Ejemplo n.º 1
0
        void SetupMainLightShadowReceiverConstants(CommandBuffer cmd, VisibleLight shadowLight, bool supportsSoftShadows)
        {
            Light light       = shadowLight.light;
            bool  softShadows = shadowLight.light.shadows == LightShadows.Soft && supportsSoftShadows;

            int cascadeCount = m_ShadowCasterCascadesCount;

            for (int i = 0; i < cascadeCount; ++i)
            {
                m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform;
            }

            // We setup and additional a no-op WorldToShadow matrix in the last index
            // because the ComputeCascadeIndex function in Shadows.hlsl can return an index
            // out of bounds. (position not inside any cascade) and we want to avoid branching
            Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;

            noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
            for (int i = cascadeCount; i <= k_MaxCascades; ++i)
            {
                m_MainLightShadowMatrices[i] = noOpShadowMatrix;
            }

            float invShadowAtlasWidth      = 1.0f / renderTargetWidth;
            float invShadowAtlasHeight     = 1.0f / renderTargetHeight;
            float invHalfShadowAtlasWidth  = 0.5f * invShadowAtlasWidth;
            float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
            float softShadowsProp          = softShadows ? 1.0f : 0.0f;

            ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias);

            cmd.SetGlobalTexture(m_MainLightShadowmap.id, m_MainLightShadowmapTexture);
            cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices);
            cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
                                new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias));

            if (m_ShadowCasterCascadesCount > 1)
            {
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0,
                                    m_CascadeSplitDistances[0]);
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1,
                                    m_CascadeSplitDistances[1]);
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2,
                                    m_CascadeSplitDistances[2]);
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3,
                                    m_CascadeSplitDistances[3]);
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4(
                                        m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w,
                                        m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w,
                                        m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w,
                                        m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w));
            }

            // Inside shader soft shadows are controlled through global keyword.
            // If any additional light has soft shadows it will force soft shadows on main light too.
            // As it is not trivial finding out which additional light has soft shadows, we will pass main light properties if soft shadows are supported.
            // This workaround will be removed once we will support soft shadows per light.
            if (supportsSoftShadows)
            {
                if (m_SupportsBoxFilterForShadows)
                {
                    cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0,
                                        new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
                    cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1,
                                        new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
                    cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset2,
                                        new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
                    cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset3,
                                        new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
                }

                // Currently only used when !SHADER_API_MOBILE but risky to not set them as it's generic
                // enough so custom shaders might use it.
                cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth,
                                                                                              invShadowAtlasHeight,
                                                                                              renderTargetWidth, renderTargetHeight));
            }
        }