Beispiel #1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="renderer"></param>
    /// <param name="viewProj"></param>
    private void SetupSpotLight(EnviroSkyRendering renderer, Matrix4x4 viewProj, Matrix4x4 viewProjSP)
    {
        _commandBuffer.Clear();

        int pass = 1;

        if (!IsCameraInSpotLightBounds())
        {
            pass = 3;
        }

        Mesh mesh = EnviroSkyRendering.GetSpotLightMesh();

        float scale      = _light.range;
        float angleScale = Mathf.Tan((_light.spotAngle + 1) * 0.5f * Mathf.Deg2Rad) * _light.range;

        Matrix4x4 world = Matrix4x4.TRS(transform.position, transform.rotation, new Vector3(angleScale, angleScale, scale));

        Matrix4x4 view = Matrix4x4.TRS(_light.transform.position, _light.transform.rotation, Vector3.one).inverse;

        Matrix4x4 clip = Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.0f), Quaternion.identity, new Vector3(-0.5f, -0.5f, 1.0f));
        Matrix4x4 proj = Matrix4x4.Perspective(_light.spotAngle, 1, 0, 1);

        _material.SetMatrix("_MyLightMatrix0", clip * proj * view);

        _material.SetMatrix("_WorldViewProj", viewProj * world);
        _material.SetMatrix("_WorldViewProj_SP", viewProjSP * world);

        _material.SetVector("_LightPos", new Vector4(_light.transform.position.x, _light.transform.position.y, _light.transform.position.z, 1.0f / (_light.range * _light.range)));
        _material.SetVector("_LightColor", _light.color * _light.intensity);


        Vector3 apex = transform.position;
        Vector3 axis = transform.forward;
        // plane equation ax + by + cz + d = 0; precompute d here to lighten the shader
        Vector3 center = apex + axis * _light.range;
        float   d      = -Vector3.Dot(center, axis);

        // update material
        _material.SetFloat("_PlaneD", d);
        _material.SetFloat("_CosAngle", Mathf.Cos((_light.spotAngle + 1) * 0.5f * Mathf.Deg2Rad));

        _material.SetVector("_ConeApex", new Vector4(apex.x, apex.y, apex.z));
        _material.SetVector("_ConeAxis", new Vector4(axis.x, axis.y, axis.z));

        _material.EnableKeyword("SPOT");

        if (Noise)
        {
            _material.EnableKeyword("NOISE");
        }
        else
        {
            _material.DisableKeyword("NOISE");
        }

        if (_light.cookie == null)
        {
            _material.SetTexture("_LightTexture0", EnviroSkyRendering.GetDefaultSpotCookie());
        }
        else
        {
            _material.SetTexture("_LightTexture0", _light.cookie);
        }

        bool forceShadowsOff = false;

        if ((_light.transform.position - EnviroSky.instance.PlayerCamera.transform.position).magnitude >= QualitySettings.shadowDistance)
        {
            forceShadowsOff = true;
        }

        if (_light.shadows != LightShadows.None && forceShadowsOff == false)
        {
            if (EnviroSky.instance.PlayerCamera.stereoEnabled)
            {
                if (EnviroSky.instance.singlePassVR)
                {
                    clip = Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.5f), Quaternion.identity, new Vector3(0.5f, 0.5f, 0.5f));

                    if (_reversedZ)
                    {
                        proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.range, _light.shadowNearPlane);
                    }
                    else
                    {
                        proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.shadowNearPlane, _light.range);
                    }

                    Matrix4x4 m = clip * proj;
                    m [0, 2] *= -1;
                    m [1, 2] *= -1;
                    m [2, 2] *= -1;
                    m [3, 2] *= -1;

                    //view = _light.transform.worldToLocalMatrix;
                    _material.SetMatrix("_MyWorld2Shadow", m * view);
                    _material.SetMatrix("_WorldView", m * view);

                    _material.EnableKeyword("SHADOWS_DEPTH");
                    _commandBuffer.SetGlobalTexture("_ShadowMapTexture", BuiltinRenderTextureType.CurrentActive);
                    _commandBuffer.SetRenderTarget(renderer.GetVolumeLightBuffer());

                    _commandBuffer.DrawMesh(mesh, world, _material, 0, pass);

                    if (CustomRenderEvent != null)
                    {
                        CustomRenderEvent(renderer, this, _commandBuffer, viewProj);
                    }
                }
                else
                {
                    _material.DisableKeyword("SHADOWS_DEPTH");
                    renderer.GlobalCommandBuffer.DrawMesh(mesh, world, _material, 0, pass);

                    if (CustomRenderEvent != null)
                    {
                        CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
                    }
                }
            }
            else
            {
                clip = Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.5f), Quaternion.identity, new Vector3(0.5f, 0.5f, 0.5f));

                if (_reversedZ)
                {
                    proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.range, _light.shadowNearPlane);
                }
                else
                {
                    proj = Matrix4x4.Perspective(_light.spotAngle, 1, _light.shadowNearPlane, _light.range);
                }

                Matrix4x4 m = clip * proj;
                m [0, 2] *= -1;
                m [1, 2] *= -1;
                m [2, 2] *= -1;
                m [3, 2] *= -1;

                //view = _light.transform.worldToLocalMatrix;
                _material.SetMatrix("_MyWorld2Shadow", m * view);
                _material.SetMatrix("_WorldView", m * view);

                _material.EnableKeyword("SHADOWS_DEPTH");
                _commandBuffer.SetGlobalTexture("_ShadowMapTexture", BuiltinRenderTextureType.CurrentActive);
                _commandBuffer.SetRenderTarget(renderer.GetVolumeLightBuffer());

                _commandBuffer.DrawMesh(mesh, world, _material, 0, pass);

                if (CustomRenderEvent != null)
                {
                    CustomRenderEvent(renderer, this, _commandBuffer, viewProj);
                }
            }
        }
        else
        {
            _material.DisableKeyword("SHADOWS_DEPTH");
            if (EnviroSky.instance.PlayerCamera.actualRenderingPath == RenderingPath.Forward)
            {
                //renderer.GlobalCommandBufferForward.Clear ();
                renderer.GlobalCommandBufferForward.SetRenderTarget(renderer.GetVolumeLightBuffer());
                renderer.GlobalCommandBufferForward.DrawMesh(mesh, world, _material, 0, pass);

                if (CustomRenderEvent != null)
                {
                    CustomRenderEvent(renderer, this, renderer.GlobalCommandBufferForward, viewProj);
                }
            }
            else
            {
                renderer.GlobalCommandBuffer.DrawMesh(mesh, world, _material, 0, pass);

                if (CustomRenderEvent != null)
                {
                    CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
                }
            }
        }
    }
    private void SetupSpotLight(
        EnviroSkyRendering renderer,
        Matrix4x4 viewProj,
        Matrix4x4 viewProjSP)
    {
        this._commandBuffer.Clear();
        int num1 = 1;

        if (!this.IsCameraInSpotLightBounds())
        {
            num1 = 3;
        }
        Mesh      spotLightMesh = EnviroSkyRendering.GetSpotLightMesh();
        float     range         = this._light.get_range();
        float     num2          = Mathf.Tan((float)(((double)this._light.get_spotAngle() + 1.0) * 0.5 * (Math.PI / 180.0))) * this._light.get_range();
        Matrix4x4 matrix4x4_1   = Matrix4x4.TRS(((Component)this).get_transform().get_position(), ((Component)this).get_transform().get_rotation(), new Vector3(num2, num2, range));
        Matrix4x4 matrix4x4_2   = Matrix4x4.TRS(((Component)this._light).get_transform().get_position(), ((Component)this._light).get_transform().get_rotation(), Vector3.get_one());
        Matrix4x4 inverse       = ((Matrix4x4) ref matrix4x4_2).get_inverse();

        this._material.SetMatrix("_MyLightMatrix0", Matrix4x4.op_Multiply(Matrix4x4.op_Multiply(Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.0f), Quaternion.get_identity(), new Vector3(-0.5f, -0.5f, 1f)), Matrix4x4.Perspective(this._light.get_spotAngle(), 1f, 0.0f, 1f)), inverse));
        this._material.SetMatrix("_WorldViewProj", Matrix4x4.op_Multiply(viewProj, matrix4x4_1));
        this._material.SetMatrix("_WorldViewProj_SP", Matrix4x4.op_Multiply(viewProjSP, matrix4x4_1));
        this._material.SetVector("_LightPos", new Vector4((float)((Component)this._light).get_transform().get_position().x, (float)((Component)this._light).get_transform().get_position().y, (float)((Component)this._light).get_transform().get_position().z, (float)(1.0 / ((double)this._light.get_range() * (double)this._light.get_range()))));
        this._material.SetVector("_LightColor", Color.op_Implicit(Color.op_Multiply(this._light.get_color(), this._light.get_intensity())));
        Vector3 position = ((Component)this).get_transform().get_position();
        Vector3 forward  = ((Component)this).get_transform().get_forward();

        this._material.SetFloat("_PlaneD", -Vector3.Dot(Vector3.op_Addition(position, Vector3.op_Multiply(forward, this._light.get_range())), forward));
        this._material.SetFloat("_CosAngle", Mathf.Cos((float)(((double)this._light.get_spotAngle() + 1.0) * 0.5 * (Math.PI / 180.0))));
        this._material.SetVector("_ConeApex", new Vector4((float)position.x, (float)position.y, (float)position.z));
        this._material.SetVector("_ConeAxis", new Vector4((float)forward.x, (float)forward.y, (float)forward.z));
        this._material.EnableKeyword("SPOT");
        if (this.Noise)
        {
            this._material.EnableKeyword("NOISE");
        }
        else
        {
            this._material.DisableKeyword("NOISE");
        }
        if (Object.op_Equality((Object)this._light.get_cookie(), (Object)null))
        {
            this._material.SetTexture("_LightTexture0", EnviroSkyRendering.GetDefaultSpotCookie());
        }
        else
        {
            this._material.SetTexture("_LightTexture0", this._light.get_cookie());
        }
        bool    flag    = false;
        Vector3 vector3 = Vector3.op_Subtraction(((Component)this._light).get_transform().get_position(), ((Component)EnviroSky.instance.PlayerCamera).get_transform().get_position());

        if ((double)((Vector3) ref vector3).get_magnitude() >= (double)QualitySettings.get_shadowDistance())
        {
            flag = true;
        }
        if (this._light.get_shadows() != null && !flag)
        {
            if (EnviroSky.instance.PlayerCamera.get_stereoEnabled())
            {
                if (EnviroSky.instance.singlePassVR)
                {
                    Matrix4x4 matrix4x4_3 = Matrix4x4.op_Multiply(Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.5f), Quaternion.get_identity(), new Vector3(0.5f, 0.5f, 0.5f)), !this._reversedZ ? Matrix4x4.Perspective(this._light.get_spotAngle(), 1f, this._light.get_shadowNearPlane(), this._light.get_range()) : Matrix4x4.Perspective(this._light.get_spotAngle(), 1f, this._light.get_range(), this._light.get_shadowNearPlane()));
                    // ISSUE: variable of a reference type
                    Matrix4x4& local1;
                    ((Matrix4x4)(local1 = ref matrix4x4_3)).set_Item(0, 2, ((Matrix4x4) ref local1).get_Item(0, 2) * -1f);
                    // ISSUE: variable of a reference type
                    Matrix4x4& local2;
                    ((Matrix4x4)(local2 = ref matrix4x4_3)).set_Item(1, 2, ((Matrix4x4) ref local2).get_Item(1, 2) * -1f);
                    // ISSUE: variable of a reference type
                    Matrix4x4& local3;
                    ((Matrix4x4)(local3 = ref matrix4x4_3)).set_Item(2, 2, ((Matrix4x4) ref local3).get_Item(2, 2) * -1f);
                    // ISSUE: variable of a reference type
                    Matrix4x4& local4;
                    ((Matrix4x4)(local4 = ref matrix4x4_3)).set_Item(3, 2, ((Matrix4x4) ref local4).get_Item(3, 2) * -1f);
                    this._material.SetMatrix("_MyWorld2Shadow", Matrix4x4.op_Multiply(matrix4x4_3, inverse));
                    this._material.SetMatrix("_WorldView", Matrix4x4.op_Multiply(matrix4x4_3, inverse));
                    this._material.EnableKeyword("SHADOWS_DEPTH");
                    this._commandBuffer.SetGlobalTexture("_ShadowMapTexture", RenderTargetIdentifier.op_Implicit((BuiltinRenderTextureType)1));
                    this._commandBuffer.SetRenderTarget(RenderTargetIdentifier.op_Implicit((Texture)renderer.GetVolumeLightBuffer()));
                    this._commandBuffer.DrawMesh(spotLightMesh, matrix4x4_1, this._material, 0, num1);
                    if (this.CustomRenderEvent == null)
                    {
                        return;
                    }
                    this.CustomRenderEvent(renderer, this, this._commandBuffer, viewProj);
                }
                else
                {
                    this._material.DisableKeyword("SHADOWS_DEPTH");
                    renderer.GlobalCommandBuffer.DrawMesh(spotLightMesh, matrix4x4_1, this._material, 0, num1);
                    if (this.CustomRenderEvent == null)
                    {
                        return;
                    }
                    this.CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
                }
            }
            else
            {
                Matrix4x4 matrix4x4_3 = Matrix4x4.op_Multiply(Matrix4x4.TRS(new Vector3(0.5f, 0.5f, 0.5f), Quaternion.get_identity(), new Vector3(0.5f, 0.5f, 0.5f)), !this._reversedZ ? Matrix4x4.Perspective(this._light.get_spotAngle(), 1f, this._light.get_shadowNearPlane(), this._light.get_range()) : Matrix4x4.Perspective(this._light.get_spotAngle(), 1f, this._light.get_range(), this._light.get_shadowNearPlane()));
                // ISSUE: variable of a reference type
                Matrix4x4& local1;
                ((Matrix4x4)(local1 = ref matrix4x4_3)).set_Item(0, 2, ((Matrix4x4) ref local1).get_Item(0, 2) * -1f);
                // ISSUE: variable of a reference type
                Matrix4x4& local2;
                ((Matrix4x4)(local2 = ref matrix4x4_3)).set_Item(1, 2, ((Matrix4x4) ref local2).get_Item(1, 2) * -1f);
                // ISSUE: variable of a reference type
                Matrix4x4& local3;
                ((Matrix4x4)(local3 = ref matrix4x4_3)).set_Item(2, 2, ((Matrix4x4) ref local3).get_Item(2, 2) * -1f);
                // ISSUE: variable of a reference type
                Matrix4x4& local4;
                ((Matrix4x4)(local4 = ref matrix4x4_3)).set_Item(3, 2, ((Matrix4x4) ref local4).get_Item(3, 2) * -1f);
                this._material.SetMatrix("_MyWorld2Shadow", Matrix4x4.op_Multiply(matrix4x4_3, inverse));
                this._material.SetMatrix("_WorldView", Matrix4x4.op_Multiply(matrix4x4_3, inverse));
                this._material.EnableKeyword("SHADOWS_DEPTH");
                this._commandBuffer.SetGlobalTexture("_ShadowMapTexture", RenderTargetIdentifier.op_Implicit((BuiltinRenderTextureType)1));
                this._commandBuffer.SetRenderTarget(RenderTargetIdentifier.op_Implicit((Texture)renderer.GetVolumeLightBuffer()));
                this._commandBuffer.DrawMesh(spotLightMesh, matrix4x4_1, this._material, 0, num1);
                if (this.CustomRenderEvent == null)
                {
                    return;
                }
                this.CustomRenderEvent(renderer, this, this._commandBuffer, viewProj);
            }
        }
        else
        {
            this._material.DisableKeyword("SHADOWS_DEPTH");
            if (EnviroSky.instance.PlayerCamera.get_actualRenderingPath() == 1)
            {
                renderer.GlobalCommandBufferForward.SetRenderTarget(RenderTargetIdentifier.op_Implicit((Texture)renderer.GetVolumeLightBuffer()));
                renderer.GlobalCommandBufferForward.DrawMesh(spotLightMesh, matrix4x4_1, this._material, 0, num1);
                if (this.CustomRenderEvent == null)
                {
                    return;
                }
                this.CustomRenderEvent(renderer, this, renderer.GlobalCommandBufferForward, viewProj);
            }
            else
            {
                renderer.GlobalCommandBuffer.DrawMesh(spotLightMesh, matrix4x4_1, this._material, 0, num1);
                if (this.CustomRenderEvent == null)
                {
                    return;
                }
                this.CustomRenderEvent(renderer, this, renderer.GlobalCommandBuffer, viewProj);
            }
        }
    }