public static bool AddToShadowCasterGroup(LightReactor2D shadowCaster, ref ShadowCasterGroup2D shadowCasterGroup) { ShadowCasterGroup2D newShadowCasterGroup = FindTopMostCompositeLightReactor(shadowCaster) as ShadowCasterGroup2D; if (newShadowCasterGroup == null) { newShadowCasterGroup = shadowCaster.GetComponent <LightReactor2D>(); } if (newShadowCasterGroup != null && shadowCasterGroup != newShadowCasterGroup) { newShadowCasterGroup.RegisterShadowCaster2D(shadowCaster); shadowCasterGroup = newShadowCasterGroup; return(true); } return(false); }
static private void RenderShadows(CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture) { // Render light's shadows cmdBuffer.SetRenderTarget(s_ShadowsRenderTarget.Identifier()); // This isn't efficient if this light doesn't cast shadow. cmdBuffer.ClearRenderTarget(true, true, Color.black); cmdBuffer.SetGlobalFloat("_ShadowIntensity", 1 - light.shadowIntensity); cmdBuffer.SetGlobalFloat("_ShadowVolumeIntensity", 1 - light.shadowVolumeIntensity); // TODO: We need an alternate (more efficient) code path if the light has a shadowIntensity of 0 if (shadowIntensity > 0) { BoundingSphere lightBounds = light.GetBoundingSphere(); // Gets the local bounding sphere... cmdBuffer.SetGlobalVector("_LightPos", light.transform.position); cmdBuffer.SetGlobalFloat("_LightRadius", lightBounds.radius); Material shadowMaterial = GetShadowMaterial(1); Material removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(1); List <ShadowCasterGroup2D> shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) { int previousShadowGroupIndex = -1; int incrementingGroupIndex = 0; for (int group = 0; group < shadowCasterGroups.Count; group++) { ShadowCasterGroup2D shadowCasterGroup = shadowCasterGroups[group]; List <LightReactor2D> shadowCasters = shadowCasterGroup.GetShadowCasters(); int shadowGroupIndex = shadowCasterGroup.GetShadowGroup(); if (LightUtility.CheckForChange(shadowGroupIndex, ref previousShadowGroupIndex) || shadowGroupIndex == 0) { incrementingGroupIndex++; shadowMaterial = GetShadowMaterial(incrementingGroupIndex); removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(incrementingGroupIndex); } if (shadowCasters != null) { // Draw the shadow casting group first, then draw the silhouttes.. for (int i = 0; i < shadowCasters.Count; i++) { LightReactor2D shadowCaster = (LightReactor2D)shadowCasters[i]; if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.castsShadows) { cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, shadowMaterial); } } } for (int i = 0; i < shadowCasters.Count; i++) { LightReactor2D shadowCaster = (LightReactor2D)shadowCasters[i]; if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.useRendererSilhouette) { Renderer renderer = shadowCaster.GetComponent <Renderer>(); if (renderer != null) { if (!shadowCaster.selfShadows) { cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial); } else { cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1); } } } else { if (!shadowCaster.selfShadows) { Matrix4x4 meshMat = shadowCaster.transform.localToWorldMatrix; cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial); } } } } } } } } cmdBuffer.SetRenderTarget(renderTexture); }