690 lines
33 KiB
C#
690 lines
33 KiB
C#
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using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using Unity.Collections;
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namespace UnityEngine.Rendering.Universal
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{
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internal static class RendererLighting
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{
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private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Draw Normals");
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private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
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private static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 0.5f, 1.0f);
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private static readonly string k_SpriteLightKeyword = "SPRITE_LIGHT";
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private static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES";
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private static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST";
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private static readonly string k_UseNormalMap = "USE_NORMAL_MAP";
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private static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING";
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private static readonly string[] k_UseBlendStyleKeywords =
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{
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"USE_SHAPE_LIGHT_TYPE_0", "USE_SHAPE_LIGHT_TYPE_1", "USE_SHAPE_LIGHT_TYPE_2", "USE_SHAPE_LIGHT_TYPE_3"
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};
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private static readonly int[] k_BlendFactorsPropIDs =
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{
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Shader.PropertyToID("_ShapeLightBlendFactors0"),
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Shader.PropertyToID("_ShapeLightBlendFactors1"),
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Shader.PropertyToID("_ShapeLightBlendFactors2"),
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Shader.PropertyToID("_ShapeLightBlendFactors3")
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};
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private static readonly int[] k_MaskFilterPropIDs =
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{
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Shader.PropertyToID("_ShapeLightMaskFilter0"),
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Shader.PropertyToID("_ShapeLightMaskFilter1"),
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Shader.PropertyToID("_ShapeLightMaskFilter2"),
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Shader.PropertyToID("_ShapeLightMaskFilter3")
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};
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private static readonly int[] k_InvertedFilterPropIDs =
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{
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Shader.PropertyToID("_ShapeLightInvertedFilter0"),
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Shader.PropertyToID("_ShapeLightInvertedFilter1"),
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Shader.PropertyToID("_ShapeLightInvertedFilter2"),
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Shader.PropertyToID("_ShapeLightInvertedFilter3")
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};
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private static GraphicsFormat s_RenderTextureFormatToUse = GraphicsFormat.R8G8B8A8_UNorm;
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private static bool s_HasSetupRenderTextureFormatToUse;
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private static readonly int k_SrcBlendID = Shader.PropertyToID("_SrcBlend");
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private static readonly int k_DstBlendID = Shader.PropertyToID("_DstBlend");
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private static readonly int k_FalloffIntensityID = Shader.PropertyToID("_FalloffIntensity");
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private static readonly int k_FalloffDistanceID = Shader.PropertyToID("_FalloffDistance");
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private static readonly int k_LightColorID = Shader.PropertyToID("_LightColor");
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private static readonly int k_VolumeOpacityID = Shader.PropertyToID("_VolumeOpacity");
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private static readonly int k_CookieTexID = Shader.PropertyToID("_CookieTex");
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private static readonly int k_FalloffLookupID = Shader.PropertyToID("_FalloffLookup");
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private static readonly int k_LightPositionID = Shader.PropertyToID("_LightPosition");
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private static readonly int k_LightInvMatrixID = Shader.PropertyToID("_LightInvMatrix");
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private static readonly int k_InnerRadiusMultID = Shader.PropertyToID("_InnerRadiusMult");
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private static readonly int k_OuterAngleID = Shader.PropertyToID("_OuterAngle");
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private static readonly int k_InnerAngleMultID = Shader.PropertyToID("_InnerAngleMult");
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private static readonly int k_LightLookupID = Shader.PropertyToID("_LightLookup");
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private static readonly int k_IsFullSpotlightID = Shader.PropertyToID("_IsFullSpotlight");
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private static readonly int k_LightZDistanceID = Shader.PropertyToID("_LightZDistance");
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private static readonly int k_PointLightCookieTexID = Shader.PropertyToID("_PointLightCookieTex");
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private static GraphicsFormat GetRenderTextureFormat()
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{
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if (!s_HasSetupRenderTextureFormatToUse)
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{
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if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
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s_RenderTextureFormatToUse = GraphicsFormat.B10G11R11_UFloatPack32;
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else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render))
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s_RenderTextureFormatToUse = GraphicsFormat.R16G16B16A16_SFloat;
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s_HasSetupRenderTextureFormatToUse = true;
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}
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return s_RenderTextureFormatToUse;
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}
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public static void CreateNormalMapRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, float renderScale)
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{
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if (renderScale != pass.rendererData.normalsRenderTargetScale)
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{
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if (pass.rendererData.isNormalsRenderTargetValid)
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{
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cmd.ReleaseTemporaryRT(pass.rendererData.normalsRenderTarget.id);
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}
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pass.rendererData.isNormalsRenderTargetValid = true;
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pass.rendererData.normalsRenderTargetScale = renderScale;
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var descriptor = new RenderTextureDescriptor(
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(int)(renderingData.cameraData.cameraTargetDescriptor.width * renderScale),
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(int)(renderingData.cameraData.cameraTargetDescriptor.height * renderScale));
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descriptor.graphicsFormat = GetRenderTextureFormat();
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthBufferBits = pass.rendererData.useDepthStencilBuffer ? Renderer2D.k_DepthBufferBits : 0;
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descriptor.msaaSamples = renderingData.cameraData.cameraTargetDescriptor.msaaSamples;
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descriptor.dimension = TextureDimension.Tex2D;
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cmd.GetTemporaryRT(pass.rendererData.normalsRenderTarget.id, descriptor, FilterMode.Bilinear);
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}
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}
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public static RenderTextureDescriptor GetBlendStyleRenderTextureDesc(this IRenderPass2D pass, RenderingData renderingData)
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{
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var renderTextureScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
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var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
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var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
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var descriptor = new RenderTextureDescriptor(width, height);
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descriptor.graphicsFormat = GetRenderTextureFormat();
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthBufferBits = 0;
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descriptor.msaaSamples = 1;
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descriptor.dimension = TextureDimension.Tex2D;
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return descriptor;
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}
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public static void CreateCameraSortingLayerRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, Downsampling downsamplingMethod)
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{
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var renderTextureScale = 1.0f;
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if (downsamplingMethod == Downsampling._2xBilinear)
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renderTextureScale = 0.5f;
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else if (downsamplingMethod == Downsampling._4xBox || downsamplingMethod == Downsampling._4xBilinear)
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renderTextureScale = 0.25f;
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var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
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var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
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var descriptor = new RenderTextureDescriptor(width, height);
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descriptor.graphicsFormat = renderingData.cameraData.cameraTargetDescriptor.graphicsFormat;
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthBufferBits = 0;
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descriptor.msaaSamples = 1;
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descriptor.dimension = TextureDimension.Tex2D;
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cmd.GetTemporaryRT(pass.rendererData.cameraSortingLayerRenderTarget.id, descriptor, FilterMode.Bilinear);
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}
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public static void EnableBlendStyle(CommandBuffer cmd, int blendStyleIndex, bool enabled)
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{
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var keyword = k_UseBlendStyleKeywords[blendStyleIndex];
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if (enabled)
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cmd.EnableShaderKeyword(keyword);
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else
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cmd.DisableShaderKeyword(keyword);
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}
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public static void DisableAllKeywords(this IRenderPass2D pass, CommandBuffer cmd)
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{
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foreach (var keyword in k_UseBlendStyleKeywords)
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{
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cmd.DisableShaderKeyword(keyword);
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}
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}
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public static void ReleaseRenderTextures(this IRenderPass2D pass, CommandBuffer cmd)
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{
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pass.rendererData.isNormalsRenderTargetValid = false;
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pass.rendererData.normalsRenderTargetScale = 0.0f;
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cmd.ReleaseTemporaryRT(pass.rendererData.normalsRenderTarget.id);
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cmd.ReleaseTemporaryRT(pass.rendererData.shadowsRenderTarget.id);
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cmd.ReleaseTemporaryRT(pass.rendererData.cameraSortingLayerRenderTarget.id);
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}
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public static void DrawPointLight(CommandBuffer cmd, Light2D light, Mesh lightMesh, Material material)
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{
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var scale = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
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var matrix = Matrix4x4.TRS(light.transform.position, light.transform.rotation, scale);
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cmd.DrawMesh(lightMesh, matrix, material);
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}
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private static bool CanCastShadows(Light2D light, int layerToRender)
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{
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return light.shadowsEnabled && light.shadowIntensity > 0 && light.IsLitLayer(layerToRender);
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}
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private static bool CanCastVolumetricShadows(Light2D light, int endLayerValue)
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{
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var topMostLayerValue = light.GetTopMostLitLayer();
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return light.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0 && topMostLayerValue == endLayerValue;
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}
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private static bool ShouldRenderLight(Light2D light, int blendStyleIndex, int layerToRender)
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{
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return light != null &&
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light.lightType != Light2D.LightType.Global &&
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light.blendStyleIndex == blendStyleIndex &&
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light.IsLitLayer(layerToRender);
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}
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private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, RenderTargetIdentifier renderTexture, List<Light2D> lights)
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{
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var maxShadowLightCount = ShadowRendering.maxTextureCount * 4;
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var requiresRTInit = true;
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// This case should never happen, but if it does it may cause an infinite loop later.
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if (maxShadowLightCount < 1)
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{
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Debug.LogError("maxShadowTextureCount cannot be less than 1");
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return;
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}
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NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
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// Break up light rendering into batches for the purpose of shadow casting
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var lightIndex = 0;
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while (lightIndex < lights.Count)
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{
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var remainingLights = (uint)lights.Count - lightIndex;
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var batchedLights = 0;
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// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
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int shadowLightCount = 0;
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while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
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{
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int curLightIndex = lightIndex + batchedLights;
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var light = lights[curLightIndex];
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if (ShouldRenderLight(light, blendStyleIndex, layerToRender) && CanCastShadows(light, layerToRender))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = false;
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if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowIntensity))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = true;
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shadowLightCount++;
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}
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}
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batchedLights++;
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}
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// Set the current RT to the light RT
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if (shadowLightCount > 0 || requiresRTInit)
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{
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cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
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requiresRTInit = false;
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}
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// Render all the lights.
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shadowLightCount = 0;
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for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
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{
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var light = lights[(int)(lightIndex + lightIndexOffset)];
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if (ShouldRenderLight(light, blendStyleIndex, layerToRender))
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{
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// Render light
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var lightMaterial = pass.rendererData.GetLightMaterial(light, false);
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if (lightMaterial == null)
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continue;
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var lightMesh = light.lightMesh;
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if (lightMesh == null)
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continue;
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// Set the shadow texture to read from
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if (doesLightAtIndexHaveShadows[lightIndex + lightIndexOffset])
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ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
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else
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ShadowRendering.DisableGlobalShadowTexture(cmd);
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if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
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cmd.SetGlobalTexture(k_CookieTexID, light.lightCookieSprite.texture);
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SetGeneralLightShaderGlobals(pass, cmd, light);
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if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled || light.lightType == Light2D.LightType.Point)
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SetPointLightShaderGlobals(pass, cmd, light);
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// Light code could be combined...
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if (light.lightType == (Light2D.LightType)Light2D.DeprecatedLightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
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{
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cmd.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial);
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}
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else if (light.lightType == Light2D.LightType.Point)
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{
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DrawPointLight(cmd, light, lightMesh, lightMaterial);
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}
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}
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}
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// Release all of the temporary shadow textures
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for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
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ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
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lightIndex += batchedLights;
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}
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doesLightAtIndexHaveShadows.Dispose();
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}
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public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, int endLayerValue,
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RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, RenderBufferStoreAction intermediateStoreAction,
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RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List<Light2D> lights)
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{
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var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures
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NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
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// This case should never happen, but if it does it may cause an infinite loop later.
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if (maxShadowLightCount < 1)
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{
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Debug.LogError("maxShadowLightCount cannot be less than 1");
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return;
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}
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// Determine last light with volumetric shadows to be rendered if we want to use a different store action after using rendering its volumetric shadows
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int useFinalStoreActionAfter = lights.Count;
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if (intermediateStoreAction != finalStoreAction)
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{
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for (int i = lights.Count - 1; i >= 0; i--)
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{
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if (lights[i].renderVolumetricShadows)
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{
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useFinalStoreActionAfter = i;
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break;
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}
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}
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}
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// Break up light rendering into batches for the purpose of shadow casting
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var lightIndex = 0;
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while (lightIndex < lights.Count)
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{
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var remainingLights = (uint)lights.Count - lightIndex;
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var batchedLights = 0;
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// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
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var shadowLightCount = 0;
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while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
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{
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int curLightIndex = lightIndex + batchedLights;
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var light = lights[curLightIndex];
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if (CanCastVolumetricShadows(light, endLayerValue))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = false;
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if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowVolumeIntensity))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = true;
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shadowLightCount++;
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}
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}
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batchedLights++;
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}
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// Set the current RT to the light RT
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if (shadowLightCount > 0 || requiresRTInit)
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{
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var storeAction = lightIndex + batchedLights >= useFinalStoreActionAfter ? finalStoreAction : intermediateStoreAction;
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cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, storeAction, depthTexture, RenderBufferLoadAction.Load, storeAction);
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requiresRTInit = false;
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}
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// Render all the lights.
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shadowLightCount = 0;
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for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
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{
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var light = lights[(int)(lightIndex + lightIndexOffset)];
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if (light.lightType == Light2D.LightType.Global)
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continue;
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if (light.volumeIntensity <= 0.0f || !light.volumeIntensityEnabled)
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continue;
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var topMostLayerValue = light.GetTopMostLitLayer();
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if (endLayerValue == topMostLayerValue) // this implies the layer is correct
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{
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var lightVolumeMaterial = pass.rendererData.GetLightMaterial(light, true);
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var lightMesh = light.lightMesh;
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// Set the shadow texture to read from.
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if (doesLightAtIndexHaveShadows[lightIndex + lightIndexOffset])
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ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
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||
|
else
|
||
|
ShadowRendering.DisableGlobalShadowTexture(cmd);
|
||
|
|
||
|
if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
|
||
|
cmd.SetGlobalTexture(k_CookieTexID, light.lightCookieSprite.texture);
|
||
|
|
||
|
SetGeneralLightShaderGlobals(pass, cmd, light);
|
||
|
|
||
|
// Is this needed
|
||
|
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled || light.lightType == Light2D.LightType.Point)
|
||
|
SetPointLightShaderGlobals(pass, cmd, light);
|
||
|
|
||
|
// Could be combined...
|
||
|
if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
|
||
|
{
|
||
|
cmd.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial);
|
||
|
}
|
||
|
else if (light.lightType == Light2D.LightType.Point)
|
||
|
{
|
||
|
DrawPointLight(cmd, light, lightMesh, lightVolumeMaterial);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Release all of the temporary shadow textures
|
||
|
for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
|
||
|
ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
|
||
|
|
||
|
lightIndex += batchedLights;
|
||
|
}
|
||
|
|
||
|
doesLightAtIndexHaveShadows.Dispose();
|
||
|
}
|
||
|
|
||
|
public static void SetShapeLightShaderGlobals(this IRenderPass2D pass, CommandBuffer cmd)
|
||
|
{
|
||
|
for (var i = 0; i < pass.rendererData.lightBlendStyles.Length; i++)
|
||
|
{
|
||
|
var blendStyle = pass.rendererData.lightBlendStyles[i];
|
||
|
if (i >= k_BlendFactorsPropIDs.Length)
|
||
|
break;
|
||
|
|
||
|
cmd.SetGlobalVector(k_BlendFactorsPropIDs[i], blendStyle.blendFactors);
|
||
|
cmd.SetGlobalVector(k_MaskFilterPropIDs[i], blendStyle.maskTextureChannelFilter.mask);
|
||
|
cmd.SetGlobalVector(k_InvertedFilterPropIDs[i], blendStyle.maskTextureChannelFilter.inverted);
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalTexture(k_FalloffLookupID, pass.rendererData.fallOffLookup);
|
||
|
}
|
||
|
|
||
|
private static float GetNormalizedInnerRadius(Light2D light)
|
||
|
{
|
||
|
return light.pointLightInnerRadius / light.pointLightOuterRadius;
|
||
|
}
|
||
|
|
||
|
private static float GetNormalizedAngle(float angle)
|
||
|
{
|
||
|
return (angle / 360.0f);
|
||
|
}
|
||
|
|
||
|
private static void GetScaledLightInvMatrix(Light2D light, out Matrix4x4 retMatrix)
|
||
|
{
|
||
|
var outerRadius = light.pointLightOuterRadius;
|
||
|
var lightScale = Vector3.one;
|
||
|
var outerRadiusScale = new Vector3(lightScale.x * outerRadius, lightScale.y * outerRadius, lightScale.z * outerRadius);
|
||
|
|
||
|
var transform = light.transform;
|
||
|
|
||
|
var scaledLightMat = Matrix4x4.TRS(transform.position, transform.rotation, outerRadiusScale);
|
||
|
retMatrix = Matrix4x4.Inverse(scaledLightMat);
|
||
|
}
|
||
|
|
||
|
private static void SetGeneralLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)
|
||
|
{
|
||
|
float intensity = light.intensity * light.color.a;
|
||
|
Color color = intensity * light.color;
|
||
|
color.a = 1.0f;
|
||
|
|
||
|
float volumeIntensity = light.volumeIntensity;
|
||
|
|
||
|
cmd.SetGlobalFloat(k_FalloffIntensityID, light.falloffIntensity);
|
||
|
cmd.SetGlobalFloat(k_FalloffDistanceID, light.shapeLightFalloffSize);
|
||
|
cmd.SetGlobalColor(k_LightColorID, color);
|
||
|
cmd.SetGlobalFloat(k_VolumeOpacityID, volumeIntensity);
|
||
|
}
|
||
|
|
||
|
private static void SetPointLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)
|
||
|
{
|
||
|
// This is used for the lookup texture
|
||
|
GetScaledLightInvMatrix(light, out var lightInverseMatrix);
|
||
|
|
||
|
var innerRadius = GetNormalizedInnerRadius(light);
|
||
|
var innerAngle = GetNormalizedAngle(light.pointLightInnerAngle);
|
||
|
var outerAngle = GetNormalizedAngle(light.pointLightOuterAngle);
|
||
|
var innerRadiusMult = 1 / (1 - innerRadius);
|
||
|
|
||
|
cmd.SetGlobalVector(k_LightPositionID, light.transform.position);
|
||
|
cmd.SetGlobalMatrix(k_LightInvMatrixID, lightInverseMatrix);
|
||
|
cmd.SetGlobalFloat(k_InnerRadiusMultID, innerRadiusMult);
|
||
|
cmd.SetGlobalFloat(k_OuterAngleID, outerAngle);
|
||
|
cmd.SetGlobalFloat(k_InnerAngleMultID, 1 / (outerAngle - innerAngle));
|
||
|
cmd.SetGlobalTexture(k_LightLookupID, Light2DLookupTexture.GetLightLookupTexture());
|
||
|
cmd.SetGlobalTexture(k_FalloffLookupID, pass.rendererData.fallOffLookup);
|
||
|
cmd.SetGlobalFloat(k_FalloffIntensityID, light.falloffIntensity);
|
||
|
cmd.SetGlobalFloat(k_IsFullSpotlightID, innerAngle == 1 ? 1.0f : 0.0f);
|
||
|
|
||
|
cmd.SetGlobalFloat(k_LightZDistanceID, light.normalMapDistance);
|
||
|
|
||
|
if (light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
|
||
|
cmd.SetGlobalTexture(k_PointLightCookieTexID, light.lightCookieSprite.texture);
|
||
|
}
|
||
|
|
||
|
public static void ClearDirtyLighting(this IRenderPass2D pass, CommandBuffer cmd, uint blendStylesUsed)
|
||
|
{
|
||
|
for (var i = 0; i < pass.rendererData.lightBlendStyles.Length; ++i)
|
||
|
{
|
||
|
if ((blendStylesUsed & (uint)(1 << i)) == 0)
|
||
|
continue;
|
||
|
|
||
|
if (!pass.rendererData.lightBlendStyles[i].isDirty)
|
||
|
continue;
|
||
|
|
||
|
cmd.SetRenderTarget(pass.rendererData.lightBlendStyles[i].renderTargetHandle.Identifier());
|
||
|
cmd.ClearRenderTarget(false, true, Color.black);
|
||
|
pass.rendererData.lightBlendStyles[i].isDirty = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget, CommandBuffer cmd, LightStats lightStats)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, m_ProfilingSampler))
|
||
|
{
|
||
|
// figure out the scale
|
||
|
var normalRTScale = 0.0f;
|
||
|
|
||
|
if (depthTarget != BuiltinRenderTextureType.None)
|
||
|
normalRTScale = 1.0f;
|
||
|
else
|
||
|
normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
|
||
|
|
||
|
pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);
|
||
|
|
||
|
|
||
|
var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
|
||
|
var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
|
||
|
if (depthTarget != BuiltinRenderTextureType.None)
|
||
|
{
|
||
|
cmd.SetRenderTarget(
|
||
|
pass.rendererData.normalsRenderTarget.Identifier(),
|
||
|
RenderBufferLoadAction.DontCare,
|
||
|
storeAction,
|
||
|
depthTarget,
|
||
|
RenderBufferLoadAction.Load,
|
||
|
RenderBufferStoreAction.Store);
|
||
|
}
|
||
|
else
|
||
|
cmd.SetRenderTarget(pass.rendererData.normalsRenderTarget.Identifier(), RenderBufferLoadAction.DontCare, storeAction);
|
||
|
|
||
|
cmd.ClearRenderTarget(pass.rendererData.useDepthStencilBuffer, true, k_NormalClearColor);
|
||
|
|
||
|
context.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
|
||
|
drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
|
||
|
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void RenderLights(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, ref LayerBatch layerBatch, ref RenderTextureDescriptor rtDesc)
|
||
|
{
|
||
|
// Before rendering the lights cache some values that are expensive to get/calculate
|
||
|
var culledLights = pass.rendererData.lightCullResult.visibleLights;
|
||
|
for (var i = 0; i < culledLights.Count; i++)
|
||
|
{
|
||
|
culledLights[i].CacheValues();
|
||
|
}
|
||
|
|
||
|
ShadowCasterGroup2DManager.CacheValues();
|
||
|
|
||
|
|
||
|
var blendStyles = pass.rendererData.lightBlendStyles;
|
||
|
|
||
|
for (var i = 0; i < blendStyles.Length; ++i)
|
||
|
{
|
||
|
if ((layerBatch.lightStats.blendStylesUsed & (uint)(1 << i)) == 0)
|
||
|
continue;
|
||
|
|
||
|
var sampleName = blendStyles[i].name;
|
||
|
cmd.BeginSample(sampleName);
|
||
|
|
||
|
if (!Light2DManager.GetGlobalColor(layerToRender, i, out var clearColor))
|
||
|
clearColor = Color.black;
|
||
|
|
||
|
var anyLights = (layerBatch.lightStats.blendStylesWithLights & (uint)(1 << i)) != 0;
|
||
|
|
||
|
var desc = rtDesc;
|
||
|
if (!anyLights) // No lights -- create tiny texture
|
||
|
desc.width = desc.height = 4;
|
||
|
var identifier = layerBatch.GetRTId(cmd, desc, i);
|
||
|
|
||
|
cmd.SetRenderTarget(identifier,
|
||
|
RenderBufferLoadAction.DontCare,
|
||
|
RenderBufferStoreAction.Store,
|
||
|
RenderBufferLoadAction.DontCare,
|
||
|
RenderBufferStoreAction.DontCare);
|
||
|
cmd.ClearRenderTarget(false, true, clearColor);
|
||
|
|
||
|
if (anyLights)
|
||
|
{
|
||
|
RenderLightSet(
|
||
|
pass, renderingData,
|
||
|
i,
|
||
|
cmd,
|
||
|
layerToRender,
|
||
|
identifier,
|
||
|
pass.rendererData.lightCullResult.visibleLights
|
||
|
);
|
||
|
}
|
||
|
|
||
|
cmd.EndSample(sampleName);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static void SetBlendModes(Material material, BlendMode src, BlendMode dst)
|
||
|
{
|
||
|
material.SetFloat(k_SrcBlendID, (float)src);
|
||
|
material.SetFloat(k_DstBlendID, (float)dst);
|
||
|
}
|
||
|
|
||
|
private static uint GetLightMaterialIndex(Light2D light, bool isVolume)
|
||
|
{
|
||
|
var isPoint = light.isPointLight;
|
||
|
var bitIndex = 0;
|
||
|
var volumeBit = isVolume ? 1u << bitIndex : 0u;
|
||
|
bitIndex++;
|
||
|
var shapeBit = !isPoint ? 1u << bitIndex : 0u;
|
||
|
bitIndex++;
|
||
|
var additiveBit = light.overlapOperation == Light2D.OverlapOperation.AlphaBlend ? 0u : 1u << bitIndex;
|
||
|
bitIndex++;
|
||
|
var spriteBit = light.lightType == Light2D.LightType.Sprite ? 1u << bitIndex : 0u;
|
||
|
bitIndex++;
|
||
|
var pointCookieBit = (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) ? 1u << bitIndex : 0u;
|
||
|
bitIndex++;
|
||
|
var fastQualityBit = (light.normalMapQuality == Light2D.NormalMapQuality.Fast) ? 1u << bitIndex : 0u;
|
||
|
bitIndex++;
|
||
|
var useNormalMap = light.normalMapQuality != Light2D.NormalMapQuality.Disabled ? 1u << bitIndex : 0u;
|
||
|
|
||
|
return fastQualityBit | pointCookieBit | spriteBit | additiveBit | shapeBit | volumeBit | useNormalMap;
|
||
|
}
|
||
|
|
||
|
private static Material CreateLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume)
|
||
|
{
|
||
|
var isPoint = light.isPointLight;
|
||
|
Material material;
|
||
|
|
||
|
if (isVolume)
|
||
|
material = CoreUtils.CreateEngineMaterial(isPoint ? rendererData.pointLightVolumeShader : rendererData.shapeLightVolumeShader);
|
||
|
else
|
||
|
{
|
||
|
material = CoreUtils.CreateEngineMaterial(isPoint ? rendererData.pointLightShader : rendererData.shapeLightShader);
|
||
|
|
||
|
if (light.overlapOperation == Light2D.OverlapOperation.Additive)
|
||
|
{
|
||
|
SetBlendModes(material, BlendMode.One, BlendMode.One);
|
||
|
material.EnableKeyword(k_UseAdditiveBlendingKeyword);
|
||
|
}
|
||
|
else
|
||
|
SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha);
|
||
|
}
|
||
|
|
||
|
if (light.lightType == Light2D.LightType.Sprite)
|
||
|
material.EnableKeyword(k_SpriteLightKeyword);
|
||
|
|
||
|
if (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
|
||
|
material.EnableKeyword(k_UsePointLightCookiesKeyword);
|
||
|
|
||
|
if (light.normalMapQuality == Light2D.NormalMapQuality.Fast)
|
||
|
material.EnableKeyword(k_LightQualityFastKeyword);
|
||
|
|
||
|
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
|
||
|
material.EnableKeyword(k_UseNormalMap);
|
||
|
|
||
|
return material;
|
||
|
}
|
||
|
|
||
|
private static Material GetLightMaterial(this Renderer2DData rendererData, Light2D light, bool isVolume)
|
||
|
{
|
||
|
var materialIndex = GetLightMaterialIndex(light, isVolume);
|
||
|
|
||
|
if (!rendererData.lightMaterials.TryGetValue(materialIndex, out var material))
|
||
|
{
|
||
|
material = CreateLightMaterial(rendererData, light, isVolume);
|
||
|
rendererData.lightMaterials[materialIndex] = material;
|
||
|
}
|
||
|
|
||
|
return material;
|
||
|
}
|
||
|
}
|
||
|
}
|