236 lines
10 KiB
C#
236 lines
10 KiB
C#
using System;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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internal class ScreenSpaceShadowsSettings
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{
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}
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[DisallowMultipleRendererFeature]
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[Tooltip("Screen Space Shadows")]
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internal class ScreenSpaceShadows : ScriptableRendererFeature
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{
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#if UNITY_EDITOR
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[UnityEditor.ShaderKeywordFilter.SelectIf(true, keywordNames: ShaderKeywordStrings.MainLightShadowScreen)]
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private const bool k_RequiresScreenSpaceShadowsKeyword = true;
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#endif
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// Serialized Fields
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[SerializeField, HideInInspector] private Shader m_Shader = null;
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[SerializeField] private ScreenSpaceShadowsSettings m_Settings = new ScreenSpaceShadowsSettings();
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// Private Fields
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private Material m_Material;
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private ScreenSpaceShadowsPass m_SSShadowsPass = null;
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private ScreenSpaceShadowsPostPass m_SSShadowsPostPass = null;
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// Constants
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private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceShadows";
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/// <inheritdoc/>
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public override void Create()
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{
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if (m_SSShadowsPass == null)
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m_SSShadowsPass = new ScreenSpaceShadowsPass();
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if (m_SSShadowsPostPass == null)
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m_SSShadowsPostPass = new ScreenSpaceShadowsPostPass();
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LoadMaterial();
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m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingGbuffer;
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m_SSShadowsPostPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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}
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/// <inheritdoc/>
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (!LoadMaterial())
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{
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Debug.LogErrorFormat(
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"{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.",
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GetType().Name, name);
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return;
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}
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bool allowMainLightShadows = renderingData.shadowData.supportsMainLightShadows && renderingData.lightData.mainLightIndex != -1;
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bool shouldEnqueue = allowMainLightShadows && m_SSShadowsPass.Setup(m_Settings, m_Material);
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if (shouldEnqueue)
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{
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bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingMode == RenderingMode.Deferred;
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m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode
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? RenderPassEvent.AfterRenderingGbuffer
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: RenderPassEvent.AfterRenderingPrePasses;
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renderer.EnqueuePass(m_SSShadowsPass);
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renderer.EnqueuePass(m_SSShadowsPostPass);
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}
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}
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/// <inheritdoc/>
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protected override void Dispose(bool disposing)
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{
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CoreUtils.Destroy(m_Material);
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}
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private bool LoadMaterial()
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{
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if (m_Material != null)
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{
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return true;
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}
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if (m_Shader == null)
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{
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m_Shader = Shader.Find(k_ShaderName);
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if (m_Shader == null)
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{
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return false;
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}
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}
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m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
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return m_Material != null;
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}
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private class ScreenSpaceShadowsPass : ScriptableRenderPass
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{
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// Profiling tag
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private static string m_ProfilerTag = "ScreenSpaceShadows";
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private static ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
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// Private Variables
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private Material m_Material;
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private ScreenSpaceShadowsSettings m_CurrentSettings;
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private RenderTextureDescriptor m_RenderTextureDescriptor;
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private RenderTargetHandle m_RenderTarget;
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// Constants
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private const string k_SSShadowsTextureName = "_ScreenSpaceShadowmapTexture";
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internal ScreenSpaceShadowsPass()
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{
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m_CurrentSettings = new ScreenSpaceShadowsSettings();
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m_RenderTarget.Init(k_SSShadowsTextureName);
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}
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internal bool Setup(ScreenSpaceShadowsSettings featureSettings, Material material)
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{
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m_CurrentSettings = featureSettings;
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m_Material = material;
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ConfigureInput(ScriptableRenderPassInput.Depth);
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return m_Material != null;
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}
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/// <inheritdoc/>
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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m_RenderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
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m_RenderTextureDescriptor.depthBufferBits = 0;
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m_RenderTextureDescriptor.msaaSamples = 1;
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m_RenderTextureDescriptor.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render)
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? GraphicsFormat.R8_UNorm
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: GraphicsFormat.B8G8R8A8_UNorm;
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cmd.GetTemporaryRT(m_RenderTarget.id, m_RenderTextureDescriptor, FilterMode.Point);
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RenderTargetIdentifier renderTargetTexture = m_RenderTarget.Identifier();
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ConfigureTarget(renderTargetTexture);
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ConfigureClear(ClearFlag.None, Color.white);
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_Material == null)
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{
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Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name);
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return;
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}
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Camera camera = renderingData.cameraData.camera;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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if (!renderingData.cameraData.xr.enabled)
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{
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material);
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cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
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}
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else
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{
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Vector4 scaleBias = new Vector4(1, 1, 0, 0);
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Vector4 scaleBiasRt = new Vector4(1, 1, 0, 0);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
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// Avoid setting and restoring camera view and projection matrices when in stereo.
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RenderTargetIdentifier screenSpaceShadowTexture = m_RenderTarget.Identifier();
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cmd.SetRenderTarget(new RenderTargetIdentifier(screenSpaceShadowTexture, 0, CubemapFace.Unknown, -1),
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RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.DrawProcedural(Matrix4x4.identity, m_Material, 0, MeshTopology.Quads, 4, 1, null);
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}
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, false);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, false);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, true);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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{
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throw new ArgumentNullException("cmd");
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}
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cmd.ReleaseTemporaryRT(m_RenderTarget.id);
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}
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}
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private class ScreenSpaceShadowsPostPass : ScriptableRenderPass
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{
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// Profiling tag
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private static string m_ProfilerTag = "ScreenSpaceShadows Post";
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private static ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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ConfigureTarget(BuiltinRenderTextureType.CurrentActive);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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ShadowData shadowData = renderingData.shadowData;
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int cascadesCount = shadowData.mainLightShadowCascadesCount;
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bool mainLightShadows = renderingData.shadowData.supportsMainLightShadows;
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bool receiveShadowsNoCascade = mainLightShadows && cascadesCount == 1;
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bool receiveShadowsCascades = mainLightShadows && cascadesCount > 1;
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// Before transparent object pass, force to disable screen space shadow of main light
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, false);
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// then enable main light shadows with or without cascades
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, receiveShadowsNoCascade);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, receiveShadowsCascades);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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}
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