Example #1
0
    // Here you can inject one or multiple render passes in the renderer.
    // This method is called when setting up the renderer once per-camera.
    public override void AddRenderPasses(RP.ScriptableRenderer renderer, ref RP.RenderingData renderingData)
    {
        if (renderingData.cameraData.camera != Camera.main)
        {
            return;
        }

        renderer.EnqueuePass(m_ScriptablePass);
    }
Example #2
0
        public override void Execute(ScriptableRenderContext context, ref RP.RenderingData renderingData)
        {
            if (MainCameraOnly)
            {
                return;
            }

            CommandBuffer buf = new CommandBuffer();

            buf.Blit(splitRT, cameraRT); // copy splitRT into camera target texture
            context.ExecuteCommandBuffer(buf);
        }
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
                ? SortingCriteria.CommonTransparent
                : renderingData.cameraData.defaultOpaqueSortFlags;

            DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);

            drawingSettings.overrideMaterial          = overrideMaterial;
            drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;

            Camera        camera       = renderingData.cameraData.camera;
            float         cameraAspect = (float)camera.pixelWidth / (float)camera.pixelHeight;
            CommandBuffer cmd          = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                cmd.BeginSample("Copy Depth");
                cmd.SetGlobalTexture("_CameraDepthAttachment", "_CameraDepthTexture");

                // Copy the source depth buffer to the target render texture
                if (destination.Identifier() != source)
                {
                    Blit(cmd, source, destination.Identifier(), m_CopyDepthMaterial);
                }

                cmd.EndSample("Copy Depth");
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                if (m_CameraSettings.overrideCamera)
                {
                    Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect,
                                                                       camera.nearClipPlane, camera.farClipPlane);

                    Matrix4x4 viewMatrix        = camera.worldToCameraMatrix;
                    Vector4   cameraTranslation = viewMatrix.GetColumn(3);
                    viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset);

                    cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
                    context.ExecuteCommandBuffer(cmd);
                }

                context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
                                      ref m_RenderStateBlock);

                if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
                {
                    Matrix4x4 projectionMatrix = Matrix4x4.Perspective(camera.fieldOfView, cameraAspect,
                                                                       camera.nearClipPlane, camera.farClipPlane);

                    cmd.Clear();
                    cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, projectionMatrix);
                }
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
 /// <inheritdoc/>
 public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
 {
     RenderMainLightCascadeShadowmap(ref context, ref renderingData.cullResults, ref renderingData.lightData, ref renderingData.shadowData);
 }
 /// <inheritdoc/>
 public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
 {
     ref CameraData cameraData       = ref renderingData.cameraData;
        public bool Setup(ref RenderingData renderingData)
        {
            if (!renderingData.shadowData.supportsAdditionalLightShadows)
            {
                return(false);
            }

            Clear();

            m_ShadowmapWidth  = renderingData.shadowData.additionalLightsShadowmapWidth;
            m_ShadowmapHeight = renderingData.shadowData.additionalLightsShadowmapHeight;

            Bounds bounds;
            var    visibleLights         = renderingData.lightData.visibleLights;
            int    additionalLightsCount = renderingData.lightData.additionalLightsCount;

            for (int i = 0; i < visibleLights.Length && m_AdditionalShadowCastingLightIndices.Count < additionalLightsCount; ++i)
            {
                if (i == renderingData.lightData.mainLightIndex)
                {
                    continue;
                }

                VisibleLight shadowLight = visibleLights[i];
                Light        light       = shadowLight.light;

                if (shadowLight.lightType == LightType.Spot && light != null && light.shadows != LightShadows.None)
                {
                    if (renderingData.cullResults.GetShadowCasterBounds(i, out bounds))
                    {
                        m_AdditionalShadowCastingLightIndices.Add(i);
                    }
                }
            }

            int shadowCastingLightsCount = m_AdditionalShadowCastingLightIndices.Count;

            if (shadowCastingLightsCount == 0)
            {
                return(false);
            }

            // 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      = renderingData.shadowData.additionalLightsShadowmapWidth;
            int atlasHeight     = renderingData.shadowData.additionalLightsShadowmapHeight;
            int sliceResolution = ShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);

            bool anyShadows         = false;
            int  shadowSlicesPerRow = (atlasWidth / sliceResolution);

            for (int i = 0; i < shadowCastingLightsCount; ++i)
            {
                int          shadowLightIndex = m_AdditionalShadowCastingLightIndices[i];
                VisibleLight shadowLight      = visibleLights[shadowLightIndex];

                // Currently Only Spot Lights are supported in additional lights
                Debug.Assert(shadowLight.lightType == LightType.Spot);
                Matrix4x4 shadowTransform;
                bool      success = ShadowUtils.ExtractSpotLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
                                                                       shadowLightIndex, out shadowTransform, out m_AdditionalLightSlices[i].viewMatrix, out m_AdditionalLightSlices[i].projectionMatrix);

                if (success)
                {
                    // 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 % shadowSlicesPerRow) * sliceResolution;
                    m_AdditionalLightSlices[i].offsetY         = (i / shadowSlicesPerRow) * sliceResolution;
                    m_AdditionalLightSlices[i].resolution      = sliceResolution;
                    m_AdditionalLightSlices[i].shadowTransform = shadowTransform;

                    m_AdditionalLightsShadowStrength[i] = shadowLight.light.shadowStrength;
                    anyShadows = true;
                }
                else
                {
                    m_AdditionalShadowCastingLightIndices.RemoveAt(i--);
                }
            }

            return(anyShadows);
        }
        static void InitializeRenderingData(PipelineSettings settings, ref CameraData cameraData, ref CullingResults cullResults,
                                            int maxVisibleAdditionalLights, int maxPerObjectAdditionalLights, out RenderingData renderingData)
        {
            var visibleLights = cullResults.visibleLights;

            int  mainLightIndex              = GetMainLightIndex(settings, visibleLights);
            bool mainLightCastShadows        = false;
            bool additionalLightsCastShadows = false;

            if (cameraData.maxShadowDistance > 0.0f)
            {
                mainLightCastShadows = (mainLightIndex != -1 && visibleLights[mainLightIndex].light != null &&
                                        visibleLights[mainLightIndex].light.shadows != LightShadows.None);

                // If additional lights are shaded per-pixel they cannot cast shadows
                if (settings.additionalLightsRenderingMode == LightRenderingMode.PerPixel)
                {
                    for (int i = 0; i < visibleLights.Length; ++i)
                    {
                        if (i == mainLightIndex)
                        {
                            continue;
                        }

                        Light light = visibleLights[i].light;

                        // LWRP doesn't support additional directional lights or point light shadows yet
                        if (visibleLights[i].lightType == LightType.Spot && light != null && light.shadows != LightShadows.None)
                        {
                            additionalLightsCastShadows = true;
                            break;
                        }
                    }
                }
            }

            renderingData.cullResults = cullResults;
            renderingData.cameraData  = cameraData;
            InitializeLightData(settings, visibleLights, mainLightIndex, maxVisibleAdditionalLights, maxPerObjectAdditionalLights, out renderingData.lightData);
            InitializeShadowData(settings, visibleLights, mainLightCastShadows, additionalLightsCastShadows && !renderingData.lightData.shadeAdditionalLightsPerVertex, out renderingData.shadowData);
            renderingData.supportsDynamicBatching = settings.supportsDynamicBatching;

            bool platformNeedsToKillAlpha = Application.platform == RuntimePlatform.IPhonePlayer ||
                                            Application.platform == RuntimePlatform.Android ||
                                            Application.platform == RuntimePlatform.tvOS;

            renderingData.killAlphaInFinalBlit = !Graphics.preserveFramebufferAlpha && platformNeedsToKillAlpha;
        }
Example #8
0
        public bool Setup(ref RenderingData renderingData)
        {
            if (!renderingData.shadowData.supportsMainLightShadows)
            {
                return(false);
            }

            Clear();
            int shadowLightIndex = renderingData.lightData.mainLightIndex;

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

            VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
            Light        light       = shadowLight.light;

            if (light.shadows == LightShadows.None)
            {
                return(false);
            }

            if (shadowLight.lightType != LightType.Directional)
            {
                Debug.LogWarning("Only directional lights are supported as main light.");
            }

            Bounds bounds;

            if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
            {
                return(false);
            }

            m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount;

            int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth,
                                                                           renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount);

            m_ShadowmapWidth  = renderingData.shadowData.mainLightShadowmapWidth;
            m_ShadowmapHeight = (m_ShadowCasterCascadesCount == 2) ?
                                renderingData.shadowData.mainLightShadowmapHeight >> 1 :
                                renderingData.shadowData.mainLightShadowmapHeight;

            for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
            {
                bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
                                                                         shadowLightIndex, cascadeIndex, m_ShadowmapWidth, m_ShadowmapHeight, shadowResolution, light.shadowNearPlane,
                                                                         out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex], out m_CascadeSlices[cascadeIndex].viewMatrix, out m_CascadeSlices[cascadeIndex].projectionMatrix);

                if (!success)
                {
                    return(false);
                }
            }

            //seongdae;vxsm
            if (renderingData.shadowData.supportsMainLightVxShadows)
            {
                var dirVxsm = light.GetComponent <DirectionalVxShadowMap>();

                bool enabledVxsm = dirVxsm != null && dirVxsm.IsValid();
                bool canNotCastDynamicShadows = enabledVxsm && dirVxsm.ShadowsBlend == ShadowsBlendMode.OnlyVxShadows;

                if (canNotCastDynamicShadows)
                {
                    return(false);
                }
            }
            //seongdae;vxsm

            return(true);
        }