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