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- using System;
- using UnityEngine.Experimental.Rendering;
- namespace UnityEngine.Rendering.Universal.Internal
- {
- /// <summary>
- /// Renders a shadow map for the main Light.
- /// </summary>
- 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);
- }
- /// <inheritdoc/>
- 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);
- }
- /// <inheritdoc/>
- 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));
- }
- }
- };
- }
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