1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131 |
- using System.Runtime.CompilerServices;
- using UnityEngine.Experimental.Rendering;
- using UnityEngine.Profiling;
- using Unity.Collections;
- using Unity.Jobs;
- using Unity.Mathematics;
- using static Unity.Mathematics.math;
- //#define URP_HAS_BURST
- // TODO SimpleLit material, make sure when variant is !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), specular is correctly silenced.
- // TODO use InitializeSimpleLitSurfaceData() in all shader code
- // TODO use InitializeParticleLitSurfaceData() in forward pass for ParticleLitForwardPass.hlsl ? Similar refactoring for ParticleSimpleLitForwardPass.hlsl
- // TODO Make sure GPU buffers are uploaded without copying into Unity CommandBuffer memory
- // TODO BakedLit.shader has a Universal2D pass, but Unlit.shader doesn't have?
- namespace UnityEngine.Rendering.Universal.Internal
- {
- // Customization per platform.
- static class DeferredConfig
- {
- // Keep in sync with shader define USE_CBUFFER_FOR_DEPTHRANGE
- // Keep in sync with shader define USE_CBUFFER_FOR_TILELIST
- // Keep in sync with shader define USE_CBUFFER_FOR_LIGHTDATA
- // Keep in sync with shader define USE_CBUFFER_FOR_LIGHTLIST
- internal static bool IsOpenGL { get; set; }
- // DX10 uses SM 4.0. However URP shaders requires SM 4.5 or will use fallback to SM 2.0 shaders otherwise.
- // We will consider deferred renderer is not available when SM 2.0 shaders run.
- internal static bool IsDX10 { get; set; }
- // Constant buffers are used for data that a repeatedly fetched by shaders.
- // Structured buffers are used for data only consumed once.
- internal static bool UseCBufferForDepthRange
- {
- get
- {
- #if !UNITY_EDITOR && UNITY_SWITCH
- return false;
- #else
- return IsOpenGL;
- #endif
- }
- }
- internal static bool UseCBufferForTileList
- {
- get
- {
- #if !UNITY_EDITOR && UNITY_SWITCH
- return false;
- #else
- return IsOpenGL;
- #endif
- }
- }
- internal static bool UseCBufferForLightData
- {
- get
- {
- return true;
- }
- }
- internal static bool UseCBufferForLightList
- {
- get
- {
- #if !UNITY_EDITOR && UNITY_SWITCH
- return false;
- #else
- return IsOpenGL;
- #endif
- }
- }
- // Keep in sync with PREFERRED_CBUFFER_SIZE.
- public const int kPreferredCBufferSize = 64 * 1024;
- public const int kPreferredStructuredBufferSize = 128 * 1024;
- public const int kTilePixelWidth = 16;
- public const int kTilePixelHeight = 16;
- // Levels of hierarchical tiling. Each level process 4x4 finer tiles. For example:
- // For platforms using 16x16 px tiles, we use a 16x16px tiles grid, a 64x64px tiles grid, and a 256x256px tiles grid
- // For platforms using 8x8 px tiles, we use a 8x8px tiles grid, a 32x32px tiles grid, and a 128x128px tiles grid
- public const int kTilerDepth = 3;
- public const int kTilerSubdivisions = 4;
- public const int kAvgLightPerTile = 32;
- // On platforms where the tile dimensions is large (16x16), it may be faster to generate tileDepthInfo texture
- // with an intermediate mip level, as this allows spawning more pixel shaders (avoid GPU starvation).
- // Set to -1 to disable.
- #if UNITY_SWITCH || UNITY_IOS
- public const int kTileDepthInfoIntermediateLevel = 1;
- #else
- public const int kTileDepthInfoIntermediateLevel = -1;
- #endif
- #if !UNITY_EDITOR && UNITY_SWITCH
- public const bool kHasNativeQuadSupport = true;
- #else
- public const bool kHasNativeQuadSupport = false;
- #endif
- }
- internal enum LightFlag
- {
- // Keep in sync with kLightFlagSubtractiveMixedLighting.
- SubtractiveMixedLighting = 4
- }
- // Manages tiled-based deferred lights.
- internal class DeferredLights
- {
- internal static class ShaderConstants
- {
- public static readonly int _LitStencilRef = Shader.PropertyToID("_LitStencilRef");
- public static readonly int _LitStencilReadMask = Shader.PropertyToID("_LitStencilReadMask");
- public static readonly int _LitStencilWriteMask = Shader.PropertyToID("_LitStencilWriteMask");
- public static readonly int _SimpleLitStencilRef = Shader.PropertyToID("_SimpleLitStencilRef");
- public static readonly int _SimpleLitStencilReadMask = Shader.PropertyToID("_SimpleLitStencilReadMask");
- public static readonly int _SimpleLitStencilWriteMask = Shader.PropertyToID("_SimpleLitStencilWriteMask");
- public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
- public static readonly int _StencilReadMask = Shader.PropertyToID("_StencilReadMask");
- public static readonly int _StencilWriteMask = Shader.PropertyToID("_StencilWriteMask");
- public static readonly int _LitPunctualStencilRef = Shader.PropertyToID("_LitPunctualStencilRef");
- public static readonly int _LitPunctualStencilReadMask = Shader.PropertyToID("_LitPunctualStencilReadMask");
- public static readonly int _LitPunctualStencilWriteMask = Shader.PropertyToID("_LitPunctualStencilWriteMask");
- public static readonly int _SimpleLitPunctualStencilRef = Shader.PropertyToID("_SimpleLitPunctualStencilRef");
- public static readonly int _SimpleLitPunctualStencilReadMask = Shader.PropertyToID("_SimpleLitPunctualStencilReadMask");
- public static readonly int _SimpleLitPunctualStencilWriteMask = Shader.PropertyToID("_SimpleLitPunctualStencilWriteMask");
- public static readonly int _LitDirStencilRef = Shader.PropertyToID("_LitDirStencilRef");
- public static readonly int _LitDirStencilReadMask = Shader.PropertyToID("_LitDirStencilReadMask");
- public static readonly int _LitDirStencilWriteMask = Shader.PropertyToID("_LitDirStencilWriteMask");
- public static readonly int _SimpleLitDirStencilRef = Shader.PropertyToID("_SimpleLitDirStencilRef");
- public static readonly int _SimpleLitDirStencilReadMask = Shader.PropertyToID("_SimpleLitDirStencilReadMask");
- public static readonly int _SimpleLitDirStencilWriteMask = Shader.PropertyToID("_SimpleLitDirStencilWriteMask");
- public static readonly int _ClearStencilRef = Shader.PropertyToID("_ClearStencilRef");
- public static readonly int _ClearStencilReadMask = Shader.PropertyToID("_ClearStencilReadMask");
- public static readonly int _ClearStencilWriteMask = Shader.PropertyToID("_ClearStencilWriteMask");
- public static readonly int UDepthRanges = Shader.PropertyToID("UDepthRanges");
- public static readonly int _DepthRanges = Shader.PropertyToID("_DepthRanges");
- public static readonly int _DownsamplingWidth = Shader.PropertyToID("_DownsamplingWidth");
- public static readonly int _DownsamplingHeight = Shader.PropertyToID("_DownsamplingHeight");
- public static readonly int _SourceShiftX = Shader.PropertyToID("_SourceShiftX");
- public static readonly int _SourceShiftY = Shader.PropertyToID("_SourceShiftY");
- public static readonly int _TileShiftX = Shader.PropertyToID("_TileShiftX");
- public static readonly int _TileShiftY = Shader.PropertyToID("_TileShiftY");
- public static readonly int _tileXCount = Shader.PropertyToID("_tileXCount");
- public static readonly int _DepthRangeOffset = Shader.PropertyToID("_DepthRangeOffset");
- public static readonly int _BitmaskTex = Shader.PropertyToID("_BitmaskTex");
- public static readonly int UTileList = Shader.PropertyToID("UTileList");
- public static readonly int _TileList = Shader.PropertyToID("_TileList");
- public static readonly int UPunctualLightBuffer = Shader.PropertyToID("UPunctualLightBuffer");
- public static readonly int _PunctualLightBuffer = Shader.PropertyToID("_PunctualLightBuffer");
- public static readonly int URelLightList = Shader.PropertyToID("URelLightList");
- public static readonly int _RelLightList = Shader.PropertyToID("_RelLightList");
- public static readonly int _TilePixelWidth = Shader.PropertyToID("_TilePixelWidth");
- public static readonly int _TilePixelHeight = Shader.PropertyToID("_TilePixelHeight");
- public static readonly int _InstanceOffset = Shader.PropertyToID("_InstanceOffset");
- public static readonly int _DepthTex = Shader.PropertyToID("_DepthTex");
- public static readonly int _DepthTexSize = Shader.PropertyToID("_DepthTexSize");
- public static readonly int _ScreenToWorld = Shader.PropertyToID("_ScreenToWorld");
- public static readonly int _unproject0 = Shader.PropertyToID("_unproject0");
- public static readonly int _unproject1 = Shader.PropertyToID("_unproject1");
- public static int _MainLightPosition = Shader.PropertyToID("_MainLightPosition"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
- public static int _MainLightColor = Shader.PropertyToID("_MainLightColor"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
- public static int _MainLightLayerMask = Shader.PropertyToID("_MainLightLayerMask"); // ForwardLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
- public static int _SpotLightScale = Shader.PropertyToID("_SpotLightScale");
- public static int _SpotLightBias = Shader.PropertyToID("_SpotLightBias");
- public static int _SpotLightGuard = Shader.PropertyToID("_SpotLightGuard");
- public static int _LightPosWS = Shader.PropertyToID("_LightPosWS");
- public static int _LightColor = Shader.PropertyToID("_LightColor");
- public static int _LightAttenuation = Shader.PropertyToID("_LightAttenuation");
- public static int _LightOcclusionProbInfo = Shader.PropertyToID("_LightOcclusionProbInfo");
- public static int _LightDirection = Shader.PropertyToID("_LightDirection");
- public static int _LightFlags = Shader.PropertyToID("_LightFlags");
- public static int _ShadowLightIndex = Shader.PropertyToID("_ShadowLightIndex");
- public static int _LightLayerMask = Shader.PropertyToID("_LightLayerMask");
- public static int _CookieLightIndex = Shader.PropertyToID("_CookieLightIndex");
- }
- // Disable Burst for now since there are issues on macos builds.
- #if URP_HAS_BURST
- [Unity.Burst.BurstCompile(CompileSynchronously = true)]
- #endif
- struct CullLightsJob : IJob
- {
- public DeferredTiler tiler;
- [ReadOnly]
- [Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
- public NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
- [ReadOnly]
- [Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
- public NativeArray<ushort> coarseTiles;
- [ReadOnly]
- [Unity.Collections.LowLevel.Unsafe.NativeDisableContainerSafetyRestriction]
- public NativeArray<uint> coarseTileHeaders;
- public int coarseHeaderOffset;
- public int istart;
- public int iend;
- public int jstart;
- public int jend;
- public void Execute()
- {
- int coarseTileOffset = (int)coarseTileHeaders[coarseHeaderOffset + 0];
- int coarseVisLightCount = (int)coarseTileHeaders[coarseHeaderOffset + 1];
- if (tiler.TilerLevel != 0)
- {
- tiler.CullIntermediateLights(
- ref prePunctualLights,
- ref coarseTiles, coarseTileOffset, coarseVisLightCount,
- istart, iend, jstart, jend
- );
- }
- else
- {
- tiler.CullFinalLights(
- ref prePunctualLights,
- ref coarseTiles, coarseTileOffset, coarseVisLightCount,
- istart, iend, jstart, jend
- );
- }
- }
- }
- struct DrawCall
- {
- public ComputeBuffer tileList;
- public ComputeBuffer punctualLightBuffer;
- public ComputeBuffer relLightList;
- public int tileListSize;
- public int punctualLightBufferSize;
- public int relLightListSize;
- public int instanceOffset;
- public int instanceCount;
- }
- static readonly string[] k_GBufferNames = new string[]
- {
- "_GBuffer0",
- "_GBuffer1",
- "_GBuffer2",
- "_GBuffer3",
- "_GBuffer4",
- "_GBuffer5",
- "_GBuffer6"
- };
- static readonly string[] k_TileDeferredPassNames = new string[]
- {
- "Tiled Deferred Punctual Light (Lit)",
- "Tiled Deferred Punctual Light (SimpleLit)"
- };
- static readonly string[] k_StencilDeferredPassNames = new string[]
- {
- "Stencil Volume",
- "Deferred Punctual Light (Lit)",
- "Deferred Punctual Light (SimpleLit)",
- "Deferred Directional Light (Lit)",
- "Deferred Directional Light (SimpleLit)",
- "ClearStencilPartial",
- "Fog",
- "SSAOOnly"
- };
- internal enum TileDeferredPasses
- {
- PunctualLit,
- PunctualSimpleLit,
- };
- internal enum StencilDeferredPasses
- {
- StencilVolume,
- PunctualLit,
- PunctualSimpleLit,
- DirectionalLit,
- DirectionalSimpleLit,
- ClearStencilPartial,
- Fog,
- SSAOOnly
- };
- static readonly ushort k_InvalidLightOffset = 0xFFFF;
- static readonly string k_SetupLights = "SetupLights";
- static readonly string k_DeferredPass = "Deferred Pass";
- static readonly string k_TileDepthInfo = "Tile Depth Info";
- static readonly string k_DeferredTiledPass = "Deferred Shading (Tile-Based)";
- static readonly string k_DeferredStencilPass = "Deferred Shading (Stencil)";
- static readonly string k_DeferredFogPass = "Deferred Fog";
- static readonly string k_ClearStencilPartial = "Clear Stencil Partial";
- static readonly string k_SetupLightConstants = "Setup Light Constants";
- static readonly float kStencilShapeGuard = 1.06067f; // stencil geometric shapes must be inflated to fit the analytic shapes.
- private static readonly ProfilingSampler m_ProfilingSetupLights = new ProfilingSampler(k_SetupLights);
- private static readonly ProfilingSampler m_ProfilingDeferredPass = new ProfilingSampler(k_DeferredPass);
- private static readonly ProfilingSampler m_ProfilingTileDepthInfo = new ProfilingSampler(k_TileDepthInfo);
- private static readonly ProfilingSampler m_ProfilingSetupLightConstants = new ProfilingSampler(k_SetupLightConstants);
- internal int GBufferAlbedoIndex { get { return 0; } }
- internal int GBufferSpecularMetallicIndex { get { return 1; } }
- internal int GBufferNormalSmoothnessIndex { get { return 2; } }
- internal int GBufferLightingIndex { get { return 3; } }
- internal int GbufferDepthIndex { get { return UseRenderPass ? GBufferLightingIndex + 1 : -1; } }
- internal int GBufferShadowMask { get { return UseShadowMask ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + 1 : -1; } }
- internal int GBufferRenderingLayers { get { return UseRenderingLayers ? GBufferLightingIndex + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + 1 : -1; } }
- // Color buffer count (not including dephStencil).
- internal int GBufferSliceCount { get { return 4 + (UseRenderPass ? 1 : 0) + (UseShadowMask ? 1 : 0) + (UseRenderingLayers ? 1 : 0); } }
- internal GraphicsFormat GetGBufferFormat(int index)
- {
- if (index == GBufferAlbedoIndex) // sRGB albedo, materialFlags
- return QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
- else if (index == GBufferSpecularMetallicIndex) // sRGB specular, [unused]
- return GraphicsFormat.R8G8B8A8_UNorm;
- else if (index == GBufferNormalSmoothnessIndex)
- return this.AccurateGbufferNormals ? GraphicsFormat.R8G8B8A8_UNorm : GraphicsFormat.R8G8B8A8_SNorm; // normal normal normal packedSmoothness
- else if (index == GBufferLightingIndex) // Emissive+baked: Most likely B10G11R11_UFloatPack32 or R16G16B16A16_SFloat
- return GraphicsFormat.None;
- else if (index == GbufferDepthIndex) // Render-pass on mobiles: reading back real depth-buffer is either inefficient (Arm Vulkan) or impossible (Metal).
- return GraphicsFormat.R32_SFloat;
- else if (index == GBufferShadowMask) // Optional: shadow mask is outputed in mixed lighting subtractive mode for non-static meshes only
- return GraphicsFormat.R8G8B8A8_UNorm;
- else if (index == GBufferRenderingLayers) // Optional: rendering layers is outputed when light layers are enabled (subset of rendering layers)
- return GraphicsFormat.R8_UNorm;
- else
- return GraphicsFormat.None;
- }
- // This may return different values depending on what lights are rendered for a given frame.
- internal bool UseShadowMask { get { return this.MixedLightingSetup != MixedLightingSetup.None; } }
- //
- internal bool UseRenderingLayers { get { return UniversalRenderPipeline.asset.supportsLightLayers; } }
- //
- internal bool UseRenderPass { get; set; }
- //
- internal bool HasDepthPrepass { get; set; }
- //
- internal bool HasNormalPrepass { get; set; }
- // This is an overlay camera being rendered.
- internal bool IsOverlay { get; set; }
- // Not all platforms support R8G8B8A8_SNorm, so we need to check for the support and force accurate GBuffer normals and relevant shader variants
- private bool m_AccurateGbufferNormals;
- internal bool AccurateGbufferNormals
- {
- get { return m_AccurateGbufferNormals; }
- set { m_AccurateGbufferNormals = value || !RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8G8B8A8_SNorm, FormatUsage.Render); }
- }
- // true: TileDeferred.shader used for some lights (currently: point/spot lights without shadows) - false: use StencilDeferred.shader for all lights
- internal bool TiledDeferredShading { get; set; }
- // We browse all visible lights and found the mixed lighting setup every frame.
- internal MixedLightingSetup MixedLightingSetup { get; set; }
- //
- internal bool UseJobSystem { get; set; }
- //
- internal int RenderWidth { get; set; }
- //
- internal int RenderHeight { get; set; }
- // Output lighting result.
- internal RenderTargetHandle[] GbufferAttachments { get; set; }
- internal RenderTargetIdentifier[] DeferredInputAttachments { get; set; }
- internal bool[] DeferredInputIsTransient { get; set; }
- // Input depth texture, also bound as read-only RT
- internal RenderTargetHandle DepthAttachment { get; set; }
- //
- internal RenderTargetHandle DepthCopyTexture { get; set; }
- // Intermediate depth info texture.
- internal RenderTargetHandle DepthInfoTexture { get; set; }
- // Per-tile depth info texture.
- internal RenderTargetHandle TileDepthInfoTexture { get; set; }
- internal RenderTargetIdentifier[] GbufferAttachmentIdentifiers { get; set; }
- internal GraphicsFormat[] GbufferFormats { get; set; }
- internal RenderTargetIdentifier DepthAttachmentIdentifier { get; set; }
- internal RenderTargetIdentifier DepthCopyTextureIdentifier { get; set; }
- internal RenderTargetIdentifier DepthInfoTextureIdentifier { get; set; }
- internal RenderTargetIdentifier TileDepthInfoTextureIdentifier { get; set; }
- // Cached.
- int m_CachedRenderWidth = 0;
- // Cached.
- int m_CachedRenderHeight = 0;
- // Cached.
- Matrix4x4 m_CachedProjectionMatrix;
- // Hierarchical tilers.
- DeferredTiler[] m_Tilers;
- int[] m_TileDataCapacities;
- // Should any visible lights be rendered as tile?
- bool m_HasTileVisLights;
- // Visible lights indices rendered using stencil volumes.
- NativeArray<ushort> m_stencilVisLights;
- // Offset of each type of lights in m_stencilVisLights.
- NativeArray<ushort> m_stencilVisLightOffsets;
- // Needed to access light shadow index (can be null if the pass is not queued).
- AdditionalLightsShadowCasterPass m_AdditionalLightsShadowCasterPass;
- // For rendering stencil point lights.
- Mesh m_SphereMesh;
- // For rendering stencil spot lights.
- Mesh m_HemisphereMesh;
- // For rendering directional lights.
- Mesh m_FullscreenMesh;
- // Max number of tile depth range data that can be referenced per draw call.
- int m_MaxDepthRangePerBatch;
- // Max numer of instanced tile that can be referenced per draw call.
- int m_MaxTilesPerBatch;
- // Max number of punctual lights that can be referenced per draw call.
- int m_MaxPunctualLightPerBatch;
- // Max number of relative light indices that can be referenced per draw call.
- int m_MaxRelLightIndicesPerBatch;
- // Generate per-tile depth information.
- Material m_TileDepthInfoMaterial;
- // Hold all shaders for tiled-based deferred shading.
- Material m_TileDeferredMaterial;
- // Hold all shaders for stencil-volume deferred shading.
- Material m_StencilDeferredMaterial;
- // Pass indices.
- int[] m_StencilDeferredPasses;
- // Pass indices.
- int[] m_TileDeferredPasses;
- // Avoid memory allocations.
- Matrix4x4[] m_ScreenToWorld = new Matrix4x4[2];
- ProfilingSampler m_ProfilingSamplerDeferredTiledPass = new ProfilingSampler(k_DeferredTiledPass);
- ProfilingSampler m_ProfilingSamplerDeferredStencilPass = new ProfilingSampler(k_DeferredStencilPass);
- ProfilingSampler m_ProfilingSamplerDeferredFogPass = new ProfilingSampler(k_DeferredFogPass);
- ProfilingSampler m_ProfilingSamplerClearStencilPartialPass = new ProfilingSampler(k_ClearStencilPartial);
- private LightCookieManager m_LightCookieManager;
- internal struct InitParams
- {
- public Material tileDepthInfoMaterial;
- public Material tileDeferredMaterial;
- public Material stencilDeferredMaterial;
- public LightCookieManager lightCookieManager;
- }
- internal DeferredLights(InitParams initParams, bool useNativeRenderPass = false)
- {
- // Cache result for GL platform here. SystemInfo properties are in C++ land so repeated access will be unecessary penalized.
- // They can also only be called from main thread!
- DeferredConfig.IsOpenGL = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore
- || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2
- || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3;
- // Cachre result for DX10 platform too. Same reasons as above.
- DeferredConfig.IsDX10 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 && SystemInfo.graphicsShaderLevel <= 40;
- m_TileDepthInfoMaterial = initParams.tileDepthInfoMaterial;
- m_TileDeferredMaterial = initParams.tileDeferredMaterial;
- m_StencilDeferredMaterial = initParams.stencilDeferredMaterial;
- m_TileDeferredPasses = new int[k_TileDeferredPassNames.Length];
- InitTileDeferredMaterial();
- m_StencilDeferredPasses = new int[k_StencilDeferredPassNames.Length];
- InitStencilDeferredMaterial();
- // Compute some platform limits (for deferred tiling).
- m_MaxDepthRangePerBatch = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
- m_MaxTilesPerBatch = (DeferredConfig.UseCBufferForTileList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(TileData));
- m_MaxPunctualLightPerBatch = (DeferredConfig.UseCBufferForLightData ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
- m_MaxRelLightIndicesPerBatch = (DeferredConfig.UseCBufferForLightList ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / sizeof(uint);
- m_Tilers = new DeferredTiler[DeferredConfig.kTilerDepth];
- m_TileDataCapacities = new int[DeferredConfig.kTilerDepth];
- // Initialize hierarchical tilers. Next tiler processes 4x4 of the tiles of the previous tiler.
- // Tiler 0 has finest tiles, coarser tilers follow.
- for (int tilerLevel = 0; tilerLevel < DeferredConfig.kTilerDepth; ++tilerLevel)
- {
- int scale = (int)Mathf.Pow(DeferredConfig.kTilerSubdivisions, tilerLevel);
- m_Tilers[tilerLevel] = new DeferredTiler(
- DeferredConfig.kTilePixelWidth * scale,
- DeferredConfig.kTilePixelHeight * scale,
- DeferredConfig.kAvgLightPerTile * scale * scale,
- tilerLevel
- );
- m_TileDataCapacities[tilerLevel] = 0; // not known yet
- }
- this.AccurateGbufferNormals = true;
- this.TiledDeferredShading = true;
- this.UseJobSystem = true;
- m_HasTileVisLights = false;
- this.UseRenderPass = useNativeRenderPass;
- m_LightCookieManager = initParams.lightCookieManager;
- }
- internal ref DeferredTiler GetTiler(int i)
- {
- return ref m_Tilers[i];
- }
- internal void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- Profiler.BeginSample(k_SetupLights);
- DeferredShaderData.instance.ResetBuffers();
- Camera camera = renderingData.cameraData.camera;
- // Support for dynamic resolution.
- this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * renderingData.cameraData.cameraTargetDescriptor.width) : renderingData.cameraData.cameraTargetDescriptor.width;
- this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * renderingData.cameraData.cameraTargetDescriptor.height) : renderingData.cameraData.cameraTargetDescriptor.height;
- if (this.TiledDeferredShading)
- {
- // Precompute tile data again if the camera projection or the screen resolution has changed.
- if (m_CachedRenderWidth != this.RenderWidth
- || m_CachedRenderHeight != this.RenderHeight
- || m_CachedProjectionMatrix != renderingData.cameraData.camera.projectionMatrix)
- {
- m_CachedRenderWidth = this.RenderWidth;
- m_CachedRenderHeight = this.RenderHeight;
- m_CachedProjectionMatrix = renderingData.cameraData.camera.projectionMatrix;
- for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
- {
- m_Tilers[tilerIndex].PrecomputeTiles(renderingData.cameraData.camera.projectionMatrix,
- renderingData.cameraData.camera.orthographic, m_CachedRenderWidth, m_CachedRenderHeight);
- }
- }
- // Allocate temporary resources for each hierarchical tiler.
- for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
- m_Tilers[tilerIndex].Setup(m_TileDataCapacities[tilerIndex]);
- }
- // Will hold punctual lights that will be rendered using tiles.
- NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights;
- // inspect lights in renderingData.lightData.visibleLights and convert them to entries in prePunctualLights OR m_stencilVisLights
- // currently we store point lights and spot lights that can be rendered by TiledDeferred, in the same prePunctualLights list
- PrecomputeLights(
- out prePunctualLights,
- out m_stencilVisLights,
- out m_stencilVisLightOffsets,
- ref renderingData.lightData.visibleLights,
- renderingData.lightData.additionalLightsCount != 0 || renderingData.lightData.mainLightIndex >= 0,
- renderingData.cameraData.camera.worldToCameraMatrix,
- renderingData.cameraData.camera.orthographic,
- renderingData.cameraData.camera.nearClipPlane
- );
- {
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingSetupLightConstants))
- {
- // Shared uniform constants for all lights.
- SetupShaderLightConstants(cmd, ref renderingData);
- #if UNITY_EDITOR
- // This flag is used to strip mixed lighting shader variants when a player is built.
- // All shader variants are available in the editor.
- bool supportsMixedLighting = true;
- #else
- bool supportsMixedLighting = renderingData.lightData.supportsMixedLighting;
- #endif
- // Setup global keywords.
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, this.AccurateGbufferNormals);
- bool isShadowMask = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.ShadowMask;
- bool isShadowMaskAlways = isShadowMask && QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
- bool isSubtractive = supportsMixedLighting && this.MixedLightingSetup == MixedLightingSetup.Subtractive;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightmapShadowMixing, isSubtractive || isShadowMaskAlways);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ShadowsShadowMask, isShadowMask);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MixedLightingSubtractive, isSubtractive); // Backward compatibility
- // This should be moved to a more global scope when framebuffer fetch is introduced to more passes
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.RenderPassEnabled, this.UseRenderPass && renderingData.cameraData.cameraType == CameraType.Game);
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- if (this.TiledDeferredShading)
- {
- // Sort lights front to back.
- // This allows a further optimisation where per-tile light lists can be more easily trimmed on both ends in the vertex shading instancing the tiles.
- SortLights(ref prePunctualLights);
- NativeArray<ushort> defaultIndices = new NativeArray<ushort>(prePunctualLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- for (int i = 0; i < prePunctualLights.Length; ++i)
- defaultIndices[i] = (ushort)i;
- NativeArray<uint> defaultHeaders = new NativeArray<uint>(2, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- defaultHeaders[0] = 0; // tileHeaders offset
- defaultHeaders[1] = (uint)prePunctualLights.Length; // tileHeaders count
- // Cull tile-friendly lights into the coarse tile structure.
- ref DeferredTiler coarsestTiler = ref m_Tilers[m_Tilers.Length - 1];
- if (m_Tilers.Length != 1)
- {
- NativeArray<JobHandle> jobHandles = new NativeArray<JobHandle>();
- int jobOffset = 0;
- int jobCount = 0;
- if (this.UseJobSystem)
- {
- int totalJobCount = 1;
- for (int t = m_Tilers.Length - 1; t > 0; --t)
- {
- ref DeferredTiler coarseTiler = ref m_Tilers[t];
- totalJobCount += coarseTiler.TileXCount * coarseTiler.TileYCount;
- }
- jobHandles = new NativeArray<JobHandle>(totalJobCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- }
- // Fill coarsestTiler.m_Tiles with for each tile, a list of lightIndices from prePunctualLights that intersect the tile
- CullLightsJob coarsestJob = new CullLightsJob
- {
- tiler = coarsestTiler,
- prePunctualLights = prePunctualLights,
- coarseTiles = defaultIndices,
- coarseTileHeaders = defaultHeaders,
- coarseHeaderOffset = 0,
- istart = 0,
- iend = coarsestTiler.TileXCount,
- jstart = 0,
- jend = coarsestTiler.TileYCount,
- };
- if (this.UseJobSystem)
- {
- jobHandles[jobCount++] = coarsestJob.Schedule();
- // Start this job now, as the main thread will be busy setting up all the dependent jobs.
- JobHandle.ScheduleBatchedJobs();
- }
- else
- coarsestJob.Execute();
- // Filter to fine tile structure.
- for (int t = m_Tilers.Length - 1; t > 0; --t)
- {
- ref DeferredTiler fineTiler = ref m_Tilers[t - 1];
- ref DeferredTiler coarseTiler = ref m_Tilers[t];
- int fineTileXCount = fineTiler.TileXCount;
- int fineTileYCount = fineTiler.TileYCount;
- int coarseTileXCount = coarseTiler.TileXCount;
- int coarseTileYCount = coarseTiler.TileYCount;
- int subdivX = (t == m_Tilers.Length - 1) ? coarseTileXCount : DeferredConfig.kTilerSubdivisions;
- int subdivY = (t == m_Tilers.Length - 1) ? coarseTileYCount : DeferredConfig.kTilerSubdivisions;
- int superCoarseTileXCount = (coarseTileXCount + subdivX - 1) / subdivX;
- int superCoarseTileYCount = (coarseTileYCount + subdivY - 1) / subdivY;
- NativeArray<ushort> coarseTiles = coarseTiler.Tiles;
- NativeArray<uint> coarseTileHeaders = coarseTiler.TileHeaders;
- int fineStepX = coarseTiler.TilePixelWidth / fineTiler.TilePixelWidth;
- int fineStepY = coarseTiler.TilePixelHeight / fineTiler.TilePixelHeight;
- for (int j = 0; j < coarseTileYCount; ++j)
- for (int i = 0; i < coarseTileXCount; ++i)
- {
- int fine_istart = i * fineStepX;
- int fine_jstart = j * fineStepY;
- int fine_iend = Mathf.Min(fine_istart + fineStepX, fineTileXCount);
- int fine_jend = Mathf.Min(fine_jstart + fineStepY, fineTileYCount);
- int coarseHeaderOffset = coarseTiler.GetTileHeaderOffset(i, j);
- CullLightsJob job = new CullLightsJob
- {
- tiler = m_Tilers[t - 1],
- prePunctualLights = prePunctualLights,
- coarseTiles = coarseTiles,
- coarseTileHeaders = coarseTileHeaders,
- coarseHeaderOffset = coarseHeaderOffset,
- istart = fine_istart,
- iend = fine_iend,
- jstart = fine_jstart,
- jend = fine_jend,
- };
- if (this.UseJobSystem)
- jobHandles[jobCount++] = job.Schedule(jobHandles[jobOffset + (i / subdivX) + (j / subdivY) * superCoarseTileXCount]);
- else
- job.Execute();
- }
- jobOffset += superCoarseTileXCount * superCoarseTileYCount;
- }
- if (this.UseJobSystem)
- {
- JobHandle.CompleteAll(jobHandles);
- jobHandles.Dispose();
- }
- }
- else
- {
- coarsestTiler.CullFinalLights(
- ref prePunctualLights,
- ref defaultIndices, 0, prePunctualLights.Length,
- 0, coarsestTiler.TileXCount, 0, coarsestTiler.TileYCount
- );
- }
- defaultIndices.Dispose();
- defaultHeaders.Dispose();
- }
- // We don't need this array anymore as all the lights have been inserted into the tile-grid structures.
- if (prePunctualLights.IsCreated)
- prePunctualLights.Dispose();
- Profiler.EndSample();
- }
- internal void ResolveMixedLightingMode(ref RenderingData renderingData)
- {
- // Find the mixed lighting mode. This is the same logic as ForwardLights.
- this.MixedLightingSetup = MixedLightingSetup.None;
- #if !UNITY_EDITOR
- // This flag is used to strip mixed lighting shader variants when a player is built.
- // All shader variants are available in the editor.
- if (renderingData.lightData.supportsMixedLighting)
- #endif
- {
- NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
- for (int lightIndex = 0; lightIndex < renderingData.lightData.visibleLights.Length && this.MixedLightingSetup == MixedLightingSetup.None; ++lightIndex)
- {
- Light light = visibleLights[lightIndex].light;
- if (light != null
- && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed
- && light.shadows != LightShadows.None)
- {
- switch (light.bakingOutput.mixedLightingMode)
- {
- case MixedLightingMode.Subtractive:
- this.MixedLightingSetup = MixedLightingSetup.Subtractive;
- break;
- case MixedLightingMode.Shadowmask:
- this.MixedLightingSetup = MixedLightingSetup.ShadowMask;
- break;
- }
- }
- }
- }
- // Once the mixed lighting mode has been discovered, we know how many MRTs we need for the gbuffer.
- // Subtractive mixed lighting requires shadowMask output, which is actually used to store unity_ProbesOcclusion values.
- CreateGbufferAttachments();
- }
- // In cases when custom pass is injected between GBuffer and Deferred passes we need to fallback
- // To non-renderpass path in the middle of setup, which means recreating the gbuffer attachments as well due to GBuffer4 used for RenderPass
- internal void DisableFramebufferFetchInput()
- {
- this.UseRenderPass = false;
- CreateGbufferAttachments();
- }
- internal void CreateGbufferAttachments()
- {
- int gbufferSliceCount = this.GBufferSliceCount;
- if (this.GbufferAttachments == null || this.GbufferAttachments.Length != gbufferSliceCount)
- {
- this.GbufferAttachments = new RenderTargetHandle[gbufferSliceCount];
- for (int i = 0; i < gbufferSliceCount; ++i)
- this.GbufferAttachments[i].Init(k_GBufferNames[i]);
- }
- }
- internal bool IsRuntimeSupportedThisFrame()
- {
- // GBuffer slice count can change depending actual geometry/light being rendered.
- // For instance, we only bind shadowMask RT if the scene supports mix lighting and at least one visible light has subtractive mixed ligting mode.
- return this.GBufferSliceCount <= SystemInfo.supportedRenderTargetCount && !DeferredConfig.IsOpenGL && !DeferredConfig.IsDX10;
- }
- public void Setup(ref RenderingData renderingData,
- AdditionalLightsShadowCasterPass additionalLightsShadowCasterPass,
- bool hasDepthPrepass,
- bool hasNormalPrepass,
- RenderTargetHandle depthCopyTexture,
- RenderTargetHandle depthInfoTexture,
- RenderTargetHandle tileDepthInfoTexture,
- RenderTargetHandle depthAttachment,
- RenderTargetHandle colorAttachment)
- {
- m_AdditionalLightsShadowCasterPass = additionalLightsShadowCasterPass;
- this.HasDepthPrepass = hasDepthPrepass;
- this.HasNormalPrepass = hasNormalPrepass;
- this.DepthCopyTexture = depthCopyTexture;
- this.DepthInfoTexture = depthInfoTexture;
- this.TileDepthInfoTexture = tileDepthInfoTexture;
- this.GbufferAttachments[this.GBufferLightingIndex] = colorAttachment;
- this.DepthAttachment = depthAttachment;
- this.DepthCopyTextureIdentifier = this.DepthCopyTexture.Identifier();
- this.DepthInfoTextureIdentifier = this.DepthInfoTexture.Identifier();
- this.TileDepthInfoTextureIdentifier = this.TileDepthInfoTexture.Identifier();
- if (this.GbufferAttachmentIdentifiers == null || this.GbufferAttachmentIdentifiers.Length != this.GbufferAttachments.Length)
- {
- this.GbufferAttachmentIdentifiers = new RenderTargetIdentifier[this.GbufferAttachments.Length];
- this.GbufferFormats = new GraphicsFormat[this.GbufferAttachments.Length];
- }
- for (int i = 0; i < this.GbufferAttachments.Length; ++i)
- {
- this.GbufferAttachmentIdentifiers[i] = this.GbufferAttachments[i].Identifier();
- this.GbufferFormats[i] = this.GetGBufferFormat(i);
- }
- if (this.DeferredInputAttachments == null && this.UseRenderPass && this.GbufferAttachments.Length >= 5)
- {
- this.DeferredInputAttachments = new RenderTargetIdentifier[4]
- {
- this.GbufferAttachmentIdentifiers[0], this.GbufferAttachmentIdentifiers[1],
- this.GbufferAttachmentIdentifiers[2], this.GbufferAttachmentIdentifiers[4]
- };
- this.DeferredInputIsTransient = new bool[4]
- {
- true, true, true, false
- };
- }
- this.DepthAttachmentIdentifier = depthAttachment.Identifier();
- #if ENABLE_VR && ENABLE_XR_MODULE
- // In XR SinglePassInstance mode, the RTs are texture-array and all slices must be bound.
- if (renderingData.cameraData.xr.enabled)
- {
- this.DepthCopyTextureIdentifier = new RenderTargetIdentifier(this.DepthCopyTextureIdentifier, 0, CubemapFace.Unknown, -1);
- this.DepthInfoTextureIdentifier = new RenderTargetIdentifier(this.DepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
- this.TileDepthInfoTextureIdentifier = new RenderTargetIdentifier(this.TileDepthInfoTextureIdentifier, 0, CubemapFace.Unknown, -1);
- for (int i = 0; i < this.GbufferAttachmentIdentifiers.Length; ++i)
- this.GbufferAttachmentIdentifiers[i] = new RenderTargetIdentifier(this.GbufferAttachmentIdentifiers[i], 0, CubemapFace.Unknown, -1);
- this.DepthAttachmentIdentifier = new RenderTargetIdentifier(this.DepthAttachmentIdentifier, 0, CubemapFace.Unknown, -1);
- }
- #endif
- m_HasTileVisLights = this.TiledDeferredShading && CheckHasTileLights(ref renderingData.lightData.visibleLights);
- }
- public void OnCameraCleanup(CommandBuffer cmd)
- {
- // Disable any global keywords setup in SetupLights().
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._GBUFFER_NORMALS_OCT, false);
- for (int tilerIndex = 0; tilerIndex < m_Tilers.Length; ++tilerIndex)
- {
- m_TileDataCapacities[tilerIndex] = max(m_TileDataCapacities[tilerIndex], m_Tilers[tilerIndex].TileDataCapacity);
- m_Tilers[tilerIndex].OnCameraCleanup();
- }
- if (m_stencilVisLights.IsCreated)
- m_stencilVisLights.Dispose();
- if (m_stencilVisLightOffsets.IsCreated)
- m_stencilVisLightOffsets.Dispose();
- }
- internal static StencilState OverwriteStencil(StencilState s, int stencilWriteMask)
- {
- if (!s.enabled)
- {
- return new StencilState(
- true,
- 0, (byte)stencilWriteMask,
- CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
- CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
- );
- }
- CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
- CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
- StencilOp passFront = s.passOperationFront;
- StencilOp failFront = s.failOperationFront;
- StencilOp zfailFront = s.zFailOperationFront;
- StencilOp passBack = s.passOperationBack;
- StencilOp failBack = s.failOperationBack;
- StencilOp zfailBack = s.zFailOperationBack;
- return new StencilState(
- true,
- (byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
- funcFront, passFront, failFront, zfailFront,
- funcBack, passBack, failBack, zfailBack
- );
- }
- internal static RenderStateBlock OverwriteStencil(RenderStateBlock block, int stencilWriteMask, int stencilRef)
- {
- if (!block.stencilState.enabled)
- {
- block.stencilState = new StencilState(
- true,
- 0, (byte)stencilWriteMask,
- CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep,
- CompareFunction.Always, StencilOp.Replace, StencilOp.Keep, StencilOp.Keep
- );
- }
- else
- {
- StencilState s = block.stencilState;
- CompareFunction funcFront = s.compareFunctionFront != CompareFunction.Disabled ? s.compareFunctionFront : CompareFunction.Always;
- CompareFunction funcBack = s.compareFunctionBack != CompareFunction.Disabled ? s.compareFunctionBack : CompareFunction.Always;
- StencilOp passFront = s.passOperationFront;
- StencilOp failFront = s.failOperationFront;
- StencilOp zfailFront = s.zFailOperationFront;
- StencilOp passBack = s.passOperationBack;
- StencilOp failBack = s.failOperationBack;
- StencilOp zfailBack = s.zFailOperationBack;
- block.stencilState = new StencilState(
- true,
- (byte)(s.readMask & 0x0F), (byte)(s.writeMask | stencilWriteMask),
- funcFront, passFront, failFront, zfailFront,
- funcBack, passBack, failBack, zfailBack
- );
- }
- block.mask |= RenderStateMask.Stencil;
- block.stencilReference = (block.stencilReference & (int)StencilUsage.UserMask) | stencilRef;
- return block;
- }
- internal bool HasTileLights()
- {
- return m_HasTileVisLights;
- }
- internal bool HasTileDepthRangeExtraPass()
- {
- ref DeferredTiler tiler = ref m_Tilers[0];
- int tilePixelWidth = tiler.TilePixelWidth;
- int tilePixelHeight = tiler.TilePixelHeight;
- int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
- return DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel;
- }
- internal void ExecuteTileDepthInfoPass(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- if (m_TileDepthInfoMaterial == null)
- {
- Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
- return;
- }
- Assertions.Assert.IsTrue(
- m_Tilers[0].TilePixelWidth == m_Tilers[0].TilePixelHeight || DeferredConfig.kTileDepthInfoIntermediateLevel <= 0,
- "for non square tiles, cannot use intermediate mip level for TileDepthInfo texture generation (todo)"
- );
- uint invalidDepthRange = (uint)Mathf.FloatToHalf(-2.0f) | (((uint)Mathf.FloatToHalf(-1.0f)) << 16);
- ref DeferredTiler tiler = ref m_Tilers[0];
- int tileXCount = tiler.TileXCount;
- int tileYCount = tiler.TileYCount;
- int tilePixelWidth = tiler.TilePixelWidth;
- int tilePixelHeight = tiler.TilePixelHeight;
- int tileMipLevel = (int)Mathf.Log(Mathf.Min(tilePixelWidth, tilePixelHeight), 2);
- int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel >= 0 && DeferredConfig.kTileDepthInfoIntermediateLevel < tileMipLevel ? DeferredConfig.kTileDepthInfoIntermediateLevel : tileMipLevel;
- int tileShiftMipLevel = tileMipLevel - intermediateMipLevel;
- int alignment = 1 << intermediateMipLevel;
- int depthInfoWidth = (this.RenderWidth + alignment - 1) >> intermediateMipLevel;
- int depthInfoHeight = (this.RenderHeight + alignment - 1) >> intermediateMipLevel;
- NativeArray<ushort> tiles = tiler.Tiles;
- NativeArray<uint> tileHeaders = tiler.TileHeaders;
- NativeArray<uint> depthRanges = new NativeArray<uint>(m_MaxDepthRangePerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
- {
- RenderTargetIdentifier depthSurface = this.DepthAttachmentIdentifier;
- RenderTargetIdentifier depthInfoSurface = (tileMipLevel == intermediateMipLevel) ? this.TileDepthInfoTextureIdentifier : this.DepthInfoTextureIdentifier;
- cmd.SetGlobalTexture(ShaderConstants._DepthTex, depthSurface);
- cmd.SetGlobalVector(ShaderConstants._DepthTexSize, new Vector4(this.RenderWidth, this.RenderHeight, 1.0f / this.RenderWidth, 1.0f / this.RenderHeight));
- cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
- cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
- cmd.SetGlobalInt(ShaderConstants._SourceShiftX, intermediateMipLevel);
- cmd.SetGlobalInt(ShaderConstants._SourceShiftY, intermediateMipLevel);
- cmd.SetGlobalInt(ShaderConstants._TileShiftX, tileShiftMipLevel);
- cmd.SetGlobalInt(ShaderConstants._TileShiftY, tileShiftMipLevel);
- Matrix4x4 proj = renderingData.cameraData.camera.projectionMatrix;
- Matrix4x4 clip = new Matrix4x4(new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 0.5f, 0), new Vector4(0, 0, 0.5f, 1));
- Matrix4x4 projScreenInv = Matrix4x4.Inverse(clip * proj);
- cmd.SetGlobalVector(ShaderConstants._unproject0, projScreenInv.GetRow(2));
- cmd.SetGlobalVector(ShaderConstants._unproject1, projScreenInv.GetRow(3));
- string shaderVariant = null;
- if (tilePixelWidth == tilePixelHeight)
- {
- if (intermediateMipLevel == 1)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
- else if (intermediateMipLevel == 2)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
- else if (intermediateMipLevel == 3)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
- else if (intermediateMipLevel == 4)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_16;
- }
- if (shaderVariant != null)
- cmd.EnableShaderKeyword(shaderVariant);
- int tileY = 0;
- int tileYIncrement = (DeferredConfig.UseCBufferForDepthRange ? DeferredConfig.kPreferredCBufferSize : DeferredConfig.kPreferredStructuredBufferSize) / (tileXCount * 4);
- while (tileY < tileYCount)
- {
- int tileYEnd = Mathf.Min(tileYCount, tileY + tileYIncrement);
- for (int j = tileY; j < tileYEnd; ++j)
- {
- for (int i = 0; i < tileXCount; ++i)
- {
- int headerOffset = tiler.GetTileHeaderOffset(i, j);
- int tileLightCount = (int)tileHeaders[headerOffset + 1];
- uint listDepthRange = tileLightCount == 0 ? invalidDepthRange : tileHeaders[headerOffset + 2];
- depthRanges[i + (j - tileY) * tileXCount] = listDepthRange;
- }
- }
- ComputeBuffer _depthRanges = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxDepthRangePerBatch, DeferredConfig.UseCBufferForDepthRange);
- _depthRanges.SetData(depthRanges, 0, 0, depthRanges.Length);
- if (DeferredConfig.UseCBufferForDepthRange)
- cmd.SetGlobalConstantBuffer(_depthRanges, ShaderConstants.UDepthRanges, 0, m_MaxDepthRangePerBatch * 4);
- else
- cmd.SetGlobalBuffer(ShaderConstants._DepthRanges, _depthRanges);
- cmd.SetGlobalInt(ShaderConstants._tileXCount, tileXCount);
- cmd.SetGlobalInt(ShaderConstants._DepthRangeOffset, tileY * tileXCount);
- cmd.EnableScissorRect(new Rect(0, tileY << tileShiftMipLevel, depthInfoWidth, (tileYEnd - tileY) << tileShiftMipLevel));
- cmd.Blit(depthSurface, depthInfoSurface, m_TileDepthInfoMaterial, 0);
- tileY = tileYEnd;
- }
- cmd.DisableScissorRect();
- if (shaderVariant != null)
- cmd.DisableShaderKeyword(shaderVariant);
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- depthRanges.Dispose();
- }
- internal void ExecuteDownsampleBitmaskPass(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- if (m_TileDepthInfoMaterial == null)
- {
- Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDepthInfoMaterial, GetType().Name);
- return;
- }
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingTileDepthInfo))
- {
- RenderTargetIdentifier depthInfoSurface = this.DepthInfoTextureIdentifier;
- RenderTargetIdentifier tileDepthInfoSurface = this.TileDepthInfoTextureIdentifier;
- ref DeferredTiler tiler = ref m_Tilers[0];
- int tilePixelWidth = tiler.TilePixelWidth;
- int tilePixelHeight = tiler.TilePixelHeight;
- int tileWidthLevel = (int)Mathf.Log(tilePixelWidth, 2);
- int tileHeightLevel = (int)Mathf.Log(tilePixelHeight, 2);
- int intermediateMipLevel = DeferredConfig.kTileDepthInfoIntermediateLevel;
- int diffWidthLevel = tileWidthLevel - intermediateMipLevel;
- int diffHeightLevel = tileHeightLevel - intermediateMipLevel;
- cmd.SetGlobalTexture(ShaderConstants._BitmaskTex, depthInfoSurface);
- cmd.SetGlobalInt(ShaderConstants._DownsamplingWidth, tilePixelWidth);
- cmd.SetGlobalInt(ShaderConstants._DownsamplingHeight, tilePixelHeight);
- int alignment = 1 << DeferredConfig.kTileDepthInfoIntermediateLevel;
- int depthInfoWidth = (this.RenderWidth + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
- int depthInfoHeight = (this.RenderHeight + alignment - 1) >> DeferredConfig.kTileDepthInfoIntermediateLevel;
- cmd.SetGlobalVector("_BitmaskTexSize", new Vector4(depthInfoWidth, depthInfoHeight, 1.0f / depthInfoWidth, 1.0f / depthInfoHeight));
- string shaderVariant = null;
- if (diffWidthLevel == 1 && diffHeightLevel == 1)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_2;
- else if (diffWidthLevel == 2 && diffHeightLevel == 2)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_4;
- else if (diffWidthLevel == 3 && diffHeightLevel == 3)
- shaderVariant = ShaderKeywordStrings.DOWNSAMPLING_SIZE_8;
- if (shaderVariant != null)
- cmd.EnableShaderKeyword(shaderVariant);
- cmd.Blit(depthInfoSurface, tileDepthInfoSurface, m_TileDepthInfoMaterial, 1);
- if (shaderVariant != null)
- cmd.DisableShaderKeyword(shaderVariant);
- }
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- internal void ClearStencilPartial(CommandBuffer cmd)
- {
- if (m_FullscreenMesh == null)
- m_FullscreenMesh = CreateFullscreenMesh();
- using (new ProfilingScope(cmd, m_ProfilingSamplerClearStencilPartialPass))
- {
- cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.ClearStencilPartial]);
- }
- }
- internal void ExecuteDeferredPass(ScriptableRenderContext context, ref RenderingData renderingData)
- {
- // Workaround for bug.
- // When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
- // materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
- // which prevents from resolving correct pass indices.
- if (m_StencilDeferredPasses[0] < 0)
- InitStencilDeferredMaterial();
- CommandBuffer cmd = CommandBufferPool.Get();
- using (new ProfilingScope(cmd, m_ProfilingDeferredPass))
- {
- // This does 2 things:
- // - baked geometry are skipped (do not receive dynamic lighting)
- // - non-baked geometry (== non-static geometry) use shadowMask/occlusionProbes to emulate baked shadows influences.
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, this.UseShadowMask);
- // This must be set for each eye in XR mode multipass.
- SetupMatrixConstants(cmd, ref renderingData);
- // Firt directional light will apply SSAO if possible, unless there is none.
- if (!HasStencilLightsOfType(LightType.Directional))
- RenderSSAOBeforeShading(cmd, ref renderingData);
- // Stencil lights must be applied before tile light because main directional light may require to overwrite lighting buffer for SSAO.
- RenderStencilLights(context, cmd, ref renderingData);
- RenderTileLights(context, cmd, ref renderingData);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, false);
- // Legacy fog (Windows -> Rendering -> Lighting Settings -> Fog)
- RenderFog(context, cmd, ref renderingData);
- }
- // Restore shader keywords
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, renderingData.shadowData.isKeywordAdditionalLightShadowsEnabled);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, renderingData.shadowData.isKeywordSoftShadowsEnabled);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, m_LightCookieManager.IsKeywordLightCookieEnabled);
- context.ExecuteCommandBuffer(cmd);
- CommandBufferPool.Release(cmd);
- }
- // adapted from ForwardLights.SetupShaderLightConstants
- void SetupShaderLightConstants(CommandBuffer cmd, ref RenderingData renderingData)
- {
- // Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
- // Universal Forward pipeline only supports a single shadow light, if available it will be the main light.
- SetupMainLightConstants(cmd, ref renderingData.lightData);
- }
- // adapted from ForwardLights.SetupShaderLightConstants
- void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
- {
- if (lightData.mainLightIndex < 0)
- return;
- Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
- UniversalRenderPipeline.InitializeLightConstants_Common(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
- var additionalLightData = lightData.visibleLights[lightData.mainLightIndex].light.GetUniversalAdditionalLightData();
- uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
- cmd.SetGlobalVector(ShaderConstants._MainLightPosition, lightPos);
- cmd.SetGlobalVector(ShaderConstants._MainLightColor, lightColor);
- cmd.SetGlobalInt(ShaderConstants._MainLightLayerMask, (int)lightLayerMask);
- }
- void SetupMatrixConstants(CommandBuffer cmd, ref RenderingData renderingData)
- {
- ref CameraData cameraData = ref renderingData.cameraData;
- #if ENABLE_VR && ENABLE_XR_MODULE
- int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
- #else
- int eyeCount = 1;
- #endif
- Matrix4x4[] screenToWorld = m_ScreenToWorld; // deferred shaders expects 2 elements
- for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
- {
- Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex);
- Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex);
- Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(proj, false);
- // xy coordinates in range [-1; 1] go to pixel coordinates.
- Matrix4x4 toScreen = new Matrix4x4(
- new Vector4(0.5f * this.RenderWidth, 0.0f, 0.0f, 0.0f),
- new Vector4(0.0f, 0.5f * this.RenderHeight, 0.0f, 0.0f),
- new Vector4(0.0f, 0.0f, 1.0f, 0.0f),
- new Vector4(0.5f * this.RenderWidth, 0.5f * this.RenderHeight, 0.0f, 1.0f)
- );
- Matrix4x4 zScaleBias = Matrix4x4.identity;
- if (DeferredConfig.IsOpenGL)
- {
- // We need to manunally adjust z in NDC space from [-1; 1] to [0; 1] (storage in depth texture).
- zScaleBias = new Matrix4x4(
- new Vector4(1.0f, 0.0f, 0.0f, 0.0f),
- new Vector4(0.0f, 1.0f, 0.0f, 0.0f),
- new Vector4(0.0f, 0.0f, 0.5f, 0.0f),
- new Vector4(0.0f, 0.0f, 0.5f, 1.0f)
- );
- }
- screenToWorld[eyeIndex] = Matrix4x4.Inverse(toScreen * zScaleBias * gpuProj * view);
- }
- cmd.SetGlobalMatrixArray(ShaderConstants._ScreenToWorld, screenToWorld);
- }
- void SortLights(ref NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights)
- {
- DeferredTiler.PrePunctualLight[] array = prePunctualLights.ToArray(); // TODO Use NativeArrayExtensions and avoid dynamic memory allocation.
- System.Array.Sort<DeferredTiler.PrePunctualLight>(array, new SortPrePunctualLight());
- prePunctualLights.CopyFrom(array);
- }
- bool CheckHasTileLights(ref NativeArray<VisibleLight> visibleLights)
- {
- for (int visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
- {
- if (IsTileLight(visibleLights[visLightIndex]))
- return true;
- }
- return false;
- }
- void PrecomputeLights(out NativeArray<DeferredTiler.PrePunctualLight> prePunctualLights,
- out NativeArray<ushort> stencilVisLights,
- out NativeArray<ushort> stencilVisLightOffsets,
- ref NativeArray<VisibleLight> visibleLights,
- bool hasAdditionalLights,
- Matrix4x4 view,
- bool isOrthographic,
- float zNear)
- {
- const int lightTypeCount = (int)LightType.Disc + 1;
- if (!hasAdditionalLights)
- {
- prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- stencilVisLights = new NativeArray<ushort>(0, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- for (int i = 0; i < lightTypeCount; ++i)
- stencilVisLightOffsets[i] = k_InvalidLightOffset;
- return;
- }
- // number of supported lights rendered by the TileDeferred system, for each light type (Spot, Directional, Point, Area, Rectangle, Disc, plus one slot at the end)
- NativeArray<int> tileLightOffsets = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
- NativeArray<int> tileLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
- NativeArray<int> stencilLightCounts = new NativeArray<int>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
- stencilVisLightOffsets = new NativeArray<ushort>(lightTypeCount, Allocator.Temp, NativeArrayOptions.ClearMemory);
- // Count the number of lights per type.
- for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
- {
- VisibleLight vl = visibleLights[visLightIndex];
- if (this.TiledDeferredShading && IsTileLight(vl))
- ++tileLightOffsets[(int)vl.lightType];
- else // All remaining lights are processed as stencil volumes.
- ++stencilVisLightOffsets[(int)vl.lightType];
- }
- int totalTileLightCount = tileLightOffsets[(int)LightType.Point] + tileLightOffsets[(int)LightType.Spot];
- int totalStencilLightCount = stencilVisLightOffsets[(int)LightType.Spot] + stencilVisLightOffsets[(int)LightType.Directional] + stencilVisLightOffsets[(int)LightType.Point];
- prePunctualLights = new NativeArray<DeferredTiler.PrePunctualLight>(totalTileLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- stencilVisLights = new NativeArray<ushort>(totalStencilLightCount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- // Calculate correct offsets now.
- for (int i = 0, toffset = 0; i < tileLightOffsets.Length; ++i)
- {
- int c = tileLightOffsets[i];
- tileLightOffsets[i] = toffset;
- toffset += c;
- }
- for (int i = 0, soffset = 0; i < stencilVisLightOffsets.Length; ++i)
- {
- if (stencilVisLightOffsets[i] == 0)
- stencilVisLightOffsets[i] = k_InvalidLightOffset;
- else
- {
- int c = stencilVisLightOffsets[i];
- stencilVisLightOffsets[i] = (ushort)soffset;
- soffset += c;
- }
- }
- // Precompute punctual light data.
- for (ushort visLightIndex = 0; visLightIndex < visibleLights.Length; ++visLightIndex)
- {
- VisibleLight vl = visibleLights[visLightIndex];
- if (this.TiledDeferredShading && IsTileLight(vl))
- {
- DeferredTiler.PrePunctualLight ppl;
- ppl.posVS = view.MultiplyPoint(vl.localToWorldMatrix.GetColumn(3)); // By convention, OpenGL RH coordinate space
- ppl.radius = vl.range;
- ppl.minDist = max(0.0f, length(ppl.posVS) - ppl.radius);
- ppl.screenPos = new Vector2(ppl.posVS.x, ppl.posVS.y);
- // Project on screen for perspective projections.
- if (!isOrthographic && ppl.posVS.z <= zNear)
- ppl.screenPos = ppl.screenPos * (-zNear / ppl.posVS.z);
- ppl.visLightIndex = visLightIndex;
- int i = tileLightCounts[(int)vl.lightType]++;
- prePunctualLights[tileLightOffsets[(int)vl.lightType] + i] = ppl;
- }
- else
- {
- // All remaining lights are processed as stencil volumes.
- int i = stencilLightCounts[(int)vl.lightType]++;
- stencilVisLights[stencilVisLightOffsets[(int)vl.lightType] + i] = visLightIndex;
- }
- }
- tileLightOffsets.Dispose();
- tileLightCounts.Dispose();
- stencilLightCounts.Dispose();
- }
- void RenderTileLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
- {
- if (!m_HasTileVisLights)
- return;
- if (m_TileDeferredMaterial == null)
- {
- Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_TileDeferredMaterial, GetType().Name);
- return;
- }
- // Workaround for bug.
- // When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but
- // materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available,
- // which prevents from resolving correct pass indices.
- if (m_TileDeferredPasses[0] < 0)
- InitTileDeferredMaterial();
- Profiler.BeginSample(k_DeferredTiledPass);
- // Allow max 256 draw calls for rendering all the batches of tiles
- DrawCall[] drawCalls = new DrawCall[256];
- int drawCallCount = 0;
- {
- ref DeferredTiler tiler = ref m_Tilers[0];
- int sizeof_TileData = 16;
- int sizeof_vec4_TileData = sizeof_TileData >> 4;
- int sizeof_PunctualLightData = System.Runtime.InteropServices.Marshal.SizeOf(typeof(PunctualLightData));
- int sizeof_vec4_PunctualLightData = sizeof_PunctualLightData >> 4;
- int tileXCount = tiler.TileXCount;
- int tileYCount = tiler.TileYCount;
- int maxLightPerTile = tiler.MaxLightPerTile;
- NativeArray<ushort> tiles = tiler.Tiles;
- NativeArray<uint> tileHeaders = tiler.TileHeaders;
- int instanceOffset = 0;
- int tileCount = 0;
- int lightCount = 0;
- int relLightIndices = 0;
- ComputeBuffer _tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
- ComputeBuffer _punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
- ComputeBuffer _relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
- NativeArray<uint4> tileList = new NativeArray<uint4>(m_MaxTilesPerBatch * sizeof_vec4_TileData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- NativeArray<uint4> punctualLightBuffer = new NativeArray<uint4>(m_MaxPunctualLightPerBatch * sizeof_vec4_PunctualLightData, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- NativeArray<uint> relLightList = new NativeArray<uint>(m_MaxRelLightIndicesPerBatch, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- // Acceleration structure to quickly find if a light has already been added to the uniform block data for the current draw call.
- NativeArray<ushort> trimmedLights = new NativeArray<ushort>(maxLightPerTile, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- NativeArray<ushort> visLightToRelLights = new NativeArray<ushort>(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
- BitArray usedLights = new BitArray(renderingData.lightData.visibleLights.Length, Allocator.Temp, NativeArrayOptions.ClearMemory);
- for (int j = 0; j < tileYCount; ++j)
- {
- for (int i = 0; i < tileXCount; ++i)
- {
- int tileOffset;
- int tileLightCount;
- tiler.GetTileOffsetAndCount(i, j, out tileOffset, out tileLightCount);
- if (tileLightCount == 0) // empty tile
- continue;
- // Find lights that are not in the batch yet.
- int trimmedLightCount = TrimLights(ref trimmedLights, ref tiles, tileOffset, tileLightCount, ref usedLights);
- Assertions.Assert.IsTrue(trimmedLightCount <= maxLightPerTile); // too many lights overlaps a tile
- // Checks whether one of the GPU buffers is reaching max capacity.
- // In that case, the draw call must be flushed and new GPU buffer(s) be allocated.
- bool tileListIsFull = (tileCount == m_MaxTilesPerBatch);
- bool lightBufferIsFull = (lightCount + trimmedLightCount > m_MaxPunctualLightPerBatch);
- bool relLightListIsFull = (relLightIndices + tileLightCount > m_MaxRelLightIndicesPerBatch);
- if (tileListIsFull || lightBufferIsFull || relLightListIsFull)
- {
- drawCalls[drawCallCount++] = new DrawCall
- {
- tileList = _tileList,
- punctualLightBuffer = _punctualLightBuffer,
- relLightList = _relLightList,
- tileListSize = tileCount * sizeof_TileData,
- punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
- relLightListSize = Align(relLightIndices, 4) * 4,
- instanceOffset = instanceOffset,
- instanceCount = tileCount - instanceOffset
- };
- if (tileListIsFull)
- {
- _tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
- _tileList = DeferredShaderData.instance.ReserveBuffer<TileData>(m_MaxTilesPerBatch, DeferredConfig.UseCBufferForTileList);
- tileCount = 0;
- }
- if (lightBufferIsFull)
- {
- _punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
- _punctualLightBuffer = DeferredShaderData.instance.ReserveBuffer<PunctualLightData>(m_MaxPunctualLightPerBatch, DeferredConfig.UseCBufferForLightData);
- lightCount = 0;
- // If punctualLightBuffer was reset, then all lights in the current tile must be added.
- trimmedLightCount = tileLightCount;
- for (int l = 0; l < tileLightCount; ++l)
- trimmedLights[l] = tiles[tileOffset + l];
- usedLights.Clear();
- }
- if (relLightListIsFull)
- {
- _relLightList.SetData(relLightList, 0, 0, relLightList.Length);
- _relLightList = DeferredShaderData.instance.ReserveBuffer<uint>(m_MaxRelLightIndicesPerBatch, DeferredConfig.UseCBufferForLightList);
- relLightIndices = 0;
- }
- instanceOffset = tileCount;
- }
- // Add TileData.
- int headerOffset = tiler.GetTileHeaderOffset(i, j);
- uint listBitMask = tileHeaders[headerOffset + 3];
- StoreTileData(ref tileList, tileCount, PackTileID((uint)i, (uint)j), listBitMask, (ushort)relLightIndices, (ushort)tileLightCount);
- ++tileCount;
- // Add newly discovered lights.
- for (int l = 0; l < trimmedLightCount; ++l)
- {
- int visLightIndex = trimmedLights[l];
- StorePunctualLightData(ref punctualLightBuffer, lightCount, ref renderingData.lightData.visibleLights, visLightIndex);
- visLightToRelLights[visLightIndex] = (ushort)lightCount;
- ++lightCount;
- usedLights.Set(visLightIndex, true);
- }
- // Add light list for the tile.
- for (int l = 0; l < tileLightCount; ++l)
- {
- ushort visLightIndex = tiles[tileOffset + l];
- ushort relLightBitRange = tiles[tileOffset + tileLightCount + l];
- ushort relLightIndex = visLightToRelLights[visLightIndex];
- relLightList[relLightIndices++] = (uint)relLightIndex | (uint)(relLightBitRange << 16);
- }
- }
- }
- int instanceCount = tileCount - instanceOffset;
- if (instanceCount > 0)
- {
- _tileList.SetData(tileList, 0, 0, tileList.Length); // Must pass complete array (restriction for binding Unity Constant Buffers)
- _punctualLightBuffer.SetData(punctualLightBuffer, 0, 0, punctualLightBuffer.Length);
- _relLightList.SetData(relLightList, 0, 0, relLightList.Length);
- drawCalls[drawCallCount++] = new DrawCall
- {
- tileList = _tileList,
- punctualLightBuffer = _punctualLightBuffer,
- relLightList = _relLightList,
- tileListSize = tileCount * sizeof_TileData,
- punctualLightBufferSize = lightCount * sizeof_PunctualLightData,
- relLightListSize = Align(relLightIndices, 4) * 4,
- instanceOffset = instanceOffset,
- instanceCount = instanceCount
- };
- }
- tileList.Dispose();
- punctualLightBuffer.Dispose();
- relLightList.Dispose();
- trimmedLights.Dispose();
- visLightToRelLights.Dispose();
- usedLights.Dispose();
- }
- // Now draw all tile batches.
- using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredTiledPass))
- {
- MeshTopology topology = DeferredConfig.kHasNativeQuadSupport ? MeshTopology.Quads : MeshTopology.Triangles;
- int vertexCount = DeferredConfig.kHasNativeQuadSupport ? 4 : 6;
- int tileWidth = m_Tilers[0].TilePixelWidth;
- int tileHeight = m_Tilers[0].TilePixelHeight;
- cmd.SetGlobalInt(ShaderConstants._TilePixelWidth, tileWidth);
- cmd.SetGlobalInt(ShaderConstants._TilePixelHeight, tileHeight);
- cmd.SetGlobalTexture(this.TileDepthInfoTexture.id, this.TileDepthInfoTextureIdentifier);
- for (int i = 0; i < drawCallCount; ++i)
- {
- DrawCall dc = drawCalls[i];
- if (DeferredConfig.UseCBufferForTileList)
- cmd.SetGlobalConstantBuffer(dc.tileList, ShaderConstants.UTileList, 0, dc.tileListSize);
- else
- cmd.SetGlobalBuffer(ShaderConstants._TileList, dc.tileList);
- if (DeferredConfig.UseCBufferForLightData)
- cmd.SetGlobalConstantBuffer(dc.punctualLightBuffer, ShaderConstants.UPunctualLightBuffer, 0, dc.punctualLightBufferSize);
- else
- cmd.SetGlobalBuffer(ShaderConstants._PunctualLightBuffer, dc.punctualLightBuffer);
- if (DeferredConfig.UseCBufferForLightList)
- cmd.SetGlobalConstantBuffer(dc.relLightList, ShaderConstants.URelLightList, 0, dc.relLightListSize);
- else
- cmd.SetGlobalBuffer(ShaderConstants._RelLightList, dc.relLightList);
- cmd.SetGlobalInt(ShaderConstants._InstanceOffset, dc.instanceOffset);
- cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualLit], topology, vertexCount, dc.instanceCount);
- cmd.DrawProcedural(Matrix4x4.identity, m_TileDeferredMaterial, m_TileDeferredPasses[(int)TileDeferredPasses.PunctualSimpleLit], topology, vertexCount, dc.instanceCount);
- }
- }
- Profiler.EndSample();
- }
- bool HasStencilLightsOfType(LightType type)
- {
- return m_stencilVisLightOffsets[(int)type] != k_InvalidLightOffset;
- }
- void RenderStencilLights(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
- {
- if (m_stencilVisLights.Length == 0)
- return;
- if (m_StencilDeferredMaterial == null)
- {
- Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_StencilDeferredMaterial, GetType().Name);
- return;
- }
- Profiler.BeginSample(k_DeferredStencilPass);
- using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredStencilPass))
- {
- NativeArray<VisibleLight> visibleLights = renderingData.lightData.visibleLights;
- if (HasStencilLightsOfType(LightType.Directional))
- RenderStencilDirectionalLights(cmd, ref renderingData, visibleLights, renderingData.lightData.mainLightIndex);
- if (HasStencilLightsOfType(LightType.Point))
- RenderStencilPointLights(cmd, ref renderingData, visibleLights);
- if (HasStencilLightsOfType(LightType.Spot))
- RenderStencilSpotLights(cmd, ref renderingData, visibleLights);
- }
- Profiler.EndSample();
- }
- void RenderStencilDirectionalLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights, int mainLightIndex)
- {
- if (m_FullscreenMesh == null)
- m_FullscreenMesh = CreateFullscreenMesh();
- cmd.EnableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
- // Directional lights.
- bool isFirstLight = true;
- // TODO bundle extra directional lights rendering by batches of 8.
- // Also separate shadow caster lights from non-shadow caster.
- for (int soffset = m_stencilVisLightOffsets[(int)LightType.Directional]; soffset < m_stencilVisLights.Length; ++soffset)
- {
- ushort visLightIndex = m_stencilVisLights[soffset];
- VisibleLight vl = visibleLights[visLightIndex];
- if (vl.lightType != LightType.Directional)
- break;
- Vector4 lightDir, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
- UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightDir, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
- int lightFlags = 0;
- if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
- lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
- var additionalLightData = vl.light.GetUniversalAdditionalLightData();
- uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
- // Setup shadow paramters:
- // - for the main light, they have already been setup globally, so nothing to do.
- // - for other directional lights, it is actually not supported by URP, but the code would look like this.
- bool hasDeferredShadows;
- if (visLightIndex == mainLightIndex)
- {
- hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, false);
- }
- else
- {
- int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
- hasDeferredShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredShadows);
- cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
- }
- bool hasSoftShadow = hasDeferredShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_FIRST_LIGHT, isFirstLight); // First directional light applies SSAO
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings._DEFERRED_MAIN_LIGHT, visLightIndex == mainLightIndex); // main directional light use different uniform constants from additional directional lights
- cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor); // VisibleLight.finalColor already returns color in active color space
- cmd.SetGlobalVector(ShaderConstants._LightDirection, lightDir);
- cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
- cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
- // Lighting pass.
- cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalLit]);
- cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.DirectionalSimpleLit]);
- isFirstLight = false;
- }
- cmd.DisableShaderKeyword(ShaderKeywordStrings._DIRECTIONAL);
- }
- void RenderStencilPointLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
- {
- if (m_SphereMesh == null)
- m_SphereMesh = CreateSphereMesh();
- cmd.EnableShaderKeyword(ShaderKeywordStrings._POINT);
- for (int soffset = m_stencilVisLightOffsets[(int)LightType.Point]; soffset < m_stencilVisLights.Length; ++soffset)
- {
- ushort visLightIndex = m_stencilVisLights[soffset];
- VisibleLight vl = visibleLights[visLightIndex];
- if (vl.lightType != LightType.Point)
- break;
- Vector3 posWS = vl.localToWorldMatrix.GetColumn(3);
- Matrix4x4 transformMatrix = new Matrix4x4(
- new Vector4(vl.range, 0.0f, 0.0f, 0.0f),
- new Vector4(0.0f, vl.range, 0.0f, 0.0f),
- new Vector4(0.0f, 0.0f, vl.range, 0.0f),
- new Vector4(posWS.x, posWS.y, posWS.z, 1.0f)
- );
- Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
- UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
- var additionalLightData = vl.light.GetUniversalAdditionalLightData();
- uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
- int lightFlags = 0;
- if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
- lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
- int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
- bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
- bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
- int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
- // We could test this in shader (static if) a variant (shader change) is undesirable. Same for spot light.
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
- cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
- cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
- cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
- cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
- cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
- cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
- cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
- cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
- // Stencil pass.
- cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
- // Lighting pass.
- cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
- cmd.DrawMesh(m_SphereMesh, transformMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
- }
- cmd.DisableShaderKeyword(ShaderKeywordStrings._POINT);
- }
- void RenderStencilSpotLights(CommandBuffer cmd, ref RenderingData renderingData, NativeArray<VisibleLight> visibleLights)
- {
- if (m_HemisphereMesh == null)
- m_HemisphereMesh = CreateHemisphereMesh();
- cmd.EnableShaderKeyword(ShaderKeywordStrings._SPOT);
- for (int soffset = m_stencilVisLightOffsets[(int)LightType.Spot]; soffset < m_stencilVisLights.Length; ++soffset)
- {
- ushort visLightIndex = m_stencilVisLights[soffset];
- VisibleLight vl = visibleLights[visLightIndex];
- if (vl.lightType != LightType.Spot)
- break;
- float alpha = Mathf.Deg2Rad * vl.spotAngle * 0.5f;
- float cosAlpha = Mathf.Cos(alpha);
- float sinAlpha = Mathf.Sin(alpha);
- // Artificially inflate the geometric shape to fit the analytic spot shape.
- // The tighter the spot shape, the lesser inflation is needed.
- float guard = Mathf.Lerp(1.0f, kStencilShapeGuard, sinAlpha);
- Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
- UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, visLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
- var additionalLightData = vl.light.GetUniversalAdditionalLightData();
- uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
- int lightFlags = 0;
- if (vl.light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
- lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
- int shadowLightIndex = m_AdditionalLightsShadowCasterPass != null ? m_AdditionalLightsShadowCasterPass.GetShadowLightIndexFromLightIndex(visLightIndex) : -1;
- bool hasDeferredLightShadows = vl.light && vl.light.shadows != LightShadows.None && shadowLightIndex >= 0;
- bool hasSoftShadow = hasDeferredLightShadows && renderingData.shadowData.supportsSoftShadows && vl.light.shadows == LightShadows.Soft;
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, hasDeferredLightShadows);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, hasSoftShadow);
- int cookieLightIndex = m_LightCookieManager.GetLightCookieShaderDataIndex(visLightIndex);
- CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.LightCookies, cookieLightIndex >= 0);
- cmd.SetGlobalVector(ShaderConstants._SpotLightScale, new Vector4(sinAlpha, sinAlpha, 1.0f - cosAlpha, vl.range));
- cmd.SetGlobalVector(ShaderConstants._SpotLightBias, new Vector4(0.0f, 0.0f, cosAlpha, 0.0f));
- cmd.SetGlobalVector(ShaderConstants._SpotLightGuard, new Vector4(guard, guard, guard, cosAlpha * vl.range));
- cmd.SetGlobalVector(ShaderConstants._LightPosWS, lightPos);
- cmd.SetGlobalVector(ShaderConstants._LightColor, lightColor);
- cmd.SetGlobalVector(ShaderConstants._LightAttenuation, lightAttenuation);
- cmd.SetGlobalVector(ShaderConstants._LightDirection, new Vector3(lightSpotDir.x, lightSpotDir.y, lightSpotDir.z));
- cmd.SetGlobalVector(ShaderConstants._LightOcclusionProbInfo, lightOcclusionChannel);
- cmd.SetGlobalInt(ShaderConstants._LightFlags, lightFlags);
- cmd.SetGlobalInt(ShaderConstants._ShadowLightIndex, shadowLightIndex);
- cmd.SetGlobalInt(ShaderConstants._LightLayerMask, (int)lightLayerMask);
- cmd.SetGlobalInt(ShaderConstants._CookieLightIndex, cookieLightIndex);
- // Stencil pass.
- cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.StencilVolume]);
- // Lighting pass.
- cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualLit]);
- cmd.DrawMesh(m_HemisphereMesh, vl.localToWorldMatrix, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.PunctualSimpleLit]);
- }
- cmd.DisableShaderKeyword(ShaderKeywordStrings._SPOT);
- }
- void RenderSSAOBeforeShading(CommandBuffer cmd, ref RenderingData renderingData)
- {
- if (m_FullscreenMesh == null)
- m_FullscreenMesh = CreateFullscreenMesh();
- cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.SSAOOnly]);
- }
- void RenderFog(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData)
- {
- // Legacy fog does not work in orthographic mode.
- if (!RenderSettings.fog || renderingData.cameraData.camera.orthographic)
- return;
- if (m_FullscreenMesh == null)
- m_FullscreenMesh = CreateFullscreenMesh();
- using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredFogPass))
- {
- // Fog parameters and shader variant keywords are already set externally.
- cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.Fog]);
- }
- }
- int TrimLights(ref NativeArray<ushort> trimmedLights, ref NativeArray<ushort> tiles, int offset, int lightCount, ref BitArray usedLights)
- {
- int trimCount = 0;
- for (int i = 0; i < lightCount; ++i)
- {
- ushort visLightIndex = tiles[offset + i];
- if (usedLights.IsSet(visLightIndex))
- continue;
- trimmedLights[trimCount++] = visLightIndex;
- }
- return trimCount;
- }
- void StorePunctualLightData(ref NativeArray<uint4> punctualLightBuffer, int storeIndex, ref NativeArray<VisibleLight> visibleLights, int index)
- {
- int lightFlags = 0;
- if (visibleLights[index].light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
- lightFlags |= (int)LightFlag.SubtractiveMixedLighting;
- // tile lights do not support shadows, so shadowLightIndex is -1.
- //int shadowLightIndex = -1;
- Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
- UniversalRenderPipeline.InitializeLightConstants_Common(visibleLights, index, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);
- var additionalLightData = visibleLights[index].light.GetUniversalAdditionalLightData();
- uint lightLayerMask = (uint)additionalLightData.lightLayerMask;
- punctualLightBuffer[storeIndex * 6 + 0] = new uint4(FloatToUInt(lightPos.x), FloatToUInt(lightPos.y), FloatToUInt(lightPos.z), FloatToUInt(visibleLights[index].range * visibleLights[index].range));
- punctualLightBuffer[storeIndex * 6 + 1] = new uint4(FloatToUInt(lightColor.x), FloatToUInt(lightColor.y), FloatToUInt(lightColor.z), 0);
- punctualLightBuffer[storeIndex * 6 + 2] = new uint4(FloatToUInt(lightAttenuation.x), FloatToUInt(lightAttenuation.y), FloatToUInt(lightAttenuation.z), FloatToUInt(lightAttenuation.w));
- punctualLightBuffer[storeIndex * 6 + 3] = new uint4(FloatToUInt(lightSpotDir.x), FloatToUInt(lightSpotDir.y), FloatToUInt(lightSpotDir.z), (uint)lightFlags);
- punctualLightBuffer[storeIndex * 6 + 4] = new uint4(FloatToUInt(lightOcclusionChannel.x), FloatToUInt(lightOcclusionChannel.y), FloatToUInt(lightOcclusionChannel.z), FloatToUInt(lightOcclusionChannel.w));
- punctualLightBuffer[storeIndex * 6 + 5] = new uint4(lightLayerMask, 0, 0, 0);
- }
- void StoreTileData(ref NativeArray<uint4> tileList, int storeIndex, uint tileID, uint listBitMask, ushort relLightOffset, ushort lightCount)
- {
- // See struct TileData in TileDeferred.shader.
- tileList[storeIndex] = new uint4 { x = tileID, y = listBitMask, z = relLightOffset | ((uint)lightCount << 16), w = 0 };
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- bool IsTileLight(VisibleLight visibleLight)
- {
- // tileDeferred might render a lot of point lights in the same draw call.
- // point light shadows require generating cube shadow maps in real-time, requiring extra CPU/GPU resources ; which can become expensive quickly
- return (visibleLight.lightType == LightType.Point && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None))
- || (visibleLight.lightType == LightType.Spot && (visibleLight.light == null || visibleLight.light.shadows == LightShadows.None));
- }
- void InitTileDeferredMaterial()
- {
- if (m_TileDeferredMaterial == null)
- return;
- for (int pass = 0; pass < k_TileDeferredPassNames.Length; ++pass)
- m_TileDeferredPasses[pass] = m_TileDeferredMaterial.FindPass(k_TileDeferredPassNames[pass]);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilRef, (float)StencilUsage.MaterialLit);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilReadMask, (float)StencilUsage.MaterialMask);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._LitStencilWriteMask, 0.0f);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilRef, (float)StencilUsage.MaterialSimpleLit);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilReadMask, (float)StencilUsage.MaterialMask);
- m_TileDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilWriteMask, 0.0f);
- }
- void InitStencilDeferredMaterial()
- {
- if (m_StencilDeferredMaterial == null)
- return;
- // Pass indices can not be hardcoded because some platforms will strip out some passes, offset the index of later passes.
- for (int pass = 0; pass < k_StencilDeferredPassNames.Length; ++pass)
- m_StencilDeferredPasses[pass] = m_StencilDeferredMaterial.FindPass(k_StencilDeferredPassNames[pass]);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilRef, (float)StencilUsage.MaterialUnlit);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilReadMask, (float)StencilUsage.MaterialMask);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._StencilWriteMask, (float)StencilUsage.StencilLight);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialLit));
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilRef, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialSimpleLit));
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilReadMask, (float)((int)StencilUsage.StencilLight | (int)StencilUsage.MaterialMask));
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitPunctualStencilWriteMask, (float)StencilUsage.StencilLight);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilRef, (float)StencilUsage.MaterialLit);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilReadMask, (float)StencilUsage.MaterialMask);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._LitDirStencilWriteMask, 0.0f);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilRef, (float)StencilUsage.MaterialSimpleLit);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilReadMask, (float)StencilUsage.MaterialMask);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilWriteMask, 0.0f);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilRef, 0.0f);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilReadMask, (float)StencilUsage.MaterialMask);
- m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilWriteMask, (float)StencilUsage.MaterialMask);
- }
- static Mesh CreateSphereMesh()
- {
- // This icosaedron has been been slightly inflated to fit an unit sphere.
- // This is the same geometry as built-in deferred.
- Vector3[] positions =
- {
- new Vector3(0.000f, 0.000f, -1.070f), new Vector3(0.174f, -0.535f, -0.910f),
- new Vector3(-0.455f, -0.331f, -0.910f), new Vector3(0.562f, 0.000f, -0.910f),
- new Vector3(-0.455f, 0.331f, -0.910f), new Vector3(0.174f, 0.535f, -0.910f),
- new Vector3(-0.281f, -0.865f, -0.562f), new Vector3(0.736f, -0.535f, -0.562f),
- new Vector3(0.296f, -0.910f, -0.468f), new Vector3(-0.910f, 0.000f, -0.562f),
- new Vector3(-0.774f, -0.562f, -0.478f), new Vector3(0.000f, -1.070f, 0.000f),
- new Vector3(-0.629f, -0.865f, 0.000f), new Vector3(0.629f, -0.865f, 0.000f),
- new Vector3(-1.017f, -0.331f, 0.000f), new Vector3(0.957f, 0.000f, -0.478f),
- new Vector3(0.736f, 0.535f, -0.562f), new Vector3(1.017f, -0.331f, 0.000f),
- new Vector3(1.017f, 0.331f, 0.000f), new Vector3(-0.296f, -0.910f, 0.478f),
- new Vector3(0.281f, -0.865f, 0.562f), new Vector3(0.774f, -0.562f, 0.478f),
- new Vector3(-0.736f, -0.535f, 0.562f), new Vector3(0.910f, 0.000f, 0.562f),
- new Vector3(0.455f, -0.331f, 0.910f), new Vector3(-0.174f, -0.535f, 0.910f),
- new Vector3(0.629f, 0.865f, 0.000f), new Vector3(0.774f, 0.562f, 0.478f),
- new Vector3(0.455f, 0.331f, 0.910f), new Vector3(0.000f, 0.000f, 1.070f),
- new Vector3(-0.562f, 0.000f, 0.910f), new Vector3(-0.957f, 0.000f, 0.478f),
- new Vector3(0.281f, 0.865f, 0.562f), new Vector3(-0.174f, 0.535f, 0.910f),
- new Vector3(0.296f, 0.910f, -0.478f), new Vector3(-1.017f, 0.331f, 0.000f),
- new Vector3(-0.736f, 0.535f, 0.562f), new Vector3(-0.296f, 0.910f, 0.478f),
- new Vector3(0.000f, 1.070f, 0.000f), new Vector3(-0.281f, 0.865f, -0.562f),
- new Vector3(-0.774f, 0.562f, -0.478f), new Vector3(-0.629f, 0.865f, 0.000f),
- };
- int[] indices =
- {
- 0, 1, 2, 0, 3, 1, 2, 4, 0, 0, 5, 3, 0, 4, 5, 1, 6, 2,
- 3, 7, 1, 1, 8, 6, 1, 7, 8, 9, 4, 2, 2, 6, 10, 10, 9, 2,
- 8, 11, 6, 6, 12, 10, 11, 12, 6, 7, 13, 8, 8, 13, 11, 10, 14, 9,
- 10, 12, 14, 3, 15, 7, 5, 16, 3, 3, 16, 15, 15, 17, 7, 17, 13, 7,
- 16, 18, 15, 15, 18, 17, 11, 19, 12, 13, 20, 11, 11, 20, 19, 17, 21, 13,
- 13, 21, 20, 12, 19, 22, 12, 22, 14, 17, 23, 21, 18, 23, 17, 21, 24, 20,
- 23, 24, 21, 20, 25, 19, 19, 25, 22, 24, 25, 20, 26, 18, 16, 18, 27, 23,
- 26, 27, 18, 28, 24, 23, 27, 28, 23, 24, 29, 25, 28, 29, 24, 25, 30, 22,
- 25, 29, 30, 14, 22, 31, 22, 30, 31, 32, 28, 27, 26, 32, 27, 33, 29, 28,
- 30, 29, 33, 33, 28, 32, 34, 26, 16, 5, 34, 16, 14, 31, 35, 14, 35, 9,
- 31, 30, 36, 30, 33, 36, 35, 31, 36, 37, 33, 32, 36, 33, 37, 38, 32, 26,
- 34, 38, 26, 38, 37, 32, 5, 39, 34, 39, 38, 34, 4, 39, 5, 9, 40, 4,
- 9, 35, 40, 4, 40, 39, 35, 36, 41, 41, 36, 37, 41, 37, 38, 40, 35, 41,
- 40, 41, 39, 41, 38, 39,
- };
- Mesh mesh = new Mesh();
- mesh.indexFormat = IndexFormat.UInt16;
- mesh.vertices = positions;
- mesh.triangles = indices;
- return mesh;
- }
- static Mesh CreateHemisphereMesh()
- {
- // TODO reorder for pre&post-transform cache optimisation.
- // This capped hemisphere shape is in unit dimensions. It will be slightly inflated in the vertex shader
- // to fit the cone analytical shape.
- Vector3[] positions =
- {
- new Vector3(0.000000f, 0.000000f, 0.000000f), new Vector3(1.000000f, 0.000000f, 0.000000f),
- new Vector3(0.923880f, 0.382683f, 0.000000f), new Vector3(0.707107f, 0.707107f, 0.000000f),
- new Vector3(0.382683f, 0.923880f, 0.000000f), new Vector3(-0.000000f, 1.000000f, 0.000000f),
- new Vector3(-0.382684f, 0.923880f, 0.000000f), new Vector3(-0.707107f, 0.707107f, 0.000000f),
- new Vector3(-0.923880f, 0.382683f, 0.000000f), new Vector3(-1.000000f, -0.000000f, 0.000000f),
- new Vector3(-0.923880f, -0.382683f, 0.000000f), new Vector3(-0.707107f, -0.707107f, 0.000000f),
- new Vector3(-0.382683f, -0.923880f, 0.000000f), new Vector3(0.000000f, -1.000000f, 0.000000f),
- new Vector3(0.382684f, -0.923879f, 0.000000f), new Vector3(0.707107f, -0.707107f, 0.000000f),
- new Vector3(0.923880f, -0.382683f, 0.000000f), new Vector3(0.000000f, 0.000000f, 1.000000f),
- new Vector3(0.707107f, 0.000000f, 0.707107f), new Vector3(0.000000f, -0.707107f, 0.707107f),
- new Vector3(0.000000f, 0.707107f, 0.707107f), new Vector3(-0.707107f, 0.000000f, 0.707107f),
- new Vector3(0.816497f, -0.408248f, 0.408248f), new Vector3(0.408248f, -0.408248f, 0.816497f),
- new Vector3(0.408248f, -0.816497f, 0.408248f), new Vector3(0.408248f, 0.816497f, 0.408248f),
- new Vector3(0.408248f, 0.408248f, 0.816497f), new Vector3(0.816497f, 0.408248f, 0.408248f),
- new Vector3(-0.816497f, 0.408248f, 0.408248f), new Vector3(-0.408248f, 0.408248f, 0.816497f),
- new Vector3(-0.408248f, 0.816497f, 0.408248f), new Vector3(-0.408248f, -0.816497f, 0.408248f),
- new Vector3(-0.408248f, -0.408248f, 0.816497f), new Vector3(-0.816497f, -0.408248f, 0.408248f),
- new Vector3(0.000000f, -0.923880f, 0.382683f), new Vector3(0.923880f, 0.000000f, 0.382683f),
- new Vector3(0.000000f, -0.382683f, 0.923880f), new Vector3(0.382683f, 0.000000f, 0.923880f),
- new Vector3(0.000000f, 0.923880f, 0.382683f), new Vector3(0.000000f, 0.382683f, 0.923880f),
- new Vector3(-0.923880f, 0.000000f, 0.382683f), new Vector3(-0.382683f, 0.000000f, 0.923880f)
- };
- int[] indices =
- {
- 0, 2, 1, 0, 3, 2, 0, 4, 3, 0, 5, 4, 0, 6, 5, 0,
- 7, 6, 0, 8, 7, 0, 9, 8, 0, 10, 9, 0, 11, 10, 0, 12,
- 11, 0, 13, 12, 0, 14, 13, 0, 15, 14, 0, 16, 15, 0, 1, 16,
- 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 14, 24, 34, 35,
- 22, 16, 36, 23, 37, 2, 27, 35, 38, 25, 4, 37, 26, 39, 6, 30,
- 38, 40, 28, 8, 39, 29, 41, 10, 33, 40, 34, 31, 12, 41, 32, 36,
- 15, 22, 24, 18, 23, 22, 19, 24, 23, 3, 25, 27, 20, 26, 25, 18,
- 27, 26, 7, 28, 30, 21, 29, 28, 20, 30, 29, 11, 31, 33, 19, 32,
- 31, 21, 33, 32, 13, 14, 34, 15, 24, 14, 19, 34, 24, 1, 35, 16,
- 18, 22, 35, 15, 16, 22, 17, 36, 37, 19, 23, 36, 18, 37, 23, 1,
- 2, 35, 3, 27, 2, 18, 35, 27, 5, 38, 4, 20, 25, 38, 3, 4,
- 25, 17, 37, 39, 18, 26, 37, 20, 39, 26, 5, 6, 38, 7, 30, 6,
- 20, 38, 30, 9, 40, 8, 21, 28, 40, 7, 8, 28, 17, 39, 41, 20,
- 29, 39, 21, 41, 29, 9, 10, 40, 11, 33, 10, 21, 40, 33, 13, 34,
- 12, 19, 31, 34, 11, 12, 31, 17, 41, 36, 21, 32, 41, 19, 36, 32
- };
- Mesh mesh = new Mesh();
- mesh.indexFormat = IndexFormat.UInt16;
- mesh.vertices = positions;
- mesh.triangles = indices;
- return mesh;
- }
- static Mesh CreateFullscreenMesh()
- {
- // TODO reorder for pre&post-transform cache optimisation.
- // Simple full-screen triangle.
- Vector3[] positions =
- {
- new Vector3(-1.0f, 1.0f, 0.0f),
- new Vector3(-1.0f, -3.0f, 0.0f),
- new Vector3(3.0f, 1.0f, 0.0f)
- };
- int[] indices = { 0, 1, 2 };
- Mesh mesh = new Mesh();
- mesh.indexFormat = IndexFormat.UInt16;
- mesh.vertices = positions;
- mesh.triangles = indices;
- return mesh;
- }
- static int Align(int s, int alignment)
- {
- return ((s + alignment - 1) / alignment) * alignment;
- }
- // Keep in sync with UnpackTileID().
- static uint PackTileID(uint i, uint j)
- {
- return i | (j << 16);
- }
- static uint FloatToUInt(float val)
- {
- // TODO different order for little-endian and big-endian platforms.
- byte[] bytes = System.BitConverter.GetBytes(val);
- return bytes[0] | (((uint)bytes[1]) << 8) | (((uint)bytes[2]) << 16) | (((uint)bytes[3]) << 24);
- //return bytes[3] | (((uint)bytes[2]) << 8) | (((uint)bytes[1]) << 16) | (((uint)bytes[0]) << 24);
- }
- static uint Half2ToUInt(float x, float y)
- {
- uint hx = Mathf.FloatToHalf(x);
- uint hy = Mathf.FloatToHalf(y);
- return hx | (hy << 16);
- }
- }
- class SortPrePunctualLight : System.Collections.Generic.IComparer<DeferredTiler.PrePunctualLight>
- {
- public int Compare(DeferredTiler.PrePunctualLight a, DeferredTiler.PrePunctualLight b)
- {
- if (a.minDist < b.minDist)
- return -1;
- else if (a.minDist > b.minDist)
- return 1;
- else
- return 0;
- }
- }
- struct BitArray : System.IDisposable
- {
- NativeArray<uint> m_Mem; // ulong not supported in il2cpp???
- int m_BitCount;
- int m_IntCount;
- public BitArray(int bitCount, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
- {
- m_BitCount = bitCount;
- m_IntCount = (bitCount + 31) >> 5;
- m_Mem = new NativeArray<uint>(m_IntCount, allocator, options);
- }
- public void Dispose()
- {
- m_Mem.Dispose();
- }
- public void Clear()
- {
- for (int i = 0; i < m_IntCount; ++i)
- m_Mem[i] = 0;
- }
- public bool IsSet(int bitIndex)
- {
- return (m_Mem[bitIndex >> 5] & (1u << (bitIndex & 31))) != 0;
- }
- public void Set(int bitIndex, bool val)
- {
- if (val)
- m_Mem[bitIndex >> 5] |= 1u << (bitIndex & 31);
- else
- m_Mem[bitIndex >> 5] &= ~(1u << (bitIndex & 31));
- }
- };
- }
|