public HDShadowManager(RenderPipelineResources renderPipelineResources, DepthBits directionalShadowDepthBits, HDShadowInitParameters.HDShadowAtlasInitParams punctualLightAtlasInfo, HDShadowInitParameters.HDShadowAtlasInitParams areaLightAtlasInfo, int maxShadowRequests, Shader clearShader) { Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader); // Prevent the list from resizing their internal container when we add shadow requests m_ShadowDatas.Capacity = maxShadowRequests; m_ShadowResolutionRequests.Capacity = maxShadowRequests; m_ShadowRequests = new HDShadowRequest[maxShadowRequests]; // The cascade atlas will be allocated only if there is a directional light m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowAtlasSize, clearMaterial, false, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas"); // Cascade atlas render texture will only be allocated if there is a shadow casting directional light bool useMomentShadows = GetDirectionalShadowAlgorithm() == DirectionalShadowAlgorithm.IMS; m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._CascadeShadowAtlasSize, clearMaterial, useMomentShadows, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas"); m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaShadowAtlasSize, clearMaterial, false, BlurredEVSM: true, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas"); #if USE_PACKED_SHADOWDATA m_PackedShadowBuffer = new ComputeBuffer(maxShadowRequests + 1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(PackedShadowData))); m_packedShadowDataList = new List <PackedShadowData>(maxShadowRequests + 1); #else m_ShadowDataBuffer = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData))); m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData))); #endif m_MaxShadowRequests = maxShadowRequests; }
public HDShadowManager(RenderPipelineResources renderPipelineResources, DepthBits directionalShadowDepthBits, HDShadowInitParameters.HDShadowAtlasInitParams punctualLightAtlasInfo, HDShadowInitParameters.HDShadowAtlasInitParams areaLightAtlasInfo, int maxShadowRequests, Shader clearShader) { Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader); // Prevent the list from resizing their internal container when we add shadow requests m_ShadowDatas.Capacity = maxShadowRequests; m_ShadowResolutionRequests.Capacity = maxShadowRequests; m_ShadowRequests = new HDShadowRequest[maxShadowRequests]; // The cascade atlas will be allocated only if there is a directional light m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, HDShaderIDs._ShadowAtlasSize, clearMaterial, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas"); // Cascade atlas render texture will only be allocated if there is a shadow casting directional light HDShadowAtlas.BlurAlgorithm cascadeBlur = GetDirectionalShadowAlgorithm() == DirectionalShadowAlgorithm.IMS ? HDShadowAtlas.BlurAlgorithm.IM : HDShadowAtlas.BlurAlgorithm.None; m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, HDShaderIDs._CascadeShadowAtlasSize, clearMaterial, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas"); m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, HDShaderIDs._AreaShadowAtlasSize, clearMaterial, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas); m_ShadowDataBuffer = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData))); m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData))); m_MaxShadowRequests = maxShadowRequests; }