void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData) { List <VisibleLight> visibleLights = lightData.visibleLights; bool additionalLightHasSoftShadows = false; CommandBuffer cmd = CommandBufferPool.Get(k_RenderAdditionalLightShadows); using (new ProfilingSample(cmd, k_RenderAdditionalLightShadows)) { int shadowmapWidth = shadowData.additionalLightsShadowmapWidth; int shadowmapHeight = shadowData.additionalLightsShadowmapHeight; m_AdditionalLightsShadowmapTexture = RenderTexture.GetTemporary(shadowmapWidth, shadowmapHeight, k_ShadowmapBufferBits, m_AdditionalShadowmapFormat); m_AdditionalLightsShadowmapTexture.filterMode = FilterMode.Bilinear; m_AdditionalLightsShadowmapTexture.wrapMode = TextureWrapMode.Clamp; SetRenderTarget(cmd, m_AdditionalLightsShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, TextureDimension.Tex2D); for (int i = 0; i < m_AdditionalShadowCastingLightIndices.Count; ++i) { int shadowLightIndex = m_AdditionalShadowCastingLightIndices[i]; VisibleLight shadowLight = visibleLights[shadowLightIndex]; if (m_AdditionalShadowCastingLightIndices.Count > 1) { ShadowUtils.ApplySliceTransform(ref m_AdditionalLightSlices[i], shadowmapWidth, shadowmapHeight); } var settings = new DrawShadowsSettings(cullResults, shadowLightIndex); Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_AdditionalLightSlices[i].projectionMatrix, m_AdditionalLightSlices[i].resolution); ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias); ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_AdditionalLightSlices[i], ref settings, m_AdditionalLightSlices[i].projectionMatrix, m_AdditionalLightSlices[i].viewMatrix); additionalLightHasSoftShadows |= shadowLight.light.shadows == LightShadows.Soft; } SetupAdditionalLightsShadowReceiverConstants(cmd, ref shadowData); } // We share soft shadow settings for main light and additional lights to save keywords. // So we check here if pipeline supports soft shadows and either main light or any additional light has soft shadows // to enable the keyword. // TODO: In PC and Consoles we can upload shadow data per light and branch on shader. That will be more likely way faster. bool mainLightHasSoftShadows = shadowData.supportsMainLightShadows && lightData.mainLightIndex != -1 && visibleLights[lightData.mainLightIndex].light.shadows == LightShadows.Soft; bool softShadows = shadowData.supportsSoftShadows && (mainLightHasSoftShadows || additionalLightHasSoftShadows); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, true); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, softShadows); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData) { List <int> additionalLightIndices = lightData.additionalLightIndices; List <VisibleLight> visibleLights = lightData.visibleLights; int shadowCastingLightsCount = 0; int additionalLightsCount = additionalLightIndices.Count; for (int i = 0; i < additionalLightsCount; ++i) { VisibleLight shadowLight = visibleLights[additionalLightIndices[i]]; if (shadowLight.lightType == LightType.Spot && shadowLight.light.shadows != LightShadows.None) { shadowCastingLightsCount++; } } if (shadowCastingLightsCount == 0) { return; } Matrix4x4 view, proj; Bounds bounds; CommandBuffer cmd = CommandBufferPool.Get(k_RenderAdditionalLightShadows); using (new ProfilingSample(cmd, k_RenderAdditionalLightShadows)) { // TODO: Add support to point light shadows. We make a simplification here that only works // for spot lights and with max spot shadows per pass. int atlasWidth = shadowData.additionalLightsShadowmapWidth; int atlasHeight = shadowData.additionalLightsShadowmapHeight; int sliceResolution = ShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount); m_AdditionalLightsShadowmapTexture = RenderTexture.GetTemporary(shadowData.additionalLightsShadowmapWidth, shadowData.additionalLightsShadowmapHeight, k_ShadowmapBufferBits, m_AdditionalShadowmapFormat); m_AdditionalLightsShadowmapTexture.filterMode = FilterMode.Bilinear; m_AdditionalLightsShadowmapTexture.wrapMode = TextureWrapMode.Clamp; SetRenderTarget(cmd, m_AdditionalLightsShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, TextureDimension.Tex2D); for (int i = 0; i < additionalLightsCount; ++i) { int shadowLightIndex = additionalLightIndices[i]; VisibleLight shadowLight = visibleLights[shadowLightIndex]; Light light = shadowLight.light; // TODO: Add support to point light shadows if (shadowLight.lightType != LightType.Spot || shadowLight.light.shadows == LightShadows.None) { continue; } if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds)) { continue; } Matrix4x4 shadowTransform; bool success = ShadowUtils.ExtractSpotLightMatrix(ref cullResults, ref shadowData, shadowLightIndex, out shadowTransform, out view, out proj); if (success) { // This way of computing the shadow slice only work for spots and with most 4 shadow casting lights per pass // Change this when point lights are supported. Debug.Assert(shadowCastingLightsCount <= 4 && shadowLight.lightType == LightType.Spot); // TODO: We need to pass bias and scale list to shader to be able to support multiple // shadow casting additional lights. m_AdditionalLightSlices[i].offsetX = (i % 2) * sliceResolution; m_AdditionalLightSlices[i].offsetY = (i / 2) * sliceResolution; m_AdditionalLightSlices[i].resolution = sliceResolution; m_AdditionalLightSlices[i].shadowTransform = shadowTransform; m_AdditionalLightsShadowStrength[i] = light.shadowStrength; if (shadowCastingLightsCount > 1) { ShadowUtils.ApplySliceTransform(ref m_AdditionalLightSlices[i], atlasWidth, atlasHeight); } var settings = new DrawShadowsSettings(cullResults, shadowLightIndex); Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, proj, sliceResolution); ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias); ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_AdditionalLightSlices[i], ref settings, proj, view); } } SetupAdditionalLightsShadowReceiverConstants(cmd, ref shadowData); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }