Example #1
0
        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);
        }
Example #2
0
        void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            int shadowLightIndex = lightData.mainLightIndex;

            if (shadowLightIndex == -1)
            {
                return;
            }

            VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];

            CommandBuffer cmd = CommandBufferPool.Get(k_RenderMainLightShadowmapTag);

            using (new ProfilingSample(cmd, k_RenderMainLightShadowmapTag))
            {
                var settings = new DrawShadowsSettings(cullResults, shadowLightIndex);

                m_MainLightShadowmapTexture = RenderTexture.GetTemporary(shadowData.mainLightShadowmapWidth,
                                                                         shadowData.mainLightShadowmapHeight, k_ShadowmapBufferBits, m_ShadowmapFormat);
                m_MainLightShadowmapTexture.filterMode = FilterMode.Bilinear;
                m_MainLightShadowmapTexture.wrapMode   = TextureWrapMode.Clamp;
                SetRenderTarget(cmd, m_MainLightShadowmapTexture, RenderBufferLoadAction.DontCare,
                                RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, TextureDimension.Tex2D);

                for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
                {
                    settings.splitData.cullingSphere = m_CascadeSplitDistances[cascadeIndex];
                    Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution);
                    ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
                    ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex],
                                                  ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix);
                }

                SetupMainLightShadowReceiverConstants(cmd, ref shadowData, shadowLight);
            }

            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true);
            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shadowData.mainLightShadowCascadesCount > 1);
            CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows);
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }