.max(minMax.minZ, 0);
minMax.maxZ = math.max(minMax.maxZ, 0);
minMaxZs[index] = minMax;
meanZs[index] = (minMax.minZ + minMax.maxZ) / 2.0f;
}
}
}