Example #1
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);
                }
            }

            return(true);
        }
Example #2
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);
        }