public Lighting(RenderSetting renderSetting)
 {
     maxPointLights       = renderSetting.maxPointLights;
     maxDirectionalLights = renderSetting.maxDirectionalLights;
     maxSpotLights        = renderSetting.maxSpotLights;
     //将shader中需要的属性参数映射为ID,加速传参
     dLightCountId    = Shader.PropertyToID("_DirectionalLightCount");
     DLightColors     = new Vector4[maxDirectionalLights];
     DLightDirections = new Vector4[maxDirectionalLights];
     dLightDirId      = Shader.PropertyToID("_DirectionalLightDirections");
     dLightColorId    = Shader.PropertyToID("_DirectionalLightColors");
     //点光源
     pLightCountId = Shader.PropertyToID("_PointLightCount");
     PLightColors  = new Vector4[maxPointLights];
     PLightPos     = new Vector4[maxPointLights];
     pLightPosId   = Shader.PropertyToID("_PointLightPosition");
     pLightColorId = Shader.PropertyToID("_PointLightColors");
     //聚光灯
     sLightCountId    = Shader.PropertyToID("_SpotLightCount");
     SLightColors     = new Vector4[maxSpotLights];
     SLightDirections = new Vector4[maxSpotLights];
     SLightPos        = new Vector4[maxSpotLights];
     sLightPosId      = Shader.PropertyToID("_SpotLightPosition");
     sLightColorId    = Shader.PropertyToID("_SpotLightColors");
     sLightDirId      = Shader.PropertyToID("_SpotLightDirections");
 }
Example #2
0
        public Shadow(RenderSetting renderSetting)
        {
            shadowSetting = renderSetting.shadowSetting;

            //所有灯光的阴影信息
            allDirectinalLightShadowDataId = Shader.PropertyToID("_DirectionalLightShadowData");
            allDirectionalLightShadowData  = new Vector4[renderSetting.maxDirectionalLights];
            //世界转灯光空间矩阵
            shadowmapMatricesId = Shader.PropertyToID("_DirectionalShadowMatrices");
            shadowmapMatrices   = new Matrix4x4[shadowSetting.directional.maxShadowedDirectionalLightCount * shadowSetting.directional.CascadeCount];
            //shadowmap图集(通过DrawShadows自动设置?)
            dirShadowAtlasId   = Shader.PropertyToID("_DirectionalShadowAtlas");
            shadowAtlastSizeId = Shader.PropertyToID("_ShadowAtlasSize");
            //cascadeCountId
            cascadeCountId          = Shader.PropertyToID("_CascadeCount");
            cascadeCullingSpheresId = Shader.PropertyToID("_CascadeCullingSpheres");
            cascadeCullingSpheres   = new Vector4[shadowSetting.directional.CascadeCount];
            //1.边缘消隐
            shadowDistanceFadeId = Shader.PropertyToID("_ShadowDistanceFade");
            //2.normalbias
            castedNormalBiasId = Shader.PropertyToID("_CastedNormalBias");
            castedNormalBias   = new float[shadowSetting.directional.CascadeCount];
            //3.PCF
            shadowPCFDataId = Shader.PropertyToID("_ShadowPCFData");
            //4.


            //有效的阴影灯光数量
            shadowmapLights = new ShadowedDirectionalLight[shadowSetting.directional.maxShadowedDirectionalLightCount];
        }
 public CatlikePipeline(RenderSetting renderSetting)
 {
     this.renderSetting = renderSetting;
     lighting           = new Lighting(renderSetting);
     shadow             = new Shadow(renderSetting);
     GraphicsSettings.useScriptableRenderPipelineBatching = this.renderSetting.useSRPBatcher;
     GraphicsSettings.lightsUseLinearIntensity            = true;
 }
Example #4
0
 public void Render(ScriptableRenderContext context, Camera camera, RenderSetting renderSetting, CullingResults cullingResults)
 {
     this.context        = context;
     this.camera         = camera;
     this.renderSetting  = renderSetting;
     this.cullingResults = cullingResults;
     buffer = CommandBufferPool.Get(GetType().Name);
     OnRender();
     CommandBufferPool.Release(buffer);
 }