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