919 lines
42 KiB
C#
919 lines
42 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Experimental.GlobalIllumination;
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using UnityEngine.Experimental.Rendering;
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using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping;
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namespace UnityEngine.Rendering.Universal
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{
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public enum MixedLightingSetup
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{
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None,
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ShadowMask,
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Subtractive,
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};
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/// <summary>
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/// Enumeration that indicates what kind of image scaling is occurring if any
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/// </summary>
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internal enum ImageScalingMode
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{
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/// No scaling
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None,
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/// Upscaling to a larger image
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Upscaling,
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/// Downscaling to a smaller image
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Downscaling
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}
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/// <summary>
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/// Enumeration that indicates what kind of upscaling filter is being used
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/// </summary>
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internal enum ImageUpscalingFilter
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{
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/// Bilinear filtering
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Linear,
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/// Nearest-Neighbor filtering
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Point,
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/// FidelityFX Super Resolution
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FSR
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}
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public struct RenderingData
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{
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public CullingResults cullResults;
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public CameraData cameraData;
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public LightData lightData;
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public ShadowData shadowData;
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public PostProcessingData postProcessingData;
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public bool supportsDynamicBatching;
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public PerObjectData perObjectData;
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/// <summary>
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/// True if post-processing effect is enabled while rendering the camera stack.
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/// </summary>
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public bool postProcessingEnabled;
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}
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public struct LightData
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{
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public int mainLightIndex;
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public int additionalLightsCount;
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public int maxPerObjectAdditionalLightsCount;
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public NativeArray<VisibleLight> visibleLights;
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internal NativeArray<int> originalIndices;
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public bool shadeAdditionalLightsPerVertex;
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public bool supportsMixedLighting;
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public bool reflectionProbeBoxProjection;
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public bool reflectionProbeBlending;
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public bool supportsLightLayers;
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/// <summary>
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/// True if additional lights enabled.
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/// </summary>
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public bool supportsAdditionalLights;
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}
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public struct CameraData
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{
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// Internal camera data as we are not yet sure how to expose View in stereo context.
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// We might change this API soon.
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Matrix4x4 m_ViewMatrix;
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Matrix4x4 m_ProjectionMatrix;
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internal void SetViewAndProjectionMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix)
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{
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m_ViewMatrix = viewMatrix;
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m_ProjectionMatrix = projectionMatrix;
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}
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/// <summary>
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/// Returns the camera view matrix.
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/// </summary>
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/// <returns></returns>
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public Matrix4x4 GetViewMatrix(int viewIndex = 0)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled)
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return xr.GetViewMatrix(viewIndex);
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#endif
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return m_ViewMatrix;
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}
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/// <summary>
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/// Returns the camera projection matrix.
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/// </summary>
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/// <returns></returns>
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public Matrix4x4 GetProjectionMatrix(int viewIndex = 0)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled)
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return xr.GetProjMatrix(viewIndex);
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#endif
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return m_ProjectionMatrix;
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}
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/// <summary>
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/// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z.
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/// Similar to <c>GL.GetGPUProjectionMatrix</c> but queries URP internal state to know if the pipeline is rendering to render texture.
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/// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
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/// </summary>
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/// <seealso cref="GL.GetGPUProjectionMatrix(Matrix4x4, bool)"/>
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/// <returns></returns>
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public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0)
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{
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return GL.GetGPUProjectionMatrix(GetProjectionMatrix(viewIndex), IsCameraProjectionMatrixFlipped());
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}
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public Camera camera;
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public CameraRenderType renderType;
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public RenderTexture targetTexture;
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public RenderTextureDescriptor cameraTargetDescriptor;
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internal Rect pixelRect;
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internal int pixelWidth;
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internal int pixelHeight;
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internal float aspectRatio;
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public float renderScale;
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internal ImageScalingMode imageScalingMode;
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internal ImageUpscalingFilter upscalingFilter;
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internal bool fsrOverrideSharpness;
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internal float fsrSharpness;
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public bool clearDepth;
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public CameraType cameraType;
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public bool isDefaultViewport;
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public bool isHdrEnabled;
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public bool requiresDepthTexture;
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public bool requiresOpaqueTexture;
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/// <summary>
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/// Returns true if post processing passes require depth texture.
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/// </summary>
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public bool postProcessingRequiresDepthTexture;
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#if ENABLE_VR && ENABLE_XR_MODULE
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public bool xrRendering;
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#endif
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internal bool requireSrgbConversion
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{
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get
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled)
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return !xr.renderTargetDesc.sRGB && (QualitySettings.activeColorSpace == ColorSpace.Linear);
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#endif
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return targetTexture == null && Display.main.requiresSrgbBlitToBackbuffer;
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}
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}
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/// <summary>
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/// True if the camera rendering is for the scene window in the editor
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/// </summary>
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public bool isSceneViewCamera => cameraType == CameraType.SceneView;
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/// <summary>
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/// True if the camera rendering is for the preview window in the editor
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/// </summary>
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public bool isPreviewCamera => cameraType == CameraType.Preview;
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internal bool isRenderPassSupportedCamera => (cameraType == CameraType.Game || cameraType == CameraType.Reflection);
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/// <summary>
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/// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering
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/// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures
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/// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the
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/// matrix when rendering with for cmd.Draw* and reading from camera textures.
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/// </summary>
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public bool IsCameraProjectionMatrixFlipped()
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{
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// Users only have access to CameraData on URP rendering scope. The current renderer should never be null.
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var renderer = ScriptableRenderer.current;
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Debug.Assert(renderer != null, "IsCameraProjectionMatrixFlipped is being called outside camera rendering scope.");
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if (renderer != null)
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{
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bool renderingToBackBufferTarget = renderer.cameraColorTarget == BuiltinRenderTextureType.CameraTarget;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (xr.enabled)
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renderingToBackBufferTarget |= renderer.cameraColorTarget == xr.renderTarget && !xr.renderTargetIsRenderTexture;
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#endif
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bool renderingToTexture = !renderingToBackBufferTarget || targetTexture != null;
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return SystemInfo.graphicsUVStartsAtTop && renderingToTexture;
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}
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return true;
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}
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public SortingCriteria defaultOpaqueSortFlags;
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internal XRPass xr;
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[Obsolete("Please use xr.enabled instead.")]
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public bool isStereoEnabled;
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public float maxShadowDistance;
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public bool postProcessEnabled;
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public IEnumerator<Action<RenderTargetIdentifier, CommandBuffer>> captureActions;
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public LayerMask volumeLayerMask;
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public Transform volumeTrigger;
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public bool isStopNaNEnabled;
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public bool isDitheringEnabled;
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public AntialiasingMode antialiasing;
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public AntialiasingQuality antialiasingQuality;
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/// <summary>
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/// Returns the current renderer used by this camera.
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/// <see cref="ScriptableRenderer"/>
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/// </summary>
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public ScriptableRenderer renderer;
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/// <summary>
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/// True if this camera is resolving rendering to the final camera render target.
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/// When rendering a stack of cameras only the last camera in the stack will resolve to camera target.
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/// </summary>
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public bool resolveFinalTarget;
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/// <summary>
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/// Camera position in world space.
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/// </summary>
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public Vector3 worldSpaceCameraPos;
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}
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public struct ShadowData
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{
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public bool supportsMainLightShadows;
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[Obsolete("Obsolete, this feature was replaced by new 'ScreenSpaceShadows' renderer feature")]
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public bool requiresScreenSpaceShadowResolve;
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public int mainLightShadowmapWidth;
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public int mainLightShadowmapHeight;
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public int mainLightShadowCascadesCount;
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public Vector3 mainLightShadowCascadesSplit;
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/// <summary>
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/// Main light last cascade shadow fade border.
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/// Value represents the width of shadow fade that ranges from 0 to 1.
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/// Where value 0 is used for no shadow fade.
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/// </summary>
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public float mainLightShadowCascadeBorder;
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public bool supportsAdditionalLightShadows;
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public int additionalLightsShadowmapWidth;
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public int additionalLightsShadowmapHeight;
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public bool supportsSoftShadows;
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public int shadowmapDepthBufferBits;
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public List<Vector4> bias;
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public List<int> resolution;
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internal bool isKeywordAdditionalLightShadowsEnabled;
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internal bool isKeywordSoftShadowsEnabled;
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}
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// Precomputed tile data.
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public struct PreTile
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{
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// Tile left, right, bottom and top plane equations in view space.
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// Normals are pointing out.
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public Unity.Mathematics.float4 planeLeft;
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public Unity.Mathematics.float4 planeRight;
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public Unity.Mathematics.float4 planeBottom;
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public Unity.Mathematics.float4 planeTop;
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}
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// Actual tile data passed to the deferred shaders.
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public struct TileData
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{
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public uint tileID; // 2x 16 bits
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public uint listBitMask; // 32 bits
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public uint relLightOffset; // 16 bits is enough
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public uint unused;
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}
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// Actual point/spot light data passed to the deferred shaders.
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public struct PunctualLightData
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{
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public Vector3 wsPos;
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public float radius; // TODO remove? included in attenuation
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public Vector4 color;
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public Vector4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights)
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public Vector3 spotDirection; // for spotLights
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public int flags;
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public Vector4 occlusionProbeInfo;
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public uint layerMask;
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}
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internal static class ShaderPropertyId
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{
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public static readonly int glossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
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public static readonly int subtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
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public static readonly int glossyEnvironmentCubeMap = Shader.PropertyToID("_GlossyEnvironmentCubeMap");
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public static readonly int glossyEnvironmentCubeMapHDR = Shader.PropertyToID("_GlossyEnvironmentCubeMap_HDR");
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public static readonly int ambientSkyColor = Shader.PropertyToID("unity_AmbientSky");
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public static readonly int ambientEquatorColor = Shader.PropertyToID("unity_AmbientEquator");
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public static readonly int ambientGroundColor = Shader.PropertyToID("unity_AmbientGround");
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public static readonly int time = Shader.PropertyToID("_Time");
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public static readonly int sinTime = Shader.PropertyToID("_SinTime");
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public static readonly int cosTime = Shader.PropertyToID("_CosTime");
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public static readonly int deltaTime = Shader.PropertyToID("unity_DeltaTime");
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public static readonly int timeParameters = Shader.PropertyToID("_TimeParameters");
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public static readonly int scaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
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public static readonly int worldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
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public static readonly int screenParams = Shader.PropertyToID("_ScreenParams");
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public static readonly int projectionParams = Shader.PropertyToID("_ProjectionParams");
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public static readonly int zBufferParams = Shader.PropertyToID("_ZBufferParams");
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public static readonly int orthoParams = Shader.PropertyToID("unity_OrthoParams");
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public static readonly int globalMipBias = Shader.PropertyToID("_GlobalMipBias");
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public static readonly int screenSize = Shader.PropertyToID("_ScreenSize");
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public static readonly int viewMatrix = Shader.PropertyToID("unity_MatrixV");
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public static readonly int projectionMatrix = Shader.PropertyToID("glstate_matrix_projection");
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public static readonly int viewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixVP");
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public static readonly int inverseViewMatrix = Shader.PropertyToID("unity_MatrixInvV");
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public static readonly int inverseProjectionMatrix = Shader.PropertyToID("unity_MatrixInvP");
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public static readonly int inverseViewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixInvVP");
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public static readonly int cameraProjectionMatrix = Shader.PropertyToID("unity_CameraProjection");
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public static readonly int inverseCameraProjectionMatrix = Shader.PropertyToID("unity_CameraInvProjection");
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public static readonly int worldToCameraMatrix = Shader.PropertyToID("unity_WorldToCamera");
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public static readonly int cameraToWorldMatrix = Shader.PropertyToID("unity_CameraToWorld");
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public static readonly int cameraWorldClipPlanes = Shader.PropertyToID("unity_CameraWorldClipPlanes");
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public static readonly int billboardNormal = Shader.PropertyToID("unity_BillboardNormal");
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public static readonly int billboardTangent = Shader.PropertyToID("unity_BillboardTangent");
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public static readonly int billboardCameraParams = Shader.PropertyToID("unity_BillboardCameraParams");
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public static readonly int sourceTex = Shader.PropertyToID("_SourceTex");
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public static readonly int scaleBias = Shader.PropertyToID("_ScaleBias");
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public static readonly int scaleBiasRt = Shader.PropertyToID("_ScaleBiasRt");
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// Required for 2D Unlit Shadergraph master node as it doesn't currently support hidden properties.
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public static readonly int rendererColor = Shader.PropertyToID("_RendererColor");
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}
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public struct PostProcessingData
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{
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public ColorGradingMode gradingMode;
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public int lutSize;
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/// <summary>
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/// True if fast approximation functions are used when converting between the sRGB and Linear color spaces, false otherwise.
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/// </summary>
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public bool useFastSRGBLinearConversion;
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}
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public static class ShaderKeywordStrings
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{
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public const string MainLightShadows = "_MAIN_LIGHT_SHADOWS";
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public const string MainLightShadowCascades = "_MAIN_LIGHT_SHADOWS_CASCADE";
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public const string MainLightShadowScreen = "_MAIN_LIGHT_SHADOWS_SCREEN";
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public const string CastingPunctualLightShadow = "_CASTING_PUNCTUAL_LIGHT_SHADOW"; // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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public const string AdditionalLightsVertex = "_ADDITIONAL_LIGHTS_VERTEX";
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public const string AdditionalLightsPixel = "_ADDITIONAL_LIGHTS";
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internal const string ClusteredRendering = "_CLUSTERED_RENDERING";
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public const string AdditionalLightShadows = "_ADDITIONAL_LIGHT_SHADOWS";
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public const string ReflectionProbeBoxProjection = "_REFLECTION_PROBE_BOX_PROJECTION";
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public const string ReflectionProbeBlending = "_REFLECTION_PROBE_BLENDING";
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public const string SoftShadows = "_SHADOWS_SOFT";
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public const string MixedLightingSubtractive = "_MIXED_LIGHTING_SUBTRACTIVE"; // Backward compatibility
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public const string LightmapShadowMixing = "LIGHTMAP_SHADOW_MIXING";
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public const string ShadowsShadowMask = "SHADOWS_SHADOWMASK";
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public const string LightLayers = "_LIGHT_LAYERS";
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public const string RenderPassEnabled = "_RENDER_PASS_ENABLED";
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public const string BillboardFaceCameraPos = "BILLBOARD_FACE_CAMERA_POS";
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public const string LightCookies = "_LIGHT_COOKIES";
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public const string DepthNoMsaa = "_DEPTH_NO_MSAA";
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public const string DepthMsaa2 = "_DEPTH_MSAA_2";
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public const string DepthMsaa4 = "_DEPTH_MSAA_4";
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public const string DepthMsaa8 = "_DEPTH_MSAA_8";
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public const string LinearToSRGBConversion = "_LINEAR_TO_SRGB_CONVERSION";
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internal const string UseFastSRGBLinearConversion = "_USE_FAST_SRGB_LINEAR_CONVERSION";
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public const string DBufferMRT1 = "_DBUFFER_MRT1";
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public const string DBufferMRT2 = "_DBUFFER_MRT2";
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public const string DBufferMRT3 = "_DBUFFER_MRT3";
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public const string DecalNormalBlendLow = "_DECAL_NORMAL_BLEND_LOW";
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public const string DecalNormalBlendMedium = "_DECAL_NORMAL_BLEND_MEDIUM";
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public const string DecalNormalBlendHigh = "_DECAL_NORMAL_BLEND_HIGH";
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public const string SmaaLow = "_SMAA_PRESET_LOW";
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public const string SmaaMedium = "_SMAA_PRESET_MEDIUM";
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public const string SmaaHigh = "_SMAA_PRESET_HIGH";
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public const string PaniniGeneric = "_GENERIC";
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public const string PaniniUnitDistance = "_UNIT_DISTANCE";
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public const string BloomLQ = "_BLOOM_LQ";
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public const string BloomHQ = "_BLOOM_HQ";
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public const string BloomLQDirt = "_BLOOM_LQ_DIRT";
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public const string BloomHQDirt = "_BLOOM_HQ_DIRT";
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public const string UseRGBM = "_USE_RGBM";
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public const string Distortion = "_DISTORTION";
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public const string ChromaticAberration = "_CHROMATIC_ABERRATION";
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public const string HDRGrading = "_HDR_GRADING";
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public const string TonemapACES = "_TONEMAP_ACES";
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public const string TonemapNeutral = "_TONEMAP_NEUTRAL";
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public const string FilmGrain = "_FILM_GRAIN";
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public const string Fxaa = "_FXAA";
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public const string Dithering = "_DITHERING";
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public const string ScreenSpaceOcclusion = "_SCREEN_SPACE_OCCLUSION";
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public const string PointSampling = "_POINT_SAMPLING";
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public const string Rcas = "_RCAS";
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public const string Gamma20 = "_GAMMA_20";
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public const string HighQualitySampling = "_HIGH_QUALITY_SAMPLING";
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public const string DOWNSAMPLING_SIZE_2 = "DOWNSAMPLING_SIZE_2";
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public const string DOWNSAMPLING_SIZE_4 = "DOWNSAMPLING_SIZE_4";
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public const string DOWNSAMPLING_SIZE_8 = "DOWNSAMPLING_SIZE_8";
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public const string DOWNSAMPLING_SIZE_16 = "DOWNSAMPLING_SIZE_16";
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public const string _SPOT = "_SPOT";
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public const string _DIRECTIONAL = "_DIRECTIONAL";
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public const string _POINT = "_POINT";
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public const string _DEFERRED_STENCIL = "_DEFERRED_STENCIL";
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public const string _DEFERRED_FIRST_LIGHT = "_DEFERRED_FIRST_LIGHT";
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public const string _DEFERRED_MAIN_LIGHT = "_DEFERRED_MAIN_LIGHT";
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public const string _GBUFFER_NORMALS_OCT = "_GBUFFER_NORMALS_OCT";
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public const string _DEFERRED_MIXED_LIGHTING = "_DEFERRED_MIXED_LIGHTING";
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public const string LIGHTMAP_ON = "LIGHTMAP_ON";
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public const string DYNAMICLIGHTMAP_ON = "DYNAMICLIGHTMAP_ON";
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public const string _ALPHATEST_ON = "_ALPHATEST_ON";
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public const string DIRLIGHTMAP_COMBINED = "DIRLIGHTMAP_COMBINED";
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public const string _DETAIL_MULX2 = "_DETAIL_MULX2";
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public const string _DETAIL_SCALED = "_DETAIL_SCALED";
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public const string _CLEARCOAT = "_CLEARCOAT";
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public const string _CLEARCOATMAP = "_CLEARCOATMAP";
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public const string DEBUG_DISPLAY = "DEBUG_DISPLAY";
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public const string _EMISSION = "_EMISSION";
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public const string _RECEIVE_SHADOWS_OFF = "_RECEIVE_SHADOWS_OFF";
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public const string _SURFACE_TYPE_TRANSPARENT = "_SURFACE_TYPE_TRANSPARENT";
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public const string _ALPHAPREMULTIPLY_ON = "_ALPHAPREMULTIPLY_ON";
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public const string _ALPHAMODULATE_ON = "_ALPHAMODULATE_ON";
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public const string _NORMALMAP = "_NORMALMAP";
|
|
|
|
public const string EDITOR_VISUALIZATION = "EDITOR_VISUALIZATION";
|
|
|
|
// XR
|
|
public const string UseDrawProcedural = "_USE_DRAW_PROCEDURAL";
|
|
}
|
|
|
|
public sealed partial class UniversalRenderPipeline
|
|
{
|
|
// Holds light direction for directional lights or position for punctual lights.
|
|
// When w is set to 1.0, it means it's a punctual light.
|
|
static Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
|
|
static Vector4 k_DefaultLightColor = Color.black;
|
|
|
|
// Default light attenuation is setup in a particular way that it causes
|
|
// directional lights to return 1.0 for both distance and angle attenuation
|
|
static Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
static Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
|
|
static Vector4 k_DefaultLightsProbeChannel = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
static List<Vector4> m_ShadowBiasData = new List<Vector4>();
|
|
static List<int> m_ShadowResolutionData = new List<int>();
|
|
|
|
/// <summary>
|
|
/// Checks if a camera is a game camera.
|
|
/// </summary>
|
|
/// <param name="camera">Camera to check state from.</param>
|
|
/// <returns>true if given camera is a game camera, false otherwise.</returns>
|
|
public static bool IsGameCamera(Camera camera)
|
|
{
|
|
if (camera == null)
|
|
throw new ArgumentNullException("camera");
|
|
|
|
return camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a camera is rendering in stereo mode.
|
|
/// </summary>
|
|
/// <param name="camera">Camera to check state from.</param>
|
|
/// <returns>Returns true if the given camera is rendering in stereo mode, false otherwise.</returns>
|
|
[Obsolete("Please use CameraData.xr.enabled instead.")]
|
|
public static bool IsStereoEnabled(Camera camera)
|
|
{
|
|
if (camera == null)
|
|
throw new ArgumentNullException("camera");
|
|
|
|
return IsGameCamera(camera) && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the current render pipeline asset for the current quality setting.
|
|
/// If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings.
|
|
/// </summary>
|
|
public static UniversalRenderPipelineAsset asset
|
|
{
|
|
get => GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a camera is rendering in MultiPass stereo mode.
|
|
/// </summary>
|
|
/// <param name="camera">Camera to check state from.</param>
|
|
/// <returns>Returns true if the given camera is rendering in multi pass stereo mode, false otherwise.</returns>
|
|
[Obsolete("Please use CameraData.xr.singlePassEnabled instead.")]
|
|
static bool IsMultiPassStereoEnabled(Camera camera)
|
|
{
|
|
if (camera == null)
|
|
throw new ArgumentNullException("camera");
|
|
|
|
return false;
|
|
}
|
|
|
|
Comparison<Camera> cameraComparison = (camera1, camera2) => { return (int)camera1.depth - (int)camera2.depth; };
|
|
#if UNITY_2021_1_OR_NEWER
|
|
void SortCameras(List<Camera> cameras)
|
|
{
|
|
if (cameras.Count > 1)
|
|
cameras.Sort(cameraComparison);
|
|
}
|
|
|
|
#else
|
|
void SortCameras(Camera[] cameras)
|
|
{
|
|
if (cameras.Length > 1)
|
|
Array.Sort(cameras, cameraComparison);
|
|
}
|
|
|
|
#endif
|
|
|
|
static GraphicsFormat MakeRenderTextureGraphicsFormat(bool isHdrEnabled, bool needsAlpha)
|
|
{
|
|
if (isHdrEnabled)
|
|
{
|
|
if (!needsAlpha && RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
|
|
return GraphicsFormat.B10G11R11_UFloatPack32;
|
|
if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render))
|
|
return GraphicsFormat.R16G16B16A16_SFloat;
|
|
return SystemInfo.GetGraphicsFormat(DefaultFormat.HDR); // This might actually be a LDR format on old devices.
|
|
}
|
|
|
|
return SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
|
|
}
|
|
|
|
// Returns a UNORM based render texture format
|
|
// When supported by the device, this function will prefer formats with higher precision, but the same bit-depth
|
|
// NOTE: This function does not guarantee that the returned format will contain an alpha channel.
|
|
internal static GraphicsFormat MakeUnormRenderTextureGraphicsFormat()
|
|
{
|
|
if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.A2B10G10R10_UNormPack32, FormatUsage.Linear | FormatUsage.Render))
|
|
return GraphicsFormat.A2B10G10R10_UNormPack32;
|
|
else
|
|
return GraphicsFormat.R8G8B8A8_UNorm;
|
|
}
|
|
|
|
static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale,
|
|
bool isHdrEnabled, int msaaSamples, bool needsAlpha, bool requiresOpaqueTexture)
|
|
{
|
|
RenderTextureDescriptor desc;
|
|
|
|
if (camera.targetTexture == null)
|
|
{
|
|
desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
|
|
desc.width = (int)((float)desc.width * renderScale);
|
|
desc.height = (int)((float)desc.height * renderScale);
|
|
desc.graphicsFormat = MakeRenderTextureGraphicsFormat(isHdrEnabled, needsAlpha);
|
|
desc.depthBufferBits = 32;
|
|
desc.msaaSamples = msaaSamples;
|
|
desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
|
|
}
|
|
else
|
|
{
|
|
desc = camera.targetTexture.descriptor;
|
|
desc.width = camera.pixelWidth;
|
|
desc.height = camera.pixelHeight;
|
|
if (camera.cameraType == CameraType.SceneView && !isHdrEnabled)
|
|
{
|
|
desc.graphicsFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
|
|
}
|
|
// SystemInfo.SupportsRenderTextureFormat(camera.targetTexture.descriptor.colorFormat)
|
|
// will assert on R8_SINT since it isn't a valid value of RenderTextureFormat.
|
|
// If this is fixed then we can implement debug statement to the user explaining why some
|
|
// RenderTextureFormats available resolves in a black render texture when no warning or error
|
|
// is given.
|
|
}
|
|
|
|
// Make sure dimension is non zero
|
|
desc.width = Mathf.Max(1, desc.width);
|
|
desc.height = Mathf.Max(1, desc.height);
|
|
|
|
desc.enableRandomWrite = false;
|
|
desc.bindMS = false;
|
|
desc.useDynamicScale = camera.allowDynamicResolution;
|
|
|
|
// The way RenderTextures handle MSAA fallback when an unsupported sample count of 2 is requested (falling back to numSamples = 1), differs fom the way
|
|
// the fallback is handled when setting up the Vulkan swapchain (rounding up numSamples to 4, if supported). This caused an issue on Mali GPUs which don't support
|
|
// 2x MSAA.
|
|
// The following code makes sure that on Vulkan the MSAA unsupported fallback behaviour is consistent between RenderTextures and Swapchain.
|
|
// TODO: we should review how all backends handle MSAA fallbacks and move these implementation details in engine code.
|
|
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
|
|
{
|
|
// if the requested number of samples is 2, and the supported value is 1x, it means that 2x is unsupported on this GPU.
|
|
// Then we bump up the requested value to 4.
|
|
if (desc.msaaSamples == 2 && SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc) == 1)
|
|
desc.msaaSamples = 4;
|
|
}
|
|
|
|
// check that the requested MSAA samples count is supported by the current platform. If it's not supported,
|
|
// replace the requested desc.msaaSamples value with the actual value the engine falls back to
|
|
desc.msaaSamples = SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc);
|
|
|
|
// if the target platform doesn't support storing multisampled RTs and we are doing a separate opaque pass, using a Load load action on the subsequent passes
|
|
// will result in loading Resolved data, which on some platforms is discarded, resulting in losing the results of the previous passes.
|
|
// As a workaround we disable MSAA to make sure that the results of previous passes are stored. (fix for Case 1247423).
|
|
if (!SystemInfo.supportsStoreAndResolveAction && requiresOpaqueTexture)
|
|
desc.msaaSamples = 1;
|
|
|
|
return desc;
|
|
}
|
|
|
|
private static Lightmapping.RequestLightsDelegate lightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
|
|
{
|
|
LightDataGI lightData = new LightDataGI();
|
|
#if UNITY_EDITOR
|
|
// Always extract lights in the Editor.
|
|
for (int i = 0; i < requests.Length; i++)
|
|
{
|
|
Light light = requests[i];
|
|
var additionalLightData = light.GetUniversalAdditionalLightData();
|
|
|
|
LightmapperUtils.Extract(light, out Cookie cookie);
|
|
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional:
|
|
DirectionalLight directionalLight = new DirectionalLight();
|
|
LightmapperUtils.Extract(light, ref directionalLight);
|
|
|
|
if (light.cookie != null)
|
|
{
|
|
// Size == 1 / Scale
|
|
cookie.sizes = additionalLightData.lightCookieSize;
|
|
// Offset, Map cookie UV offset to light position on along local axes.
|
|
if (additionalLightData.lightCookieOffset != Vector2.zero)
|
|
{
|
|
var r = light.transform.right * additionalLightData.lightCookieOffset.x;
|
|
var u = light.transform.up * additionalLightData.lightCookieOffset.y;
|
|
var offset = r + u;
|
|
|
|
directionalLight.position += offset;
|
|
}
|
|
}
|
|
|
|
lightData.Init(ref directionalLight, ref cookie);
|
|
break;
|
|
case LightType.Point:
|
|
PointLight pointLight = new PointLight();
|
|
LightmapperUtils.Extract(light, ref pointLight);
|
|
lightData.Init(ref pointLight, ref cookie);
|
|
break;
|
|
case LightType.Spot:
|
|
SpotLight spotLight = new SpotLight();
|
|
LightmapperUtils.Extract(light, ref spotLight);
|
|
spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad;
|
|
spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
|
|
lightData.Init(ref spotLight, ref cookie);
|
|
break;
|
|
case LightType.Area:
|
|
RectangleLight rectangleLight = new RectangleLight();
|
|
LightmapperUtils.Extract(light, ref rectangleLight);
|
|
rectangleLight.mode = LightMode.Baked;
|
|
lightData.Init(ref rectangleLight);
|
|
break;
|
|
case LightType.Disc:
|
|
DiscLight discLight = new DiscLight();
|
|
LightmapperUtils.Extract(light, ref discLight);
|
|
discLight.mode = LightMode.Baked;
|
|
lightData.Init(ref discLight);
|
|
break;
|
|
default:
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
break;
|
|
}
|
|
|
|
lightData.falloff = FalloffType.InverseSquared;
|
|
lightsOutput[i] = lightData;
|
|
}
|
|
#else
|
|
// If Enlighten realtime GI isn't active, we don't extract lights.
|
|
if (SupportedRenderingFeatures.active.enlighten == false || ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0)
|
|
{
|
|
for (int i = 0; i < requests.Length; i++)
|
|
{
|
|
Light light = requests[i];
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
lightsOutput[i] = lightData;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < requests.Length; i++)
|
|
{
|
|
Light light = requests[i];
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional:
|
|
DirectionalLight directionalLight = new DirectionalLight();
|
|
LightmapperUtils.Extract(light, ref directionalLight);
|
|
lightData.Init(ref directionalLight);
|
|
break;
|
|
case LightType.Point:
|
|
PointLight pointLight = new PointLight();
|
|
LightmapperUtils.Extract(light, ref pointLight);
|
|
lightData.Init(ref pointLight);
|
|
break;
|
|
case LightType.Spot:
|
|
SpotLight spotLight = new SpotLight();
|
|
LightmapperUtils.Extract(light, ref spotLight);
|
|
spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad;
|
|
spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
|
|
lightData.Init(ref spotLight);
|
|
break;
|
|
case LightType.Area:
|
|
// Rect area light is baked only in URP.
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
break;
|
|
case LightType.Disc:
|
|
// Disc light is baked only.
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
break;
|
|
default:
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
break;
|
|
}
|
|
lightData.falloff = FalloffType.InverseSquared;
|
|
lightsOutput[i] = lightData;
|
|
}
|
|
}
|
|
#endif
|
|
};
|
|
|
|
// called from DeferredLights.cs too
|
|
public static void GetLightAttenuationAndSpotDirection(
|
|
LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix,
|
|
float spotAngle, float? innerSpotAngle,
|
|
out Vector4 lightAttenuation, out Vector4 lightSpotDir)
|
|
{
|
|
lightAttenuation = k_DefaultLightAttenuation;
|
|
lightSpotDir = k_DefaultLightSpotDirection;
|
|
|
|
// Directional Light attenuation is initialize so distance attenuation always be 1.0
|
|
if (lightType != LightType.Directional)
|
|
{
|
|
// Light attenuation in universal matches the unity vanilla one.
|
|
// attenuation = 1.0 / distanceToLightSqr
|
|
// We offer two different smoothing factors.
|
|
// The smoothing factors make sure that the light intensity is zero at the light range limit.
|
|
// The first smoothing factor is a linear fade starting at 80 % of the light range.
|
|
// smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr)
|
|
// We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor
|
|
// with one MAD instruction
|
|
// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
|
|
// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
|
|
|
|
// The other smoothing factor matches the one used in the Unity lightmapper but is slower than the linear one.
|
|
// smoothFactor = (1.0 - saturate((distanceSqr * 1.0 / lightrangeSqr)^2))^2
|
|
float lightRangeSqr = lightRange * lightRange;
|
|
float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
|
|
float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
|
|
float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr;
|
|
float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
|
|
float oneOverLightRangeSqr = 1.0f / Mathf.Max(0.0001f, lightRange * lightRange);
|
|
|
|
// On untethered devices: Use the faster linear smoothing factor (SHADER_HINT_NICE_QUALITY).
|
|
// On other devices: Use the smoothing factor that matches the GI.
|
|
lightAttenuation.x = GraphicsSettings.HasShaderDefine(Graphics.activeTier, BuiltinShaderDefine.SHADER_API_MOBILE) || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch ? oneOverFadeRangeSqr : oneOverLightRangeSqr;
|
|
lightAttenuation.y = lightRangeSqrOverFadeRangeSqr;
|
|
}
|
|
|
|
if (lightType == LightType.Spot)
|
|
{
|
|
Vector4 dir = lightLocalToWorldMatrix.GetColumn(2);
|
|
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
|
|
|
|
// Spot Attenuation with a linear falloff can be defined as
|
|
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
|
|
// This can be rewritten as
|
|
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
|
|
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
|
|
// If we precompute the terms in a MAD instruction
|
|
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * spotAngle * 0.5f);
|
|
// We neeed to do a null check for particle lights
|
|
// This should be changed in the future
|
|
// Particle lights will use an inline function
|
|
float cosInnerAngle;
|
|
if (innerSpotAngle.HasValue)
|
|
cosInnerAngle = Mathf.Cos(innerSpotAngle.Value * Mathf.Deg2Rad * 0.5f);
|
|
else
|
|
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
|
|
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
|
|
float invAngleRange = 1.0f / smoothAngleRange;
|
|
float add = -cosOuterAngle * invAngleRange;
|
|
lightAttenuation.z = invAngleRange;
|
|
lightAttenuation.w = add;
|
|
}
|
|
}
|
|
|
|
public static void InitializeLightConstants_Common(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
|
|
{
|
|
lightPos = k_DefaultLightPosition;
|
|
lightColor = k_DefaultLightColor;
|
|
lightOcclusionProbeChannel = k_DefaultLightsProbeChannel;
|
|
lightAttenuation = k_DefaultLightAttenuation;
|
|
lightSpotDir = k_DefaultLightSpotDirection;
|
|
|
|
// When no lights are visible, main light will be set to -1.
|
|
// In this case we initialize it to default values and return
|
|
if (lightIndex < 0)
|
|
return;
|
|
|
|
VisibleLight lightData = lights[lightIndex];
|
|
if (lightData.lightType == LightType.Directional)
|
|
{
|
|
Vector4 dir = -lightData.localToWorldMatrix.GetColumn(2);
|
|
lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
Vector4 pos = lightData.localToWorldMatrix.GetColumn(3);
|
|
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
|
|
}
|
|
|
|
// VisibleLight.finalColor already returns color in active color space
|
|
lightColor = lightData.finalColor;
|
|
|
|
GetLightAttenuationAndSpotDirection(
|
|
lightData.lightType, lightData.range, lightData.localToWorldMatrix,
|
|
lightData.spotAngle, lightData.light?.innerSpotAngle,
|
|
out lightAttenuation, out lightSpotDir);
|
|
|
|
Light light = lightData.light;
|
|
|
|
if (light != null && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed &&
|
|
0 <= light.bakingOutput.occlusionMaskChannel &&
|
|
light.bakingOutput.occlusionMaskChannel < 4)
|
|
{
|
|
lightOcclusionProbeChannel[light.bakingOutput.occlusionMaskChannel] = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
internal enum URPProfileId
|
|
{
|
|
// CPU
|
|
UniversalRenderTotal,
|
|
UpdateVolumeFramework,
|
|
RenderCameraStack,
|
|
|
|
// GPU
|
|
AdditionalLightsShadow,
|
|
ColorGradingLUT,
|
|
CopyColor,
|
|
CopyDepth,
|
|
DepthNormalPrepass,
|
|
DepthPrepass,
|
|
|
|
// DrawObjectsPass
|
|
DrawOpaqueObjects,
|
|
DrawTransparentObjects,
|
|
|
|
// RenderObjectsPass
|
|
//RenderObjects,
|
|
|
|
LightCookies,
|
|
|
|
MainLightShadow,
|
|
ResolveShadows,
|
|
SSAO,
|
|
|
|
// PostProcessPass
|
|
StopNaNs,
|
|
SMAA,
|
|
GaussianDepthOfField,
|
|
BokehDepthOfField,
|
|
MotionBlur,
|
|
PaniniProjection,
|
|
UberPostProcess,
|
|
Bloom,
|
|
LensFlareDataDriven,
|
|
MotionVectors,
|
|
|
|
FinalBlit
|
|
}
|
|
}
|