Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/DeferredLights.cs

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2024-05-06 14:45:45 -04:00
using System.Runtime.CompilerServices;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using static Unity.Mathematics.math;
//#define URP_HAS_BURST
// TODO SimpleLit material, make sure when variant is !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), specular is correctly silenced.
// TODO use InitializeSimpleLitSurfaceData() in all shader code
// TODO use InitializeParticleLitSurfaceData() in forward pass for ParticleLitForwardPass.hlsl ? Similar refactoring for ParticleSimpleLitForwardPass.hlsl
// TODO Make sure GPU buffers are uploaded without copying into Unity CommandBuffer memory
// TODO BakedLit.shader has a Universal2D pass, but Unlit.shader doesn't have?
namespace UnityEngine.Rendering.Universal.Internal
{
// Customization per platform.
static class DeferredConfig
{
// Keep in sync with shader define USE_CBUFFER_FOR_DEPTHRANGE
// Keep in sync with shader define USE_CBUFFER_FOR_TILELIST
// Keep in sync with shader define USE_CBUFFER_FOR_LIGHTDATA
// Keep in sync with shader define USE_CBUFFER_FOR_LIGHTLIST
internal static bool IsOpenGL { get; set; }
// DX10 uses SM 4.0. However URP shaders requires SM 4.5 or will use fallback to SM 2.0 shaders otherwise.
// We will consider deferred renderer is not available when SM 2.0 shaders run.
internal static bool IsDX10 { get; set; }
// Constant buffers are used for data that a repeatedly fetched by shaders.
// Structured buffers are used for data only consumed once.
internal static bool UseCBufferForDepthRange
{
get
{
#if !UNITY_EDITOR && UNITY_SWITCH
return false;
#else
return IsOpenGL;
#endif
}
}
internal static bool UseCBufferForTileList
{
get
{
#if !UNITY_EDITOR && UNITY_SWITCH
return false;
#else
return IsOpenGL;
#endif
}
}
internal static bool UseCBufferForLightData
{
get
{
return true;
}
}
internal static bool UseCBufferForLightList
{
get
{
#if !UNITY_EDITOR && UNITY_SWITCH
return false;
#else
return IsOpenGL;
#endif
}
}
// Keep in sync with PREFERRED_CBUFFER_SIZE.
public const int kPreferredCBufferSize = 64 * 1024;
public const int kPreferredStructuredBufferSize = 128 * 1024;
public const int kTilePixelWidth = 16;
public const int kTilePixelHeight = 16;
// Levels of hierarchical tiling. Each level process 4x4 finer tiles. For example:
// For platforms using 16x16 px tiles, we use a 16x16px tiles grid, a 64x64px tiles grid, and a 256x256px tiles grid
// For platforms using 8x8 px tiles, we use a 8x8px tiles grid, a 32x32px tiles grid, and a 128x128px tiles grid
public const int kTilerDepth = 3;
public const int kTilerSubdivisions = 4;
public const int kAvgLightPerTile = 32;
// On platforms where the tile dimensions is large (16x16), it may be faster to generate tileDepthInfo texture
// with an intermediate mip level, as this allows spawning more pixel shaders (avoid GPU starvation).
// Set to -1 to disable.
#if UNITY_SWITCH || UNITY_IOS
public const int kTileDepthInfoIntermediateLevel = 1;
#else
public const int kTileDepthInfoIntermediateLevel = -1;
#endif
#if !UNITY_EDITOR && UNITY_SWITCH
public const bool kHasNativeQuadSupport = true;
#else
public const bool kHasNativeQuadSupport = false;
#endif
}
internal enum LightFlag
{
// Keep in sync with kLightFlagSubtractiveMixedLighting.
SubtractiveMixedLighting = 4
}
// Manages tiled-based deferred lights.
internal class DeferredLights
{
internal static class ShaderConstants
{
public static readonly int _LitStencilRef = Shader.PropertyToID("_LitStencilRef");
public static readonly int _LitStencilReadMask = Shader.PropertyToID("_LitStencilReadMask");
public static readonly int _LitStencilWriteMask = Shader.PropertyToID("_LitStencilWriteMask");
public static readonly int _SimpleLitStencilRef = Shader.PropertyToID("_SimpleLitStencilRef");
public static readonly int _SimpleLitStencilReadMask = Shader.PropertyToID("_SimpleLitStencilReadMask");
public static readonly int _SimpleLitStencilWriteMask = Shader.PropertyToID("_SimpleLitStencilWriteMask");
public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
public static readonly int _StencilReadMask = Shader.PropertyToID("_StencilReadMask");
public static readonly int _StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");
public static readonly int _LitPunctualStencilRef = Shader.PropertyToID("_LitPunctualStencilRef");
public static readonly int _LitPunctualStencilReadMask = Shader.PropertyToID("_LitPunctualStencilReadMask");
public static readonly int _LitPunctualStencilWriteMask = Shader.PropertyToID("_LitPunctualStencilWriteMask");
public static readonly int _SimpleLitPunctualStencilRef = Shader.PropertyToID("_SimpleLitPunctualStencilRef");
public static readonly int _SimpleLitPunctualStencilReadMask = Shader.PropertyToID("_SimpleLitPunctualStencilReadMask");
public static readonly int _SimpleLitPunctualStencilWriteMask = Shader.PropertyToID("_SimpleLitPunctualStencilWriteMask");
public static readonly int _LitDirStencilRef = Shader.PropertyToID("_LitDirStencilRef");
public static readonly int _LitDirStencilReadMask = Shader.PropertyToID("_LitDirStencilReadMask");
public static readonly int _LitDirStencilWriteMask = Shader.PropertyToID("_LitDirStencilWriteMask");
public static readonly int _SimpleLitDirStencilRef = Shader.PropertyToID("_SimpleLitDirStencilRef");
public static readonly int _SimpleLitDirStencilReadMask = Shader.PropertyToID("_SimpleLitDirStencilReadMask");
public static readonly int _SimpleLitDirStencilWriteMask = Shader.PropertyToID("_SimpleLitDirStencilWriteMask");
public static readonly int _ClearStencilRef = Shader.PropertyToID("_ClearStencilRef");
public static readonly int _ClearStencilReadMask = Shader.PropertyToID("_ClearStencilReadMask");
public static readonly int _ClearStencilWriteMask = Shader.PropertyToID("_ClearStencilWriteMask");
public static readonly int UDepthRanges = Shader.PropertyToID("UDepthRanges");
public static readonly int _DepthRanges = Shader.PropertyToID("_DepthRanges");
public static readonly int _DownsamplingWidth = Shader.PropertyToID("_DownsamplingWidth");
public static readonly int _DownsamplingHeight = Shader.PropertyToID("_DownsamplingHeight");
public static readonly int _SourceShiftX = Shader.PropertyToID("_SourceShiftX");
public static readonly int _SourceShiftY = Shader.PropertyToID("_SourceShiftY");
public static readonly int _TileShiftX = Shader.PropertyToID("_TileShiftX");
public static readonly int _TileShiftY = Shader.PropertyToID("_TileShiftY");
public static readonly int _tileXCount = Shader.PropertyToID("_tileXCount");
public static readonly int _DepthRangeOffset = Shader.PropertyToID("_DepthRangeOffset");
public static readonly int _BitmaskTex = Shader.PropertyToID("_BitmaskTex");
public static readonly int UTileList = Shader.PropertyToID("UTileList");
public static readonly int _TileList = Shader.PropertyToID("_TileList");
public static readonly int UPunctualLightBuffer = Shader.PropertyToID("UPunctualLightBuffer");
public static readonly int _PunctualLightBuffer = Shader.PropertyToID("_PunctualLightBuffer");
public static readonly int URelLightList = Shader.PropertyToID("URelLightList");
public static readonly int _RelLightList = Shader.PropertyToID("_RelLightList");
public static readonly int _TilePixelWidth = Shader.PropertyToID("_TilePixelWidth");
public static readonly int _TilePixelHeight = Shader.PropertyToID("_TilePixelHeight");
public static readonly int _InstanceOffset = Shader.PropertyToID("_InstanceOffset");
public static readonly int _DepthTex = Shader.PropertyToID("_DepthTex");
public static readonly int _DepthTexSize = Shader.PropertyToID("_DepthTexSize");
public static readonly int _ScreenToWorld = Shader.PropertyToID("_ScreenToWorld");
public static readonly int _unproject0 = Shader.PropertyToID("_unproject0");
public static readonly int _unproject1 = Shader.PropertyToID("_unproject1");
public static int _MainLightPosition = Shader.PropertyToID("_MainLightPosition"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
public static int _MainLightColor = Shader.PropertyToID("_MainLightColor"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
public static int _MainLightLayerMask = Shader.PropertyToID("_MainLightLayerMask"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
public static int _SpotLightScale = Shader.PropertyToID("_SpotLightScale");
public static int _SpotLightBias = Shader.PropertyToID("_SpotLightBias");
public static int _SpotLightGuard = Shader.PropertyToID("_SpotLightGuard");
public static int _LightPosWS = Shader.PropertyToID("_LightPosWS");
public static int _LightColor = Shader.PropertyToID("_LightColor");
public static int _LightAttenuation = Shader.PropertyToID("_LightAttenuation");
public static int _LightOcclusionProbInfo = Shader.PropertyToID("_LightOcclusionProbInfo");
public static int _LightDirection = Shader.PropertyToID("_LightDirection");
public static int _LightFlags = Shader.PropertyToID("_LightFlags");
public static int _ShadowLightIndex = Shader.PropertyToID("_ShadowLightIndex");
public static int _LightLayerMask = Shader.PropertyToID("_LightLayerMask");
public static int _CookieLightIndex = Shader.PropertyToID("_CookieLightIndex");
}
// Disable Burst for now since there are issues on macos builds.
#if URP_HAS_BURST
[Unity.Burst.BurstCompile(CompileSynchronously = true)]
#endif
struct CullLightsJob : IJob
{
public DeferredTiler tiler;
[ReadOnly]
[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
public NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
[ReadOnly]
[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
public NativeArray<ushort> coarseTiles;
[ReadOnly]
[Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
public NativeArray<uint> coarseTileHeaders;
public int coarseHeaderOffset;
public int istart;
public int iend;
public int jstart;
public int jend;
public void Execute()
{
int coarseTileOffset = (int)coarseTileHeaders[coarseHeaderOffset + 0];
int coarseVisLightCount = (int)coarseTileHeaders[coarseHeaderOffset + 1];
if (tiler.TilerLevel != 0)
{
tiler.CullIntermediateLights(
ref prePunctualLights,
ref coarseTiles, coarseTileOffset, coarseVisLightCount,
istart, iend, jstart, jend
);
}
else
{
tiler.CullFinalLights(
ref prePunctualLights,
ref coarseTiles, coarseTileOffset, coarseVisLightCount,
istart, iend, jstart, jend
);
}
}
}
struct DrawCall
{
public ComputeBuffer tileList;
public ComputeBuffer punctualLightBuffer;
public ComputeBuffer relLightList;
public int tileListSize;
public int punctualLightBufferSize;
public int relLightListSize;
public int instanceOffset;
public int instanceCount;
}
static readonly string[] k_GBufferNames = new string[]
{
"_GBuffer0",
"_GBuffer1",
"_GBuffer2",
"_GBuffer3",
"_GBuffer4",
"_GBuffer5",
"_GBuffer6"
};
static readonly string[] k_TileDeferredPassNames = new string[]
{
"Tiled Deferred Punctual Light (Lit)",
"Tiled Deferred Punctual Light (SimpleLit)"
};
static readonly string[] k_StencilDeferredPassNames = new string[]
{
"Stencil Volume",
"Deferred Punctual Light (Lit)",
"Deferred Punctual Light (SimpleLit)",
"Deferred Directional Light (Lit)",
"Deferred Directional Light (SimpleLit)",
"ClearStencilPartial",
"Fog",
"SSAOOnly"
};
internal enum TileDeferredPasses
{
PunctualLit,
PunctualSimpleLit,
};
internal enum StencilDeferredPasses
{
StencilVolume,
PunctualLit,
PunctualSimpleLit,
DirectionalLit,
DirectionalSimpleLit,
ClearStencilPartial,
Fog,
SSAOOnly
};
static readonly ushort k_InvalidLightOffset = 0xFFFF;
static readonly string k_SetupLights = "SetupLights";
static readonly string k_DeferredPass = "Deferred Pass";
static readonly string k_TileDepthInfo = "Tile Depth Info";
static readonly string k_DeferredTiledPass = "Deferred Shading (Tile-Based)";
static readonly string k_DeferredStencilPass = "Deferred Shading (Stencil)";
static readonly string k_DeferredFogPass = "Deferred Fog";
static readonly string k_ClearStencilPartial = "Clear Stencil Partial";
static readonly string k_SetupLightConstants = "Setup Light Constants";
static readonly float kStencilShapeGuard = 1.06067f; // stencil geometric shapes must be inflated to fit the analytic shapes.
private static readonly ProfilingSampler m_ProfilingSetupLights = new ProfilingSampler(k_SetupLights);
private static readonly ProfilingSampler m_ProfilingDeferredPass = new ProfilingSampler(k_DeferredPass);
private static readonly ProfilingSampler m_ProfilingTileDepthInfo = new ProfilingSampler(k_TileDepthInfo);
private static readonly ProfilingSampler m_ProfilingSetupLightConstants = new ProfilingSampler(k_SetupLightConstants);
internal int GBufferAlbedoIndex { get { return 0; } }
internal int GBufferSpecularMetallicIndex { get { return 1; } }
internal int GBufferNormalSmoothnessIndex { get { return 2; } }
internal int GBufferLightingIndex { get { return 3; } }
internal int GbufferDepthIndex { get { return UseRenderPass ? GBufferLightingIndex + 1 : -1; } }
internal int GBufferShadowMask { get { return UseShadowMask ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + 1 : -1; } }
internal int GBufferRenderingLayers { get { return UseRenderingLayers ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + 1 : -1; } }
// Color buffer count (not including dephStencil).
internal int GBufferSliceCount { get { return 4 + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + (UseRenderingLayers ? 1 : 0); } }
internal GraphicsFormat GetGBufferFormat(int index)
{
if (index == GBufferAlbedoIndex) // sRGB albedo, materialFlags
return QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
else if (index == GBufferSpecularMetallicIndex) // sRGB specular, [unused]
return GraphicsFormat.R8G8B8A8_UNorm;
else if (index == GBufferNormalSmoothnessIndex)
return this.AccurateGbufferNormals ? GraphicsFormat.R8G8B8A8_UNorm : GraphicsFormat.R8G8B8A8_SNorm; // normal normal normal packedSmoothness
else if (index == GBufferLightingIndex) // Emissive+baked: Most likely B10G11R11_UFloatPack32 or R16G16B16A16_SFloat
return GraphicsFormat.None;
else if (index == GbufferDepthIndex) // Render-pass on mobiles: reading back real depth-buffer is either inefficient (Arm Vulkan) or impossible (Metal).
return GraphicsFormat.R32_SFloat;
else if (index == GBufferShadowMask) // Optional: shadow mask is outputed in mixed lighting subtractive mode for non-static meshes only
return GraphicsFormat.R8G8B8A8_UNorm;
else if (index == GBufferRenderingLayers) // Optional: rendering layers is outputed when light layers are enabled (subset of rendering layers)
return GraphicsFormat.R8_UNorm;
else
return GraphicsFormat.None;
}
// This may return different values depending on what lights are rendered for a given frame.
internal bool UseShadowMask { get { return this.MixedLightingSetup != MixedLightingSetup.None; } }
//
internal bool UseRenderingLayers { get { return UniversalRenderPipeline.asset.supportsLightLayers; } }
//
internal bool UseRenderPass { get; set; }
//
internal bool HasDepthPrepass { get; set; }
//
internal bool HasNormalPrepass { get; set; }
// This is an overlay camera being rendered.
internal bool IsOverlay { get; set; }
// Not all platforms support R8G8B8A8_SNorm, so we need to check for the support and force accurate GBuffer normals and relevant shader variants
private bool m_AccurateGbufferNormals;
internal bool AccurateGbufferNormals
{
get { return m_AccurateGbufferNormals; }
set { m_AccurateGbufferNormals = value || !RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8G8B8A8_SNorm, FormatUsage.Render); }
}
// true: TileDeferred.shader used for some lights (currently: point/spot lights without shadows) - false: use StencilDeferred.shader for all lights
internal bool TiledDeferredShading { get; set; }
// We browse all visible lights and found the mixed lighting setup every frame.
internal MixedLightingSetup MixedLightingSetup { get; set; }
//
internal bool UseJobSystem { get; set; }
//
internal int RenderWidth { get; set; }
//
internal int RenderHeight { get; set; }
// Output lighting result.
internal RenderTargetHandle[] GbufferAttachments { get; set; }
internal RenderTargetIdentifier[] DeferredInputAttachments { get; set; }
internal bool[] DeferredInputIsTransient { get; set; }
// Input depth texture, also bound as read-only RT
internal RenderTargetHandle DepthAttachment { get; set; }
//
internal RenderTargetHandle DepthCopyTexture { get; set; }
// Intermediate depth info texture.
internal RenderTargetHandle DepthInfoTexture { get; set; }
// Per-tile depth info texture.
internal RenderTargetHandle TileDepthInfoTexture { get; set; }
internal RenderTargetIdentifier[] GbufferAttachmentIdentifiers { get; set; }
internal GraphicsFormat[] GbufferFormats { get; set; }
internal RenderTargetIdentifier DepthAttachmentIdentifier { get; set; }
internal RenderTargetIdentifier DepthCopyTextureIdentifier { get; set; }
internal RenderTargetIdentifier DepthInfoTextureIdentifier { get; set; }
internal RenderTargetIdentifier TileDepthInfoTextureIdentifier { get; set; }
// Cached.
int m_CachedRenderWidth = 0;
// Cached.
int m_CachedRenderHeight = 0;
// Cached.
Matrix4x4 m_CachedProjectionMatrix;
// Hierarchical tilers.
DeferredTiler[] m_Tilers;
int[] m_TileDataCapacities;
// Should any visible lights be rendered as tile?
bool m_HasTileVisLights;
// Visible lights indices rendered using stencil volumes.
NativeArray<ushort> m_stencilVisLights;
// Offset of each type of lights in m_stencilVisLights.
NativeArray<ushort> m_stencilVisLightOffsets;
// Needed to access light shadow index (can be null if the pass is not queued).
AdditionalLightsShadowCasterPass m_AdditionalLightsShadowCasterPass;
// For rendering stencil point lights.
Mesh m_SphereMesh;
// For rendering stencil spot lights.
Mesh m_HemisphereMesh;
// For rendering directional lights.
Mesh m_FullscreenMesh;
// Max number of tile depth range data that can be referenced per draw call.
int m_MaxDepthRangePerBatch;
// Max numer of instanced tile that can be referenced per draw call.
int m_MaxTilesPerBatch;
// Max number of punctual lights that can be referenced per draw call.
int m_MaxPunctualLightPerBatch;
// Max number of relative light indices that can be referenced per draw call.
int m_MaxRelLightIndicesPerBatch;
// Generate per-tile depth information.
Material m_TileDepthInfoMaterial;
// Hold all shaders for tiled-based deferred shading.
Material m_TileDeferredMaterial;
// Hold all shaders for stencil-volume deferred shading.
Material m_StencilDeferredMaterial;
// Pass indices.
int[] m_StencilDeferredPasses;
// Pass indices.
int[] m_TileDeferredPasses;
// Avoid memory allocations.
Matrix4x4[] m_ScreenToWorld = new Matrix4x4[2];
ProfilingSampler m_ProfilingSamplerDeferredTiledPass = new ProfilingSampler(k_DeferredTiledPass);
ProfilingSampler m_ProfilingSamplerDeferredStencilPass = new ProfilingSampler(k_DeferredStencilPass);
ProfilingSampler m_ProfilingSamplerDeferredFogPass = new ProfilingSampler(k_DeferredFogPass);
ProfilingSampler m_ProfilingSamplerClearStencilPartialPass = new ProfilingSampler(k_ClearStencilPartial);
private LightCookieManager m_LightCookieManager;
internal struct InitParams
{
public Material tileDepthInfoMaterial;
public Material tileDeferredMaterial;
public Material stencilDeferredMaterial;
public LightCookieManager lightCookieManager;
}
internal DeferredLights(InitParams initParams, bool useNativeRenderPass = false)
{
// Cache result for GL platform here. SystemInfo properties are in C++ land so repeated access will be unecessary penalized.
// They can also only be called from main thread!
DeferredConfig.IsOpenGL = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore
|| SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2
|| SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3;
// Cachre result for DX10 platform too. Same reasons as above.
DeferredConfig.IsDX10 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 && SystemInfo.graphicsShaderLevel <= 40;
m_TileDepthInfoMaterial = initParams.tileDepthInfoMaterial;
m_TileDeferredMaterial = initParams.tileDeferredMaterial;
m_StencilDeferredMaterial = initParams.stencilDeferredMaterial;
m_TileDeferredPasses = new int[k_TileDeferredPassNames.Length];
InitTileDeferredMaterial();
m_StencilDeferredPasses = new int[k_StencilDeferredPassNames.Length];
InitStencilDeferredMaterial();
// Compute some platform limits (for deferred tiling).
m_MaxDepthRangePerBatch = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
m_MaxTilesPerBatch = (DeferredConfig.UseCBufferForTileList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(TileData));
m_MaxPunctualLightPerBatch = (DeferredConfig.UseCBufferForLightData ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
m_MaxRelLightIndicesPerBatch = (DeferredConfig.UseCBufferForLightList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
m_Tilers = new DeferredTiler[DeferredConfig.kTilerDepth];
m_TileDataCapacities = new int[DeferredConfig.kTilerDepth];
// Initialize hierarchical tilers. Next tiler processes 4x4 of the tiles of the previous tiler.
// Tiler 0 has finest tiles, coarser tilers follow.
for (int tilerLevel = 0; tilerLevel < DeferredConfig.kTilerDepth; ++tilerLevel)
{
int scale = (int)Mathf.Pow(DeferredConfig.kTilerSubdivisions, tilerLevel);
m_Tilers[tilerLevel] = new DeferredTiler(
DeferredConfig.kTilePixelWidth * scale,
DeferredConfig.kTilePixelHeight * scale,
DeferredConfig.kAvgLightPerTile * scale * scale,
tilerLevel
);
m_TileDataCapacities[tilerLevel] = 0; // not known yet
}
this.AccurateGbufferNormals = true;
this.TiledDeferredShading = true;
this.UseJobSystem = true;
m_HasTileVisLights = false;
this.UseRenderPass = useNativeRenderPass;
m_LightCookieManager = initParams.lightCookieManager;
}
internal ref DeferredTiler GetTiler(int i)
{
return ref m_Tilers[i];
}
internal void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
{
Profiler.BeginSample(k_SetupLights);
DeferredShaderData.instance.ResetBuffers();
Camera camera = renderingData.cameraData.camera;
// Support for dynamic resolution.
this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * renderingData.cameraData.cameraTargetDescriptor.width) : renderingData.cameraData.cameraTargetDescriptor.width;
this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * renderingData.cameraData.cameraTargetDescriptor.height) : renderingData.cameraData.cameraTargetDescriptor.height;
if (this.TiledDeferredShading)
{
// Precompute tile data again if the camera projection or the screen resolution has changed.
if (m_CachedRenderWidth != this.RenderWidth
|| m_CachedRenderHeight != this.RenderHeight
|| m_CachedProjectionMatrix != renderingData.cameraData.camera.projectionMatrix)
{
m_CachedRenderWidth = this.RenderWidth;
m_CachedRenderHeight = this.RenderHeight;
m_CachedProjectionMatrix = renderingData.cameraData.camera.projectionMatrix;
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
{
m_Tilers[tilerIndex].PrecomputeTiles(renderingData.cameraData.camera.projectionMatrix,
renderingData.cameraData.camera.orthographic, m_CachedRenderWidth, m_CachedRenderHeight);
}
}
// Allocate temporary resources for each hierarchical tiler.
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
m_Tilers[tilerIndex].Setup(m_TileDataCapacities[tilerIndex]);
}
// Will hold punctual lights that will be rendered using tiles.
NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
// inspect lights in renderingData.lightData.visibleLights and convert them to entries in prePunctualLights OR m_stencilVisLights
// currently we store point lights and spot lights that can be rendered by TiledDeferred, in the same prePunctualLights list
PrecomputeLights(
out prePunctualLights,
out m_stencilVisLights,
out m_stencilVisLightOffsets,
ref renderingData.lightData.visibleLights,
renderingData.lightData.additionalLightsCount != 0 || renderingData.lightData.mainLightIndex >= 0,
renderingData.cameraData.camera.worldToCameraMatrix,
renderingData.cameraData.camera.orthographic,
renderingData.cameraData.camera.nearClipPlane
);
{
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSetupLightConstants))
{
// Shared uniform constants for all lights.
SetupShaderLightConstants(cmd, ref renderingData);
#if UNITY_EDITOR
// This flag is used to strip mixed lighting shader variants when a player is built.
// All shader variants are available in the editor.
bool supportsMixedLighting = true;
#else
bool supportsMixedLighting = renderingData.lightData.supportsMixedLighting;
#endif
// Setup global keywords.
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, this.AccurateGbufferNormals);
bool isShadowMask = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.ShadowMask;
bool isShadowMaskAlways = isShadowMask && QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
bool isSubtractive = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.Subtractive;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightmapShadowMixing, isSubtractive || isShadowMaskAlways);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ShadowsShadowMask, isShadowMask);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MixedLightingSubtractive, isSubtractive); // Backward compatibility
// This should be moved to a more global scope when framebuffer fetch is introduced to more passes
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.RenderPassEnabled, this.UseRenderPass && renderingData.cameraData.cameraType == CameraType.Game);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
if (this.TiledDeferredShading)
{
// Sort lights front to back.
// This allows a further optimisation where per-tile light lists can be more easily trimmed on both ends in the vertex shading instancing the tiles.
SortLights(ref prePunctualLights);
NativeArray<ushort> defaultIndices = new NativeArray<ushort>(prePunctualLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < prePunctualLights.Length; ++i)
defaultIndices[i] = (ushort)i;
NativeArray<uint> defaultHeaders = new NativeArray<uint>(2, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
defaultHeaders[0] = 0; // tileHeaders offset
defaultHeaders[1] = (uint)prePunctualLights.Length; // tileHeaders count
// Cull tile-friendly lights into the coarse tile structure.
ref DeferredTiler coarsestTiler = ref m_Tilers[m_Tilers.Length - 1];
if (m_Tilers.Length != 1)
{
NativeArray<JobHandle> jobHandles = new NativeArray<JobHandle>();
int jobOffset = 0;
int jobCount = 0;
if (this.UseJobSystem)
{
int totalJobCount = 1;
for (int t = m_Tilers.Length - 1; t > 0; --t)
{
ref DeferredTiler coarseTiler = ref m_Tilers[t];
totalJobCount += coarseTiler.TileXCount * coarseTiler.TileYCount;
}
jobHandles = new NativeArray<JobHandle>(totalJobCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
}
// Fill coarsestTiler.m_Tiles with for each tile, a list of lightIndices from prePunctualLights that intersect the tile
CullLightsJob coarsestJob = new CullLightsJob
{
tiler = coarsestTiler,
prePunctualLights = prePunctualLights,
coarseTiles = defaultIndices,
coarseTileHeaders = defaultHeaders,
coarseHeaderOffset = 0,
istart = 0,
iend = coarsestTiler.TileXCount,
jstart = 0,
jend = coarsestTiler.TileYCount,
};
if (this.UseJobSystem)
{
jobHandles[jobCount++] = coarsestJob.Schedule();
// Start this job now, as the main thread will be busy setting up all the dependent jobs.
JobHandle.ScheduleBatchedJobs();
}
else
coarsestJob.Execute();
// Filter to fine tile structure.
for (int t = m_Tilers.Length - 1; t > 0; --t)
{
ref DeferredTiler fineTiler = ref m_Tilers[t - 1];
ref DeferredTiler coarseTiler = ref m_Tilers[t];
int fineTileXCount = fineTiler.TileXCount;
int fineTileYCount = fineTiler.TileYCount;
int coarseTileXCount = coarseTiler.TileXCount;
int coarseTileYCount = coarseTiler.TileYCount;
int subdivX = (t == m_Tilers.Length - 1) ? coarseTileXCount : DeferredConfig.kTilerSubdivisions;
int subdivY = (t == m_Tilers.Length - 1) ? coarseTileYCount : DeferredConfig.kTilerSubdivisions;
int superCoarseTileXCount = (coarseTileXCount + subdivX - 1) / subdivX;
int superCoarseTileYCount = (coarseTileYCount + subdivY - 1) / subdivY;
NativeArray<ushort> coarseTiles = coarseTiler.Tiles;
NativeArray<uint> coarseTileHeaders = coarseTiler.TileHeaders;
int fineStepX = coarseTiler.TilePixelWidth / fineTiler.TilePixelWidth;
int fineStepY = coarseTiler.TilePixelHeight / fineTiler.TilePixelHeight;
for (int j = 0; j < coarseTileYCount; ++j)
for (int i = 0; i < coarseTileXCount; ++i)
{
int fine_istart = i * fineStepX;
int fine_jstart = j * fineStepY;
int fine_iend = Mathf.Min(fine_istart + fineStepX, fineTileXCount);
int fine_jend = Mathf.Min(fine_jstart + fineStepY, fineTileYCount);
int coarseHeaderOffset = coarseTiler.GetTileHeaderOffset(i, j);
CullLightsJob job = new CullLightsJob
{
tiler = m_Tilers[t - 1],
prePunctualLights = prePunctualLights,
coarseTiles = coarseTiles,
coarseTileHeaders = coarseTileHeaders,
coarseHeaderOffset = coarseHeaderOffset,
istart = fine_istart,
iend = fine_iend,
jstart = fine_jstart,
jend = fine_jend,
};
if (this.UseJobSystem)
jobHandles[jobCount++] = job.Schedule(jobHandles[jobOffset + (i / subdivX) + (j / subdivY) * superCoarseTileXCount]);
else
job.Execute();
}
jobOffset += superCoarseTileXCount * superCoarseTileYCount;
}
if (this.UseJobSystem)
{
JobHandle.CompleteAll(jobHandles);
jobHandles.Dispose();
}
}
else
{
coarsestTiler.CullFinalLights(
ref prePunctualLights,
ref defaultIndices, 0, prePunctualLights.Length,
0, coarsestTiler.TileXCount, 0, coarsestTiler.TileYCount
);
}
defaultIndices.Dispose();
defaultHeaders.Dispose();
}
// We don't need this array anymore as all the lights have been inserted into the tile-grid structures.
if (prePunctualLights.IsCreated)
prePunctualLights.Dispose();
Profiler.EndSample();
}
internal void ResolveMixedLightingMode(ref RenderingData renderingData)
{
// Find the mixed lighting mode. This is the same logic as ForwardLights.
this.MixedLightingSetup = MixedLightingSetup.None;
#if !UNITY_EDITOR
// This flag is used to strip mixed lighting shader variants when a player is built.
// All shader variants are available in the editor.
if (renderingData.lightData.supportsMixedLighting)
#endif
{
NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
for (int lightIndex = 0; lightIndex < renderingData.lightData.visibleLights.Length && this.MixedLightingSetup == MixedLightingSetup.None; ++lightIndex)
{
Light light = visibleLights[lightIndex].light;
if (light != null
&& light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed
&& light.shadows != LightShadows.None)
{
switch (light.bakingOutput.mixedLightingMode)
{
case MixedLightingMode.Subtractive:
this.MixedLightingSetup = MixedLightingSetup.Subtractive;
break;
case MixedLightingMode.Shadowmask:
this.MixedLightingSetup = MixedLightingSetup.ShadowMask;
break;
}
}
}
}
// Once the mixed lighting mode has been discovered, we know how many MRTs we need for the gbuffer.
// Subtractive mixed lighting requires shadowMask output, which is actually used to store unity_ProbesOcclusion values.
CreateGbufferAttachments();
}
// In cases when custom pass is injected between GBuffer and Deferred passes we need to fallback
// To non-renderpass path in the middle of setup, which means recreating the gbuffer attachments as well due to GBuffer4 used for RenderPass
internal void DisableFramebufferFetchInput()
{
this.UseRenderPass = false;
CreateGbufferAttachments();
}
internal void CreateGbufferAttachments()
{
int gbufferSliceCount = this.GBufferSliceCount;
if (this.GbufferAttachments == null || this.GbufferAttachments.Length != gbufferSliceCount)
{
this.GbufferAttachments = new RenderTargetHandle[gbufferSliceCount];
for (int i = 0; i < gbufferSliceCount; ++i)
this.GbufferAttachments[i].Init(k_GBufferNames[i]);
}
}
internal bool IsRuntimeSupportedThisFrame()
{
// GBuffer slice count can change depending actual geometry/light being rendered.
// For instance, we only bind shadowMask RT if the scene supports mix lighting and at least one visible light has subtractive mixed ligting mode.
return this.GBufferSliceCount <= SystemInfo.supportedRenderTargetCount && !DeferredConfig.IsOpenGL && !DeferredConfig.IsDX10;
}
public void Setup(ref RenderingData renderingData,
AdditionalLightsShadowCasterPass additionalLightsShadowCasterPass,
bool hasDepthPrepass,
bool hasNormalPrepass,
RenderTargetHandle depthCopyTexture,
RenderTargetHandle depthInfoTexture,
RenderTargetHandle tileDepthInfoTexture,
RenderTargetHandle depthAttachment,
RenderTargetHandle colorAttachment)
{
m_AdditionalLightsShadowCasterPass = additionalLightsShadowCasterPass;
this.HasDepthPrepass = hasDepthPrepass;
this.HasNormalPrepass = hasNormalPrepass;
this.DepthCopyTexture = depthCopyTexture;
this.DepthInfoTexture = depthInfoTexture;
this.TileDepthInfoTexture = tileDepthInfoTexture;
this.GbufferAttachments[this.GBufferLightingIndex] = colorAttachment;
this.DepthAttachment = depthAttachment;
this.DepthCopyTextureIdentifier = this.DepthCopyTexture.Identifier();
this.DepthInfoTextureIdentifier = this.DepthInfoTexture.Identifier();
this.TileDepthInfoTextureIdentifier = this.TileDepthInfoTexture.Identifier();
if (this.GbufferAttachmentIdentifiers == null || this.GbufferAttachmentIdentifiers.Length != this.GbufferAttachments.Length)
{
this.GbufferAttachmentIdentifiers = new RenderTargetIdentifier[this.GbufferAttachments.Length];
this.GbufferFormats = new GraphicsFormat[this.GbufferAttachments.Length];
}
for (int i = 0; i < this.GbufferAttachments.Length; ++i)
{
this.GbufferAttachmentIdentifiers[i] = this.GbufferAttachments[i].Identifier();
this.GbufferFormats[i] = this.GetGBufferFormat(i);
}
if (this.DeferredInputAttachments == null && this.UseRenderPass && this.GbufferAttachments.Length >= 5)
{
this.DeferredInputAttachments = new RenderTargetIdentifier[4]
{
this.GbufferAttachmentIdentifiers[0], this.GbufferAttachmentIdentifiers[1],
this.GbufferAttachmentIdentifiers[2], this.GbufferAttachmentIdentifiers[4]
};
this.DeferredInputIsTransient = new bool[4]
{
true, true, true, false
};
}
this.DepthAttachmentIdentifier = depthAttachment.Identifier();
#if ENABLE_VR && ENABLE_XR_MODULE
// In XR SinglePassInstance mode, the RTs are texture-array and all slices must be bound.
if (renderingData.cameraData.xr.enabled)
{
this.DepthCopyTextureIdentifier = new RenderTargetIdentifier(this.DepthCopyTextureIdentifier, 0, CubemapFace.Unknown, -1);
this.DepthInfoTextureIdentifier = new RenderTargetIdentifier(this.DepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
this.TileDepthInfoTextureIdentifier = new RenderTargetIdentifier(this.TileDepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
for (int i = 0; i < this.GbufferAttachmentIdentifiers.Length; ++i)
this.GbufferAttachmentIdentifiers[i] = new RenderTargetIdentifier(this.GbufferAttachmentIdentifiers[i], 0, CubemapFace.Unknown, -1);
this.DepthAttachmentIdentifier = new RenderTargetIdentifier(this.DepthAttachmentIdentifier, 0, CubemapFace.Unknown, -1);
}
#endif
m_HasTileVisLights = this.TiledDeferredShading && CheckHasTileLights(ref renderingData.lightData.visibleLights);
}
public void OnCameraCleanup(CommandBuffer cmd)
{
// Disable any global keywords setup in SetupLights().
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, false);
for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
{
m_TileDataCapacities[tilerIndex] = max(m_TileDataCapacities[tilerIndex], m_Tilers[tilerIndex].TileDataCapacity);
m_Tilers[tilerIndex].OnCameraCleanup();
}
if (m_stencilVisLights.IsCreated)
m_stencilVisLights.Dispose();
if (m_stencilVisLightOffsets.IsCreated)
m_stencilVisLightOffsets.Dispose();
}
internal static StencilState OverwriteStencil(StencilState s, int stencilWriteMask)
{
if (!s.enabled)
{
return new StencilState(
true,
0, (byte)stencilWriteMask,
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
);
}
CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
StencilOp passFront = s.passOperationFront;
StencilOp failFront = s.failOperationFront;
StencilOp zfailFront = s.zFailOperationFront;
StencilOp passBack = s.passOperationBack;
StencilOp failBack = s.failOperationBack;
StencilOp zfailBack = s.zFailOperationBack;
return new StencilState(
true,
(byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
funcFront, passFront, failFront, zfailFront,
funcBack, passBack, failBack, zfailBack
);
}
internal static RenderStateBlock OverwriteStencil(RenderStateBlock block, int stencilWriteMask, int stencilRef)
{
if (!block.stencilState.enabled)
{
block.stencilState = new StencilState(
true,
0, (byte)stencilWriteMask,
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
);
}
else
{
StencilState s = block.stencilState;
CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
StencilOp passFront = s.passOperationFront;
StencilOp failFront = s.failOperationFront;
StencilOp zfailFront = s.zFailOperationFront;
StencilOp passBack = s.passOperationBack;
StencilOp failBack = s.failOperationBack;
StencilOp zfailBack = s.zFailOperationBack;
block.stencilState = new StencilState(
true,
(byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
funcFront, passFront, failFront, zfailFront,
funcBack, passBack, failBack, zfailBack
);
}
block.mask |= RenderStateMask.Stencil;
block.stencilReference = (block.stencilReference & (int)StencilUsage.UserMask) | stencilRef;
return block;
}
internal bool HasTileLights()
{
return m_HasTileVisLights;
}
internal bool HasTileDepthRangeExtraPass()
{
ref DeferredTiler tiler = ref m_Tilers[0];
int tilePixelWidth = tiler.TilePixelWidth;
int tilePixelHeight = tiler.TilePixelHeight;
int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
return DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel;
}
internal void ExecuteTileDepthInfoPass(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_TileDepthInfoMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
return;
}
Assertions.Assert.IsTrue(
m_Tilers[0].TilePixelWidth == m_Tilers[0].TilePixelHeight || DeferredConfig.kTileDepthInfoIntermediateLevel <= 0,
"for non square tiles, cannot use intermediate mip level for TileDepthInfo texture generation (todo)"
);
uint invalidDepthRange = (uint)Mathf.FloatToHalf(-2.0f) | (((uint)Mathf.FloatToHalf(-1.0f)) << 16);
ref DeferredTiler tiler = ref m_Tilers[0];
int tileXCount = tiler.TileXCount;
int tileYCount = tiler.TileYCount;
int tilePixelWidth = tiler.TilePixelWidth;
int tilePixelHeight = tiler.TilePixelHeight;
int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel ? DeferredConfig.kTileDepthInfoIntermediateLevel : tileMipLevel;
int tileShiftMipLevel = tileMipLevel - intermediateMipLevel;
int alignment = 1 << intermediateMipLevel;
int depthInfoWidth = (this.RenderWidth + alignment - 1) >> intermediateMipLevel;
int depthInfoHeight = (this.RenderHeight + alignment - 1) >> intermediateMipLevel;
NativeArray<ushort> tiles = tiler.Tiles;
NativeArray<uint> tileHeaders = tiler.TileHeaders;
NativeArray<uint> depthRanges = new NativeArray<uint>(m_MaxDepthRangePerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
{
RenderTargetIdentifier depthSurface = this.DepthAttachmentIdentifier;
RenderTargetIdentifier depthInfoSurface = (tileMipLevel == intermediateMipLevel) ? this.TileDepthInfoTextureIdentifier : this.DepthInfoTextureIdentifier;
cmd.SetGlobalTexture(ShaderConstants._DepthTex, depthSurface);
cmd.SetGlobalVector(ShaderConstants._DepthTexSize, new Vector4(this.RenderWidth, this.RenderHeight, 1.0f / this.RenderWidth, 1.0f / this.RenderHeight));
cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
cmd.SetGlobalInt(ShaderConstants._SourceShiftX, intermediateMipLevel);
cmd.SetGlobalInt(ShaderConstants._SourceShiftY, intermediateMipLevel);
cmd.SetGlobalInt(ShaderConstants._TileShiftX, tileShiftMipLevel);
cmd.SetGlobalInt(ShaderConstants._TileShiftY, tileShiftMipLevel);
Matrix4x4 proj = renderingData.cameraData.camera.projectionMatrix;
Matrix4x4 clip = new Matrix4x4(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 0.5f, 0), new Vector4(0, 0, 0.5f, 1));
Matrix4x4 projScreenInv = Matrix4x4.Inverse(clip * proj);
cmd.SetGlobalVector(ShaderConstants._unproject0, projScreenInv.GetRow(2));
cmd.SetGlobalVector(ShaderConstants._unproject1, projScreenInv.GetRow(3));
string shaderVariant = null;
if (tilePixelWidth == tilePixelHeight)
{
if (intermediateMipLevel == 1)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
else if (intermediateMipLevel == 2)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
else if (intermediateMipLevel == 3)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
else if (intermediateMipLevel == 4)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_16;
}
if (shaderVariant != null)
cmd.EnableShaderKeyword(shaderVariant);
int tileY = 0;
int tileYIncrement = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / (tileXCount * 4);
while (tileY < tileYCount)
{
int tileYEnd = Mathf.Min(tileYCount, tileY + tileYIncrement);
for (int j = tileY; j < tileYEnd; ++j)
{
for (int i = 0; i < tileXCount; ++i)
{
int headerOffset = tiler.GetTileHeaderOffset(i, j);
int tileLightCount = (int)tileHeaders[headerOffset + 1];
uint listDepthRange = tileLightCount == 0 ? invalidDepthRange : tileHeaders[headerOffset + 2];
depthRanges[i + (j - tileY) * tileXCount] = listDepthRange;
}
}
ComputeBuffer _depthRanges = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxDepthRangePerBatch, DeferredConfig.UseCBufferForDepthRange);
_depthRanges.SetData(depthRanges, 0, 0, depthRanges.Length);
if (DeferredConfig.UseCBufferForDepthRange)
cmd.SetGlobalConstantBuffer(_depthRanges, ShaderConstants.UDepthRanges, 0, m_MaxDepthRangePerBatch * 4);
else
cmd.SetGlobalBuffer(ShaderConstants._DepthRanges, _depthRanges);
cmd.SetGlobalInt(ShaderConstants._tileXCount, tileXCount);
cmd.SetGlobalInt(ShaderConstants._DepthRangeOffset, tileY * tileXCount);
cmd.EnableScissorRect(new Rect(0, tileY << tileShiftMipLevel, depthInfoWidth, (tileYEnd - tileY) << tileShiftMipLevel));
cmd.Blit(depthSurface, depthInfoSurface, m_TileDepthInfoMaterial, 0);
tileY = tileYEnd;
}
cmd.DisableScissorRect();
if (shaderVariant != null)
cmd.DisableShaderKeyword(shaderVariant);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
depthRanges.Dispose();
}
internal void ExecuteDownsampleBitmaskPass(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_TileDepthInfoMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
{
RenderTargetIdentifier depthInfoSurface = this.DepthInfoTextureIdentifier;
RenderTargetIdentifier tileDepthInfoSurface = this.TileDepthInfoTextureIdentifier;
ref DeferredTiler tiler = ref m_Tilers[0];
int tilePixelWidth = tiler.TilePixelWidth;
int tilePixelHeight = tiler.TilePixelHeight;
int tileWidthLevel = (int)Mathf.Log(tilePixelWidth, 2);
int tileHeightLevel = (int)Mathf.Log(tilePixelHeight, 2);
int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel;
int diffWidthLevel = tileWidthLevel - intermediateMipLevel;
int diffHeightLevel = tileHeightLevel - intermediateMipLevel;
cmd.SetGlobalTexture(ShaderConstants._BitmaskTex, depthInfoSurface);
cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
int alignment = 1 << DeferredConfig.kTileDepthInfoIntermediateLevel;
int depthInfoWidth = (this.RenderWidth + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
int depthInfoHeight = (this.RenderHeight + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
cmd.SetGlobalVector("_BitmaskTexSize", new Vector4(depthInfoWidth, depthInfoHeight, 1.0f / depthInfoWidth, 1.0f / depthInfoHeight));
string shaderVariant = null;
if (diffWidthLevel == 1 && diffHeightLevel == 1)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
else if (diffWidthLevel == 2 && diffHeightLevel == 2)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
else if (diffWidthLevel == 3 && diffHeightLevel == 3)
shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
if (shaderVariant != null)
cmd.EnableShaderKeyword(shaderVariant);
cmd.Blit(depthInfoSurface, tileDepthInfoSurface, m_TileDepthInfoMaterial, 1);
if (shaderVariant != null)
cmd.DisableShaderKeyword(shaderVariant);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
internal void ClearStencilPartial(CommandBuffer cmd)
{
if (m_FullscreenMesh == null)
m_FullscreenMesh = CreateFullscreenMesh();
using (new ProfilingScope(cmd, m_ProfilingSamplerClearStencilPartialPass))
{
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.ClearStencilPartial]);
}
}
internal void ExecuteDeferredPass(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Workaround for bug.
// When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
// materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
// which prevents from resolving correct pass indices.
if (m_StencilDeferredPasses[0] < 0)
InitStencilDeferredMaterial();
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingDeferredPass))
{
// This does 2 things:
// - baked geometry are skipped (do not receive dynamic lighting)
// - non-baked geometry (== non-static geometry) use shadowMask/occlusionProbes to emulate baked shadows influences.
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, this.UseShadowMask);
// This must be set for each eye in XR mode multipass.
SetupMatrixConstants(cmd, ref renderingData);
// Firt directional light will apply SSAO if possible, unless there is none.
if (!HasStencilLightsOfType(LightType.Directional))
RenderSSAOBeforeShading(cmd, ref renderingData);
// Stencil lights must be applied before tile light because main directional light may require to overwrite lighting buffer for SSAO.
RenderStencilLights(context, cmd, ref renderingData);
RenderTileLights(context, cmd, ref renderingData);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, false);
// Legacy fog (Windows -> Rendering -> Lighting Settings -> Fog)
RenderFog(context, cmd, ref renderingData);
}
// Restore shader keywords
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, renderingData.shadowData.isKeywordAdditionalLightShadowsEnabled);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, renderingData.shadowData.isKeywordSoftShadowsEnabled);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, m_LightCookieManager.IsKeywordLightCookieEnabled);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// adapted from ForwardLights.SetupShaderLightConstants
void SetupShaderLightConstants(CommandBuffer cmd, ref RenderingData renderingData)
{
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
// Universal Forward pipeline only supports a single shadow light, if available it will be the main light.
SetupMainLightConstants(cmd, ref renderingData.lightData);
}
// adapted from ForwardLights.SetupShaderLightConstants
void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
{
if (lightData.mainLightIndex < 0)
return;
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
UniversalRenderPipeline.InitializeLightConstants_Common(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
var additionalLightData = lightData.visibleLights[lightData.mainLightIndex].light.GetUniversalAdditionalLightData();
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
cmd.SetGlobalVector(ShaderConstants._MainLightPosition, lightPos);
cmd.SetGlobalVector(ShaderConstants._MainLightColor, lightColor);
cmd.SetGlobalInt(ShaderConstants._MainLightLayerMask, (int)lightLayerMask);
}
void SetupMatrixConstants(CommandBuffer cmd, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
#if ENABLE_VR && ENABLE_XR_MODULE
int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
#else
int eyeCount = 1;
#endif
Matrix4x4[] screenToWorld = m_ScreenToWorld; // deferred shaders expects 2 elements
for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
{
Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex);
Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex);
Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(proj, false);
// xy coordinates in range [-1; 1] go to pixel coordinates.
Matrix4x4 toScreen = new Matrix4x4(
new Vector4(0.5f * this.RenderWidth, 0.0f, 0.0f, 0.0f),
new Vector4(0.0f, 0.5f * this.RenderHeight, 0.0f, 0.0f),
new Vector4(0.0f, 0.0f, 1.0f, 0.0f),
new Vector4(0.5f * this.RenderWidth, 0.5f * this.RenderHeight, 0.0f, 1.0f)
);
Matrix4x4 zScaleBias = Matrix4x4.identity;
if (DeferredConfig.IsOpenGL)
{
// We need to manunally adjust z in NDC space from [-1; 1] to [0; 1] (storage in depth texture).
zScaleBias = new Matrix4x4(
new Vector4(1.0f, 0.0f, 0.0f, 0.0f),
new Vector4(0.0f, 1.0f, 0.0f, 0.0f),
new Vector4(0.0f, 0.0f, 0.5f, 0.0f),
new Vector4(0.0f, 0.0f, 0.5f, 1.0f)
);
}
screenToWorld[eyeIndex] = Matrix4x4.Inverse(toScreen * zScaleBias * gpuProj * view);
}
cmd.SetGlobalMatrixArray(ShaderConstants._ScreenToWorld, screenToWorld);
}
void SortLights(ref NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights)
{
DeferredTiler.PrePunctualLight[] array = prePunctualLights.ToArray(); // TODO Use NativeArrayExtensions and avoid dynamic memory allocation.
System.Array.Sort<DeferredTiler.PrePunctualLight>(array, new SortPrePunctualLight());
prePunctualLights.CopyFrom(array);
}
bool CheckHasTileLights(ref NativeArray<VisibleLight> visibleLights)
{
for (int visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
{
if (IsTileLight(visibleLights[visLightIndex]))
return true;
}
return false;
}
void PrecomputeLights(out NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights,
out NativeArray<ushort> stencilVisLights,
out NativeArray<ushort> stencilVisLightOffsets,
ref NativeArray<VisibleLight> visibleLights,
bool hasAdditionalLights,
Matrix4x4 view,
bool isOrthographic,
float zNear)
{
const int lightTypeCount = (int)LightType.Disc + 1;
if (!hasAdditionalLights)
{
prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
stencilVisLights = new NativeArray<ushort>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
for (int i = 0; i < lightTypeCount; ++i)
stencilVisLightOffsets[i] = k_InvalidLightOffset;
return;
}
// number of supported lights rendered by the TileDeferred system, for each light type (Spot, Directional, Point, Area, Rectangle, Disc, plus one slot at the end)
NativeArray<int> tileLightOffsets = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
NativeArray<int> tileLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
NativeArray<int> stencilLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
// Count the number of lights per type.
for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
{
VisibleLight vl = visibleLights[visLightIndex];
if (this.TiledDeferredShading && IsTileLight(vl))
++tileLightOffsets[(int)vl.lightType];
else // All remaining lights are processed as stencil volumes.
++stencilVisLightOffsets[(int)vl.lightType];
}
int totalTileLightCount = tileLightOffsets[(int)LightType.Point] + tileLightOffsets[(int)LightType.Spot];
int totalStencilLightCount = stencilVisLightOffsets[(int)LightType.Spot] + stencilVisLightOffsets[(int)LightType.Directional] + stencilVisLightOffsets[(int)LightType.Point];
prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(totalTileLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
stencilVisLights = new NativeArray<ushort>(totalStencilLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
// Calculate correct offsets now.
for (int i = 0, toffset = 0; i < tileLightOffsets.Length; ++i)
{
int c = tileLightOffsets[i];
tileLightOffsets[i] = toffset;
toffset += c;
}
for (int i = 0, soffset = 0; i < stencilVisLightOffsets.Length; ++i)
{
if (stencilVisLightOffsets[i] == 0)
stencilVisLightOffsets[i] = k_InvalidLightOffset;
else
{
int c = stencilVisLightOffsets[i];
stencilVisLightOffsets[i] = (ushort)soffset;
soffset += c;
}
}
// Precompute punctual light data.
for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
{
VisibleLight vl = visibleLights[visLightIndex];
if (this.TiledDeferredShading && IsTileLight(vl))
{
DeferredTiler.PrePunctualLight ppl;
ppl.posVS = view.MultiplyPoint(vl.localToWorldMatrix.GetColumn(3)); // By convention, OpenGL RH coordinate space
ppl.radius = vl.range;
ppl.minDist = max(0.0f, length(ppl.posVS) - ppl.radius);
ppl.screenPos = new Vector2(ppl.posVS.x, ppl.posVS.y);
// Project on screen for perspective projections.
if (!isOrthographic && ppl.posVS.z <= zNear)
ppl.screenPos = ppl.screenPos * (-zNear / ppl.posVS.z);
ppl.visLightIndex = visLightIndex;
int i = tileLightCounts[(int)vl.lightType]++;
prePunctualLights[tileLightOffsets[(int)vl.lightType] + i] = ppl;
}
else
{
// All remaining lights are processed as stencil volumes.
int i = stencilLightCounts[(int)vl.lightType]++;
stencilVisLights[stencilVisLightOffsets[(int)vl.lightType] + i] = visLightIndex;
}
}
tileLightOffsets.Dispose();
tileLightCounts.Dispose();
stencilLightCounts.Dispose();
}
void RenderTileLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
{
if (!m_HasTileVisLights)
return;
if (m_TileDeferredMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDeferredMaterial, GetType().Name);
return;
}
// Workaround for bug.
// When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
// materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
// which prevents from resolving correct pass indices.
if (m_TileDeferredPasses[0] < 0)
InitTileDeferredMaterial();
Profiler.BeginSample(k_DeferredTiledPass);
// Allow max 256 draw calls for rendering all the batches of tiles
DrawCall[] drawCalls = new DrawCall[256];
int drawCallCount = 0;
{
ref DeferredTiler tiler = ref m_Tilers[0];
int sizeof_TileData = 16;
int sizeof_vec4_TileData = sizeof_TileData >> 4;
int sizeof_PunctualLightData = System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
int sizeof_vec4_PunctualLightData = sizeof_PunctualLightData >> 4;
int tileXCount = tiler.TileXCount;
int tileYCount = tiler.TileYCount;
int maxLightPerTile = tiler.MaxLightPerTile;
NativeArray<ushort> tiles = tiler.Tiles;
NativeArray<uint> tileHeaders = tiler.TileHeaders;
int instanceOffset = 0;
int tileCount = 0;
int lightCount = 0;
int relLightIndices = 0;
ComputeBuffer _tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
ComputeBuffer _punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
ComputeBuffer _relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
NativeArray<uint4> tileList = new NativeArray<uint4>(m_MaxTilesPerBatch * sizeof_vec4_TileData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
NativeArray<uint4> punctualLightBuffer = new NativeArray<uint4>(m_MaxPunctualLightPerBatch * sizeof_vec4_PunctualLightData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
NativeArray<uint> relLightList = new NativeArray<uint>(m_MaxRelLightIndicesPerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
// Acceleration structure to quickly find if a light has already been added to the uniform block data for the current draw call.
NativeArray<ushort> trimmedLights = new NativeArray<ushort>(maxLightPerTile, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
NativeArray<ushort> visLightToRelLights = new NativeArray<ushort>(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
BitArray usedLights = new BitArray(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.ClearMemory);
for (int j = 0; j < tileYCount; ++j)
{
for (int i = 0; i < tileXCount; ++i)
{
int tileOffset;
int tileLightCount;
tiler.GetTileOffsetAndCount(i, j, out tileOffset, out tileLightCount);
if (tileLightCount == 0) // empty tile
continue;
// Find lights that are not in the batch yet.
int trimmedLightCount = TrimLights(ref trimmedLights, ref tiles, tileOffset, tileLightCount, ref usedLights);
Assertions.Assert.IsTrue(trimmedLightCount <= maxLightPerTile); // too many lights overlaps a tile
// Checks whether one of the GPU buffers is reaching max capacity.
// In that case, the draw call must be flushed and new GPU buffer(s) be allocated.
bool tileListIsFull = (tileCount == m_MaxTilesPerBatch);
bool lightBufferIsFull = (lightCount + trimmedLightCount > m_MaxPunctualLightPerBatch);
bool relLightListIsFull = (relLightIndices + tileLightCount > m_MaxRelLightIndicesPerBatch);
if (tileListIsFull || lightBufferIsFull || relLightListIsFull)
{
drawCalls[drawCallCount++] = new DrawCall
{
tileList = _tileList,
punctualLightBuffer = _punctualLightBuffer,
relLightList = _relLightList,
tileListSize = tileCount * sizeof_TileData,
punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
relLightListSize = Align(relLightIndices, 4) * 4,
instanceOffset = instanceOffset,
instanceCount = tileCount - instanceOffset
};
if (tileListIsFull)
{
_tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
_tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
tileCount = 0;
}
if (lightBufferIsFull)
{
_punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
_punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
lightCount = 0;
// If punctualLightBuffer was reset, then all lights in the current tile must be added.
trimmedLightCount = tileLightCount;
for (int l = 0; l < tileLightCount; ++l)
trimmedLights[l] = tiles[tileOffset + l];
usedLights.Clear();
}
if (relLightListIsFull)
{
_relLightList.SetData(relLightList, 0, 0, relLightList.Length);
_relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
relLightIndices = 0;
}
instanceOffset = tileCount;
}
// Add TileData.
int headerOffset = tiler.GetTileHeaderOffset(i, j);
uint listBitMask = tileHeaders[headerOffset + 3];
StoreTileData(ref tileList, tileCount, PackTileID((uint)i, (uint)j), listBitMask, (ushort)relLightIndices, (ushort)tileLightCount);
++tileCount;
// Add newly discovered lights.
for (int l = 0; l < trimmedLightCount; ++l)
{
int visLightIndex = trimmedLights[l];
StorePunctualLightData(ref punctualLightBuffer, lightCount, ref renderingData.lightData.visibleLights, visLightIndex);
visLightToRelLights[visLightIndex] = (ushort)lightCount;
++lightCount;
usedLights.Set(visLightIndex, true);
}
// Add light list for the tile.
for (int l = 0; l < tileLightCount; ++l)
{
ushort visLightIndex = tiles[tileOffset + l];
ushort relLightBitRange = tiles[tileOffset + tileLightCount + l];
ushort relLightIndex = visLightToRelLights[visLightIndex];
relLightList[relLightIndices++] = (uint)relLightIndex | (uint)(relLightBitRange << 16);
}
}
}
int instanceCount = tileCount - instanceOffset;
if (instanceCount > 0)
{
_tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
_punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
_relLightList.SetData(relLightList, 0, 0, relLightList.Length);
drawCalls[drawCallCount++] = new DrawCall
{
tileList = _tileList,
punctualLightBuffer = _punctualLightBuffer,
relLightList = _relLightList,
tileListSize = tileCount * sizeof_TileData,
punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
relLightListSize = Align(relLightIndices, 4) * 4,
instanceOffset = instanceOffset,
instanceCount = instanceCount
};
}
tileList.Dispose();
punctualLightBuffer.Dispose();
relLightList.Dispose();
trimmedLights.Dispose();
visLightToRelLights.Dispose();
usedLights.Dispose();
}
// Now draw all tile batches.
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredTiledPass))
{
MeshTopology topology = DeferredConfig.kHasNativeQuadSupport ? MeshTopology.Quads : MeshTopology.Triangles;
int vertexCount = DeferredConfig.kHasNativeQuadSupport ? 4 : 6;
int tileWidth = m_Tilers[0].TilePixelWidth;
int tileHeight = m_Tilers[0].TilePixelHeight;
cmd.SetGlobalInt(ShaderConstants._TilePixelWidth, tileWidth);
cmd.SetGlobalInt(ShaderConstants._TilePixelHeight, tileHeight);
cmd.SetGlobalTexture(this.TileDepthInfoTexture.id, this.TileDepthInfoTextureIdentifier);
for (int i = 0; i < drawCallCount; ++i)
{
DrawCall dc = drawCalls[i];
if (DeferredConfig.UseCBufferForTileList)
cmd.SetGlobalConstantBuffer(dc.tileList, ShaderConstants.UTileList, 0, dc.tileListSize);
else
cmd.SetGlobalBuffer(ShaderConstants._TileList, dc.tileList);
if (DeferredConfig.UseCBufferForLightData)
cmd.SetGlobalConstantBuffer(dc.punctualLightBuffer, ShaderConstants.UPunctualLightBuffer, 0, dc.punctualLightBufferSize);
else
cmd.SetGlobalBuffer(ShaderConstants._PunctualLightBuffer, dc.punctualLightBuffer);
if (DeferredConfig.UseCBufferForLightList)
cmd.SetGlobalConstantBuffer(dc.relLightList, ShaderConstants.URelLightList, 0, dc.relLightListSize);
else
cmd.SetGlobalBuffer(ShaderConstants._RelLightList, dc.relLightList);
cmd.SetGlobalInt(ShaderConstants._InstanceOffset, dc.instanceOffset);
cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualLit], topology, vertexCount, dc.instanceCount);
cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualSimpleLit], topology, vertexCount, dc.instanceCount);
}
}
Profiler.EndSample();
}
bool HasStencilLightsOfType(LightType type)
{
return m_stencilVisLightOffsets[(int)type] != k_InvalidLightOffset;
}
void RenderStencilLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
{
if (m_stencilVisLights.Length == 0)
return;
if (m_StencilDeferredMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_StencilDeferredMaterial, GetType().Name);
return;
}
Profiler.BeginSample(k_DeferredStencilPass);
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredStencilPass))
{
NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
if (HasStencilLightsOfType(LightType.Directional))
RenderStencilDirectionalLights(cmd, ref renderingData, visibleLights, renderingData.lightData.mainLightIndex);
if (HasStencilLightsOfType(LightType.Point))
RenderStencilPointLights(cmd, ref renderingData, visibleLights);
if (HasStencilLightsOfType(LightType.Spot))
RenderStencilSpotLights(cmd, ref renderingData, visibleLights);
}
Profiler.EndSample();
}
void RenderStencilDirectionalLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights, int mainLightIndex)
{
if (m_FullscreenMesh == null)
m_FullscreenMesh = CreateFullscreenMesh();
cmd.EnableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
// Directional lights.
bool isFirstLight = true;
// TODO bundle extra directional lights rendering by batches of 8.
// Also separate shadow caster lights from non-shadow caster.
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Directional]; soffset < m_stencilVisLights.Length; ++soffset)
{
ushort visLightIndex = m_stencilVisLights[soffset];
VisibleLight vl = visibleLights[visLightIndex];
if (vl.lightType != LightType.Directional)
break;
Vector4 lightDir, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightDir, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
int lightFlags = 0;
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
// Setup shadow paramters:
// - for the main light, they have already been setup globally, so nothing to do.
// - for other directional lights, it is actually not supported by URP, but the code would look like this.
bool hasDeferredShadows;
if (visLightIndex == mainLightIndex)
{
hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, false);
}
else
{
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredShadows);
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
}
bool hasSoftShadow = hasDeferredShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_FIRST_LIGHT, isFirstLight); // First directional light applies SSAO
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MAIN_LIGHT, visLightIndex == mainLightIndex); // main directional light use different uniform constants from additional directional lights
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor); // VisibleLight.finalColor already returns color in active color space
cmd.SetGlobalVector(ShaderConstants._LightDirection, lightDir);
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
// Lighting pass.
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalLit]);
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalSimpleLit]);
isFirstLight = false;
}
cmd.DisableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
}
void RenderStencilPointLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
{
if (m_SphereMesh == null)
m_SphereMesh = CreateSphereMesh();
cmd.EnableShaderKeyword(ShaderKeywordStrings._POINT);
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Point]; soffset < m_stencilVisLights.Length; ++soffset)
{
ushort visLightIndex = m_stencilVisLights[soffset];
VisibleLight vl = visibleLights[visLightIndex];
if (vl.lightType != LightType.Point)
break;
Vector3 posWS = vl.localToWorldMatrix.GetColumn(3);
Matrix4x4 transformMatrix = new Matrix4x4(
new Vector4(vl.range, 0.0f, 0.0f, 0.0f),
new Vector4(0.0f, vl.range, 0.0f, 0.0f),
new Vector4(0.0f, 0.0f, vl.range, 0.0f),
new Vector4(posWS.x, posWS.y, posWS.z, 1.0f)
);
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
int lightFlags = 0;
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
// We could test this in shader (static if) a variant (shader change) is undesirable. Same for spot light.
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
// Stencil pass.
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
// Lighting pass.
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
}
cmd.DisableShaderKeyword(ShaderKeywordStrings._POINT);
}
void RenderStencilSpotLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
{
if (m_HemisphereMesh == null)
m_HemisphereMesh = CreateHemisphereMesh();
cmd.EnableShaderKeyword(ShaderKeywordStrings._SPOT);
for (int soffset = m_stencilVisLightOffsets[(int)LightType.Spot]; soffset < m_stencilVisLights.Length; ++soffset)
{
ushort visLightIndex = m_stencilVisLights[soffset];
VisibleLight vl = visibleLights[visLightIndex];
if (vl.lightType != LightType.Spot)
break;
float alpha = Mathf.Deg2Rad * vl.spotAngle * 0.5f;
float cosAlpha = Mathf.Cos(alpha);
float sinAlpha = Mathf.Sin(alpha);
// Artificially inflate the geometric shape to fit the analytic spot shape.
// The tighter the spot shape, the lesser inflation is needed.
float guard = Mathf.Lerp(1.0f, kStencilShapeGuard, sinAlpha);
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
var additionalLightData = vl.light.GetUniversalAdditionalLightData();
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
int lightFlags = 0;
if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
cmd.SetGlobalVector(ShaderConstants._SpotLightScale, new Vector4(sinAlpha, sinAlpha, 1.0f - cosAlpha, vl.range));
cmd.SetGlobalVector(ShaderConstants._SpotLightBias, new Vector4(0.0f, 0.0f, cosAlpha, 0.0f));
cmd.SetGlobalVector(ShaderConstants._SpotLightGuard, new Vector4(guard, guard, guard, cosAlpha * vl.range));
cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
cmd.SetGlobalVector(ShaderConstants._LightDirection, new Vector3(lightSpotDir.x, lightSpotDir.y, lightSpotDir.z));
cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
// Stencil pass.
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
// Lighting pass.
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
}
cmd.DisableShaderKeyword(ShaderKeywordStrings._SPOT);
}
void RenderSSAOBeforeShading(CommandBuffer cmd, ref RenderingData renderingData)
{
if (m_FullscreenMesh == null)
m_FullscreenMesh = CreateFullscreenMesh();
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.SSAOOnly]);
}
void RenderFog(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
{
// Legacy fog does not work in orthographic mode.
if (!RenderSettings.fog || renderingData.cameraData.camera.orthographic)
return;
if (m_FullscreenMesh == null)
m_FullscreenMesh = CreateFullscreenMesh();
using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredFogPass))
{
// Fog parameters and shader variant keywords are already set externally.
cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.Fog]);
}
}
int TrimLights(ref NativeArray<ushort> trimmedLights, ref NativeArray<ushort> tiles, int offset, int lightCount, ref BitArray usedLights)
{
int trimCount = 0;
for (int i = 0; i < lightCount; ++i)
{
ushort visLightIndex = tiles[offset + i];
if (usedLights.IsSet(visLightIndex))
continue;
trimmedLights[trimCount++] = visLightIndex;
}
return trimCount;
}
void StorePunctualLightData(ref NativeArray<uint4> punctualLightBuffer, int storeIndex, ref NativeArray<VisibleLight> visibleLights, int index)
{
int lightFlags = 0;
if (visibleLights[index].light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
// tile lights do not support shadows, so shadowLightIndex is -1.
//int shadowLightIndex = -1;
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, index, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
var additionalLightData = visibleLights[index].light.GetUniversalAdditionalLightData();
uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
punctualLightBuffer[storeIndex * 6 + 0] = new uint4(FloatToUInt(lightPos.x), FloatToUInt(lightPos.y), FloatToUInt(lightPos.z), FloatToUInt(visibleLights[index].range * visibleLights[index].range));
punctualLightBuffer[storeIndex * 6 + 1] = new uint4(FloatToUInt(lightColor.x), FloatToUInt(lightColor.y), FloatToUInt(lightColor.z), 0);
punctualLightBuffer[storeIndex * 6 + 2] = new uint4(FloatToUInt(lightAttenuation.x), FloatToUInt(lightAttenuation.y), FloatToUInt(lightAttenuation.z), FloatToUInt(lightAttenuation.w));
punctualLightBuffer[storeIndex * 6 + 3] = new uint4(FloatToUInt(lightSpotDir.x), FloatToUInt(lightSpotDir.y), FloatToUInt(lightSpotDir.z), (uint)lightFlags);
punctualLightBuffer[storeIndex * 6 + 4] = new uint4(FloatToUInt(lightOcclusionChannel.x), FloatToUInt(lightOcclusionChannel.y), FloatToUInt(lightOcclusionChannel.z), FloatToUInt(lightOcclusionChannel.w));
punctualLightBuffer[storeIndex * 6 + 5] = new uint4(lightLayerMask, 0, 0, 0);
}
void StoreTileData(ref NativeArray<uint4> tileList, int storeIndex, uint tileID, uint listBitMask, ushort relLightOffset, ushort lightCount)
{
// See struct TileData in TileDeferred.shader.
tileList[storeIndex] = new uint4 { x = tileID, y = listBitMask, z = relLightOffset | ((uint)lightCount << 16), w = 0 };
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
bool IsTileLight(VisibleLight visibleLight)
{
// tileDeferred might render a lot of point lights in the same draw call.
// point light shadows require generating cube shadow maps in real-time, requiring extra CPU/GPU resources ; which can become expensive quickly
return (visibleLight.lightType == LightType.Point && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None))
|| (visibleLight.lightType == LightType.Spot && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None));
}
void InitTileDeferredMaterial()
{
if (m_TileDeferredMaterial == null)
return;
for (int pass = 0; pass < k_TileDeferredPassNames.Length; ++pass)
m_TileDeferredPasses[pass] = m_TileDeferredMaterial.FindPass(k_TileDeferredPassNames[pass]);
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilRef, (float)StencilUsage.MaterialLit);
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilReadMask, (float)StencilUsage.MaterialMask);
m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilWriteMask, 0.0f);
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilRef, (float)StencilUsage.MaterialSimpleLit);
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilReadMask, (float)StencilUsage.MaterialMask);
m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilWriteMask, 0.0f);
}
void InitStencilDeferredMaterial()
{
if (m_StencilDeferredMaterial == null)
return;
// Pass indices can not be hardcoded because some platforms will strip out some passes, offset the index of later passes.
for (int pass = 0; pass < k_StencilDeferredPassNames.Length; ++pass)
m_StencilDeferredPasses[pass] = m_StencilDeferredMaterial.FindPass(k_StencilDeferredPassNames[pass]);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilRef, (float)StencilUsage.MaterialUnlit);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilReadMask, (float)StencilUsage.MaterialMask);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilWriteMask, (float)StencilUsage.StencilLight);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialLit));
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialSimpleLit));
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilRef, (float)StencilUsage.MaterialLit);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilReadMask, (float)StencilUsage.MaterialMask);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilWriteMask, 0.0f);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilRef, (float)StencilUsage.MaterialSimpleLit);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilReadMask, (float)StencilUsage.MaterialMask);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilWriteMask, 0.0f);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilRef, 0.0f);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilReadMask, (float)StencilUsage.MaterialMask);
m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilWriteMask, (float)StencilUsage.MaterialMask);
}
static Mesh CreateSphereMesh()
{
// This icosaedron has been been slightly inflated to fit an unit sphere.
// This is the same geometry as built-in deferred.
Vector3[] positions =
{
new Vector3(0.000f, 0.000f, -1.070f), new Vector3(0.174f, -0.535f, -0.910f),
new Vector3(-0.455f, -0.331f, -0.910f), new Vector3(0.562f, 0.000f, -0.910f),
new Vector3(-0.455f, 0.331f, -0.910f), new Vector3(0.174f, 0.535f, -0.910f),
new Vector3(-0.281f, -0.865f, -0.562f), new Vector3(0.736f, -0.535f, -0.562f),
new Vector3(0.296f, -0.910f, -0.468f), new Vector3(-0.910f, 0.000f, -0.562f),
new Vector3(-0.774f, -0.562f, -0.478f), new Vector3(0.000f, -1.070f, 0.000f),
new Vector3(-0.629f, -0.865f, 0.000f), new Vector3(0.629f, -0.865f, 0.000f),
new Vector3(-1.017f, -0.331f, 0.000f), new Vector3(0.957f, 0.000f, -0.478f),
new Vector3(0.736f, 0.535f, -0.562f), new Vector3(1.017f, -0.331f, 0.000f),
new Vector3(1.017f, 0.331f, 0.000f), new Vector3(-0.296f, -0.910f, 0.478f),
new Vector3(0.281f, -0.865f, 0.562f), new Vector3(0.774f, -0.562f, 0.478f),
new Vector3(-0.736f, -0.535f, 0.562f), new Vector3(0.910f, 0.000f, 0.562f),
new Vector3(0.455f, -0.331f, 0.910f), new Vector3(-0.174f, -0.535f, 0.910f),
new Vector3(0.629f, 0.865f, 0.000f), new Vector3(0.774f, 0.562f, 0.478f),
new Vector3(0.455f, 0.331f, 0.910f), new Vector3(0.000f, 0.000f, 1.070f),
new Vector3(-0.562f, 0.000f, 0.910f), new Vector3(-0.957f, 0.000f, 0.478f),
new Vector3(0.281f, 0.865f, 0.562f), new Vector3(-0.174f, 0.535f, 0.910f),
new Vector3(0.296f, 0.910f, -0.478f), new Vector3(-1.017f, 0.331f, 0.000f),
new Vector3(-0.736f, 0.535f, 0.562f), new Vector3(-0.296f, 0.910f, 0.478f),
new Vector3(0.000f, 1.070f, 0.000f), new Vector3(-0.281f, 0.865f, -0.562f),
new Vector3(-0.774f, 0.562f, -0.478f), new Vector3(-0.629f, 0.865f, 0.000f),
};
int[] indices =
{
0, 1, 2, 0, 3, 1, 2, 4, 0, 0, 5, 3, 0, 4, 5, 1, 6, 2,
3, 7, 1, 1, 8, 6, 1, 7, 8, 9, 4, 2, 2, 6, 10, 10, 9, 2,
8, 11, 6, 6, 12, 10, 11, 12, 6, 7, 13, 8, 8, 13, 11, 10, 14, 9,
10, 12, 14, 3, 15, 7, 5, 16, 3, 3, 16, 15, 15, 17, 7, 17, 13, 7,
16, 18, 15, 15, 18, 17, 11, 19, 12, 13, 20, 11, 11, 20, 19, 17, 21, 13,
13, 21, 20, 12, 19, 22, 12, 22, 14, 17, 23, 21, 18, 23, 17, 21, 24, 20,
23, 24, 21, 20, 25, 19, 19, 25, 22, 24, 25, 20, 26, 18, 16, 18, 27, 23,
26, 27, 18, 28, 24, 23, 27, 28, 23, 24, 29, 25, 28, 29, 24, 25, 30, 22,
25, 29, 30, 14, 22, 31, 22, 30, 31, 32, 28, 27, 26, 32, 27, 33, 29, 28,
30, 29, 33, 33, 28, 32, 34, 26, 16, 5, 34, 16, 14, 31, 35, 14, 35, 9,
31, 30, 36, 30, 33, 36, 35, 31, 36, 37, 33, 32, 36, 33, 37, 38, 32, 26,
34, 38, 26, 38, 37, 32, 5, 39, 34, 39, 38, 34, 4, 39, 5, 9, 40, 4,
9, 35, 40, 4, 40, 39, 35, 36, 41, 41, 36, 37, 41, 37, 38, 40, 35, 41,
40, 41, 39, 41, 38, 39,
};
Mesh mesh = new Mesh();
mesh.indexFormat = IndexFormat.UInt16;
mesh.vertices = positions;
mesh.triangles = indices;
return mesh;
}
static Mesh CreateHemisphereMesh()
{
// TODO reorder for pre&post-transform cache optimisation.
// This capped hemisphere shape is in unit dimensions. It will be slightly inflated in the vertex shader
// to fit the cone analytical shape.
Vector3[] positions =
{
new Vector3(0.000000f, 0.000000f, 0.000000f), new Vector3(1.000000f, 0.000000f, 0.000000f),
new Vector3(0.923880f, 0.382683f, 0.000000f), new Vector3(0.707107f, 0.707107f, 0.000000f),
new Vector3(0.382683f, 0.923880f, 0.000000f), new Vector3(-0.000000f, 1.000000f, 0.000000f),
new Vector3(-0.382684f, 0.923880f, 0.000000f), new Vector3(-0.707107f, 0.707107f, 0.000000f),
new Vector3(-0.923880f, 0.382683f, 0.000000f), new Vector3(-1.000000f, -0.000000f, 0.000000f),
new Vector3(-0.923880f, -0.382683f, 0.000000f), new Vector3(-0.707107f, -0.707107f, 0.000000f),
new Vector3(-0.382683f, -0.923880f, 0.000000f), new Vector3(0.000000f, -1.000000f, 0.000000f),
new Vector3(0.382684f, -0.923879f, 0.000000f), new Vector3(0.707107f, -0.707107f, 0.000000f),
new Vector3(0.923880f, -0.382683f, 0.000000f), new Vector3(0.000000f, 0.000000f, 1.000000f),
new Vector3(0.707107f, 0.000000f, 0.707107f), new Vector3(0.000000f, -0.707107f, 0.707107f),
new Vector3(0.000000f, 0.707107f, 0.707107f), new Vector3(-0.707107f, 0.000000f, 0.707107f),
new Vector3(0.816497f, -0.408248f, 0.408248f), new Vector3(0.408248f, -0.408248f, 0.816497f),
new Vector3(0.408248f, -0.816497f, 0.408248f), new Vector3(0.408248f, 0.816497f, 0.408248f),
new Vector3(0.408248f, 0.408248f, 0.816497f), new Vector3(0.816497f, 0.408248f, 0.408248f),
new Vector3(-0.816497f, 0.408248f, 0.408248f), new Vector3(-0.408248f, 0.408248f, 0.816497f),
new Vector3(-0.408248f, 0.816497f, 0.408248f), new Vector3(-0.408248f, -0.816497f, 0.408248f),
new Vector3(-0.408248f, -0.408248f, 0.816497f), new Vector3(-0.816497f, -0.408248f, 0.408248f),
new Vector3(0.000000f, -0.923880f, 0.382683f), new Vector3(0.923880f, 0.000000f, 0.382683f),
new Vector3(0.000000f, -0.382683f, 0.923880f), new Vector3(0.382683f, 0.000000f, 0.923880f),
new Vector3(0.000000f, 0.923880f, 0.382683f), new Vector3(0.000000f, 0.382683f, 0.923880f),
new Vector3(-0.923880f, 0.000000f, 0.382683f), new Vector3(-0.382683f, 0.000000f, 0.923880f)
};
int[] indices =
{
0, 2, 1, 0, 3, 2, 0, 4, 3, 0, 5, 4, 0, 6, 5, 0,
7, 6, 0, 8, 7, 0, 9, 8, 0, 10, 9, 0, 11, 10, 0, 12,
11, 0, 13, 12, 0, 14, 13, 0, 15, 14, 0, 16, 15, 0, 1, 16,
22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 14, 24, 34, 35,
22, 16, 36, 23, 37, 2, 27, 35, 38, 25, 4, 37, 26, 39, 6, 30,
38, 40, 28, 8, 39, 29, 41, 10, 33, 40, 34, 31, 12, 41, 32, 36,
15, 22, 24, 18, 23, 22, 19, 24, 23, 3, 25, 27, 20, 26, 25, 18,
27, 26, 7, 28, 30, 21, 29, 28, 20, 30, 29, 11, 31, 33, 19, 32,
31, 21, 33, 32, 13, 14, 34, 15, 24, 14, 19, 34, 24, 1, 35, 16,
18, 22, 35, 15, 16, 22, 17, 36, 37, 19, 23, 36, 18, 37, 23, 1,
2, 35, 3, 27, 2, 18, 35, 27, 5, 38, 4, 20, 25, 38, 3, 4,
25, 17, 37, 39, 18, 26, 37, 20, 39, 26, 5, 6, 38, 7, 30, 6,
20, 38, 30, 9, 40, 8, 21, 28, 40, 7, 8, 28, 17, 39, 41, 20,
29, 39, 21, 41, 29, 9, 10, 40, 11, 33, 10, 21, 40, 33, 13, 34,
12, 19, 31, 34, 11, 12, 31, 17, 41, 36, 21, 32, 41, 19, 36, 32
};
Mesh mesh = new Mesh();
mesh.indexFormat = IndexFormat.UInt16;
mesh.vertices = positions;
mesh.triangles = indices;
return mesh;
}
static Mesh CreateFullscreenMesh()
{
// TODO reorder for pre&post-transform cache optimisation.
// Simple full-screen triangle.
Vector3[] positions =
{
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3(-1.0f, -3.0f, 0.0f),
new Vector3(3.0f, 1.0f, 0.0f)
};
int[] indices = { 0, 1, 2 };
Mesh mesh = new Mesh();
mesh.indexFormat = IndexFormat.UInt16;
mesh.vertices = positions;
mesh.triangles = indices;
return mesh;
}
static int Align(int s, int alignment)
{
return ((s + alignment - 1) / alignment) * alignment;
}
// Keep in sync with UnpackTileID().
static uint PackTileID(uint i, uint j)
{
return i | (j << 16);
}
static uint FloatToUInt(float val)
{
// TODO different order for little-endian and big-endian platforms.
byte[] bytes = System.BitConverter.GetBytes(val);
return bytes[0] | (((uint)bytes[1]) << 8) | (((uint)bytes[2]) << 16) | (((uint)bytes[3]) << 24);
//return bytes[3] | (((uint)bytes[2]) << 8) | (((uint)bytes[1]) << 16) | (((uint)bytes[0]) << 24);
}
static uint Half2ToUInt(float x, float y)
{
uint hx = Mathf.FloatToHalf(x);
uint hy = Mathf.FloatToHalf(y);
return hx | (hy << 16);
}
}
class SortPrePunctualLight : System.Collections.Generic.IComparer<DeferredTiler.PrePunctualLight>
{
public int Compare(DeferredTiler.PrePunctualLight a, DeferredTiler.PrePunctualLight b)
{
if (a.minDist < b.minDist)
return -1;
else if (a.minDist > b.minDist)
return 1;
else
return 0;
}
}
struct BitArray : System.IDisposable
{
NativeArray<uint> m_Mem; // ulong not supported in il2cpp???
int m_BitCount;
int m_IntCount;
public BitArray(int bitCount, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
{
m_BitCount = bitCount;
m_IntCount = (bitCount + 31) >> 5;
m_Mem = new NativeArray<uint>(m_IntCount, allocator, options);
}
public void Dispose()
{
m_Mem.Dispose();
}
public void Clear()
{
for (int i = 0; i < m_IntCount; ++i)
m_Mem[i] = 0;
}
public bool IsSet(int bitIndex)
{
return (m_Mem[bitIndex >> 5] & (1u << (bitIndex & 31))) != 0;
}
public void Set(int bitIndex, bool val)
{
if (val)
m_Mem[bitIndex >> 5] |= 1u << (bitIndex & 31);
else
m_Mem[bitIndex >> 5] &= ~(1u << (bitIndex & 31));
}
};
}