using System; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal.Internal { /// /// Renders a shadow map for the main Light. /// public class MainLightShadowCasterPass : ScriptableRenderPass { private static class MainLightShadowConstantBuffer { public static int _WorldToShadow; public static int _ShadowParams; public static int _CascadeShadowSplitSpheres0; public static int _CascadeShadowSplitSpheres1; public static int _CascadeShadowSplitSpheres2; public static int _CascadeShadowSplitSpheres3; public static int _CascadeShadowSplitSphereRadii; public static int _ShadowOffset0; public static int _ShadowOffset1; public static int _ShadowOffset2; public static int _ShadowOffset3; public static int _ShadowmapSize; } const int k_MaxCascades = 4; const int k_ShadowmapBufferBits = 16; float m_CascadeBorder; float m_MaxShadowDistanceSq; int m_ShadowCasterCascadesCount; RenderTargetHandle m_MainLightShadowmap; internal RenderTexture m_MainLightShadowmapTexture; Matrix4x4[] m_MainLightShadowMatrices; ShadowSliceData[] m_CascadeSlices; Vector4[] m_CascadeSplitDistances; bool m_CreateEmptyShadowmap; ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Main Shadowmap"); public MainLightShadowCasterPass(RenderPassEvent evt) { base.profilingSampler = new ProfilingSampler(nameof(MainLightShadowCasterPass)); renderPassEvent = evt; m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1]; m_CascadeSlices = new ShadowSliceData[k_MaxCascades]; m_CascadeSplitDistances = new Vector4[k_MaxCascades]; MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow"); MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3"); MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii"); MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0"); MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1"); MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2"); MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3"); MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize"); m_MainLightShadowmap.Init("_MainLightShadowmapTexture"); } public bool Setup(ref RenderingData renderingData) { using var profScope = new ProfilingScope(null, m_ProfilingSetupSampler); if (!renderingData.shadowData.supportsMainLightShadows) return SetupForEmptyRendering(ref renderingData); Clear(); int shadowLightIndex = renderingData.lightData.mainLightIndex; if (shadowLightIndex == -1) return SetupForEmptyRendering(ref renderingData); VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex]; Light light = shadowLight.light; if (light.shadows == LightShadows.None) return SetupForEmptyRendering(ref renderingData); if (shadowLight.lightType != LightType.Directional) { Debug.LogWarning("Only directional lights are supported as main light."); } Bounds bounds; if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds)) return SetupForEmptyRendering(ref renderingData); m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount; int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth, renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount); renderTargetWidth = renderingData.shadowData.mainLightShadowmapWidth; renderTargetHeight = (m_ShadowCasterCascadesCount == 2) ? renderingData.shadowData.mainLightShadowmapHeight >> 1 : renderingData.shadowData.mainLightShadowmapHeight; for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex) { bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData, shadowLightIndex, cascadeIndex, renderTargetWidth, renderTargetHeight, shadowResolution, light.shadowNearPlane, out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex]); if (!success) return SetupForEmptyRendering(ref renderingData); } m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits); m_MaxShadowDistanceSq = renderingData.cameraData.maxShadowDistance * renderingData.cameraData.maxShadowDistance; m_CascadeBorder = renderingData.shadowData.mainLightShadowCascadeBorder; m_CreateEmptyShadowmap = false; useNativeRenderPass = true; return true; } bool SetupForEmptyRendering(ref RenderingData renderingData) { if (!renderingData.cameraData.renderer.stripShadowsOffVariants) return false; m_MainLightShadowmapTexture = ShadowUtils.GetTemporaryShadowTexture(1, 1, k_ShadowmapBufferBits); m_CreateEmptyShadowmap = true; useNativeRenderPass = false; return true; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { ConfigureTarget(new RenderTargetIdentifier(m_MainLightShadowmapTexture), m_MainLightShadowmapTexture.depthStencilFormat, renderTargetWidth, renderTargetHeight, 1, true); ConfigureClear(ClearFlag.All, Color.black); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_CreateEmptyShadowmap) { SetEmptyMainLightCascadeShadowmap(ref context); return; } RenderMainLightCascadeShadowmap(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData); } /// public override void OnCameraCleanup(CommandBuffer cmd) { if (cmd == null) throw new ArgumentNullException("cmd"); if (m_MainLightShadowmapTexture) { RenderTexture.ReleaseTemporary(m_MainLightShadowmapTexture); m_MainLightShadowmapTexture = null; } } void Clear() { m_MainLightShadowmapTexture = null; for (int i = 0; i < m_MainLightShadowMatrices.Length; ++i) m_MainLightShadowMatrices[i] = Matrix4x4.identity; for (int i = 0; i < m_CascadeSplitDistances.Length; ++i) m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < m_CascadeSlices.Length; ++i) m_CascadeSlices[i].Clear(); } void SetEmptyMainLightCascadeShadowmap(ref ScriptableRenderContext context) { CommandBuffer cmd = CommandBufferPool.Get(); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true); cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams, new Vector4(1, 0, 1, 0)); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(1f / m_MainLightShadowmapTexture.width, 1f / m_MainLightShadowmapTexture.height, m_MainLightShadowmapTexture.width, m_MainLightShadowmapTexture.height)); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData) { int shadowLightIndex = lightData.mainLightIndex; if (shadowLightIndex == -1) return; VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex]; // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). // Currently there's an issue which results in mismatched markers. CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MainLightShadow))) { var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex); settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.supportsLightLayers; for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex) { settings.splitData = m_CascadeSlices[cascadeIndex].splitData; Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution); ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.CastingPunctualLightShadow, false); ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix); } shadowData.isKeywordSoftShadowsEnabled = shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows; CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, shadowData.mainLightShadowCascadesCount == 1); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shadowData.mainLightShadowCascadesCount > 1); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, shadowData.isKeywordSoftShadowsEnabled); SetupMainLightShadowReceiverConstants(cmd, shadowLight, shadowData.supportsSoftShadows); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool supportsSoftShadows) { Light light = shadowLight.light; bool softShadows = shadowLight.light.shadows == LightShadows.Soft && supportsSoftShadows; int cascadeCount = m_ShadowCasterCascadesCount; for (int i = 0; i < cascadeCount; ++i) m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform; // We setup and additional a no-op WorldToShadow matrix in the last index // because the ComputeCascadeIndex function in Shadows.hlsl can return an index // out of bounds. (position not inside any cascade) and we want to avoid branching Matrix4x4 noOpShadowMatrix = Matrix4x4.zero; noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f; for (int i = cascadeCount; i <= k_MaxCascades; ++i) m_MainLightShadowMatrices[i] = noOpShadowMatrix; float invShadowAtlasWidth = 1.0f / renderTargetWidth; float invShadowAtlasHeight = 1.0f / renderTargetHeight; float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth; float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight; float softShadowsProp = softShadows ? 1.0f : 0.0f; ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias); cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture); cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams, new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias)); if (m_ShadowCasterCascadesCount > 1) { cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0, m_CascadeSplitDistances[0]); cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1, m_CascadeSplitDistances[1]); cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2, m_CascadeSplitDistances[2]); cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3, m_CascadeSplitDistances[3]); cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4( m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w, m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w, m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w, m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w)); } // Inside shader soft shadows are controlled through global keyword. // If any additional light has soft shadows it will force soft shadows on main light too. // As it is not trivial finding out which additional light has soft shadows, we will pass main light properties if soft shadows are supported. // This workaround will be removed once we will support soft shadows per light. if (supportsSoftShadows) { cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f)); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f)); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset2, new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f)); cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f)); // Currently only used when !SHADER_API_MOBILE but risky to not set them as it's generic // enough so custom shaders might use it. cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth, invShadowAtlasHeight, renderTargetWidth, renderTargetHeight)); } } }; }