HDShadowData CreateShadowData(HDShadowRequest shadowRequest, HDShadowAtlas atlas)
        {
            HDShadowData data = new HDShadowData();

            var devProj = shadowRequest.deviceProjection;
            var view    = shadowRequest.view;

            data.proj          = new Vector4(devProj.m00, devProj.m11, devProj.m22, devProj.m23);
            data.pos           = shadowRequest.position;
            data.rot0          = new Vector3(view.m00, view.m01, view.m02);
            data.rot1          = new Vector3(view.m10, view.m11, view.m12);
            data.rot2          = new Vector3(view.m20, view.m21, view.m22);
            data.shadowToWorld = shadowRequest.shadowToWorld;

            // Compute the scale and offset (between 0 and 1) for the atlas coordinates
            float rWidth  = 1.0f / atlas.width;
            float rHeight = 1.0f / atlas.height;

            data.atlasOffset = Vector2.Scale(new Vector2(rWidth, rHeight), new Vector2(shadowRequest.atlasViewport.x, shadowRequest.atlasViewport.y));

            data.shadowMapSize = new Vector4(shadowRequest.atlasViewport.width, shadowRequest.atlasViewport.height, 1.0f / shadowRequest.atlasViewport.width, 1.0f / shadowRequest.atlasViewport.height);

            data.viewBias      = shadowRequest.viewBias;
            data.normalBias    = shadowRequest.normalBias;
            data.flags         = shadowRequest.flags;
            data.edgeTolerance = shadowRequest.edgeTolerance;

            data.shadowFilterParams0.x = shadowRequest.shadowSoftness;
            data.shadowFilterParams0.y = HDShadowUtils.Asfloat(shadowRequest.blockerSampleCount);
            data.shadowFilterParams0.z = HDShadowUtils.Asfloat(shadowRequest.filterSampleCount);
            data.shadowFilterParams0.w = shadowRequest.minFilterSize;


            var hdAsset = (GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset);

            if (hdAsset.renderPipelineSettings.hdShadowInitParams.shadowQuality == HDShadowQuality.VeryHigh && shadowRequest.lightType == (int)LightType.Directional)
            {
                data.shadowFilterParams0.x = shadowRequest.kernelSize;
                data.shadowFilterParams0.y = shadowRequest.lightAngle;
                data.shadowFilterParams0.z = shadowRequest.maxDepthBias;
            }

            return(data);
        }
        public HDShadowManager(int width, int height, int maxShadowRequests, DepthBits atlasDepthBits, Shader clearShader)
        {
            Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader);

            // Prevent the list from resizing their internal container when we add shadow requests
            m_ShadowDatas.Capacity = maxShadowRequests;
            m_ShadowResolutionRequests.Capacity = maxShadowRequests;
            m_ShadowRequests = new HDShadowRequest[maxShadowRequests];

            // The cascade atlas will be allocated only if there is a directional light
            m_Atlas = new HDShadowAtlas(width, height, HDShaderIDs._ShadowAtlasSize, clearMaterial, depthBufferBits: atlasDepthBits, name: "Shadow Map Atlas");
            // Cascade atlas render texture will only be allocated if there is a shadow casting directional light
            m_CascadeAtlas = new HDShadowAtlas(1, 1, HDShaderIDs._CascadeShadowAtlasSize, clearMaterial, depthBufferBits: atlasDepthBits, name: "Cascade Shadow Map Atlas");

            m_ShadowDataBuffer            = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData)));
            m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData)));

            m_MaxShadowRequests = maxShadowRequests;
        }
Ejemplo n.º 3
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        public HDShadowManager(RenderPipelineResources renderPipelineResources, DepthBits directionalShadowDepthBits,
                               HDShadowInitParameters.HDShadowAtlasInitParams punctualLightAtlasInfo, HDShadowInitParameters.HDShadowAtlasInitParams areaLightAtlasInfo, int maxShadowRequests, Shader clearShader)
        {
            Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader);

            // Prevent the list from resizing their internal container when we add shadow requests
            m_ShadowDatas.Capacity = maxShadowRequests;
            m_ShadowResolutionRequests.Capacity = maxShadowRequests;
            m_ShadowRequests = new HDShadowRequest[maxShadowRequests];

            // The cascade atlas will be allocated only if there is a directional light
            m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, HDShaderIDs._ShadowAtlasSize, clearMaterial, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas");
            // Cascade atlas render texture will only be allocated if there is a shadow casting directional light
            HDShadowAtlas.BlurAlgorithm cascadeBlur = GetDirectionalShadowAlgorithm() == DirectionalShadowAlgorithm.IMS ? HDShadowAtlas.BlurAlgorithm.IM : HDShadowAtlas.BlurAlgorithm.None;
            m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, HDShaderIDs._CascadeShadowAtlasSize, clearMaterial, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas");

            m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, HDShaderIDs._AreaShadowAtlasSize, clearMaterial, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas);

            m_ShadowDataBuffer            = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData)));
            m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData)));

            m_MaxShadowRequests = maxShadowRequests;
        }