コード例 #1
0
        void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
        {
            Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;

            InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel);

            cmd.SetGlobalVector(LightConstantBuffer._MainLightPosition, lightPos);
            cmd.SetGlobalVector(LightConstantBuffer._MainLightColor, lightColor);
        }
コード例 #2
0
        bool IsValidShadowCastingLight(ref LightData lightData, int i)
        {
            if (i == lightData.mainLightIndex)
            {
                return(false);
            }

            VisibleLight shadowLight = lightData.visibleLights[i];

            // Point light shadows are not supported
            if (shadowLight.lightType == LightType.Point)
            {
                return(false);
            }

            Light light = shadowLight.light;

            return(light != null && light.shadows != LightShadows.None && !Mathf.Approximately(light.shadowStrength, 0.0f));
        }
コード例 #3
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        void SetupPerObjectLightIndices(CullingResults cullResults, ref LightData lightData)
        {
            if (lightData.additionalLightsCount == 0)
            {
                return;
            }

            var visibleLights          = lightData.visibleLights;
            var perObjectLightIndexMap = cullResults.GetLightIndexMap(Allocator.Temp);
            int directionalLightsCount = 0;
            int additionalLightsCount  = 0;

            // Disable all directional lights from the perobject light indices
            // Pipeline handles them globally.
            for (int i = 0; i < visibleLights.Length; ++i)
            {
                if (additionalLightsCount >= UniversalRenderPipeline.maxVisibleAdditionalLights)
                {
                    break;
                }

                VisibleLight light = visibleLights[i];
                if (light.lightType == LightType.Directional)
                {
                    perObjectLightIndexMap[i] = -1;
                    ++directionalLightsCount;
                }
                else
                {
                    perObjectLightIndexMap[i] -= directionalLightsCount;
                    ++additionalLightsCount;
                }
            }

            // Disable all remaining lights we cannot fit into the global light buffer.
            for (int i = directionalLightsCount + additionalLightsCount; i < visibleLights.Length; ++i)
            {
                perObjectLightIndexMap[i] = -1;
            }

            cullResults.SetLightIndexMap(perObjectLightIndexMap);
            perObjectLightIndexMap.Dispose();
        }
コード例 #4
0
        void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData)
        {
            // Clear to default all light constant data
            for (int i = 0; i < UniversalRenderPipeline.maxVisibleAdditionalLights; ++i)
            {
                InitializeLightConstants(lightData.visibleLights, -1, out m_AdditionalLightPositions[i],
                                         out m_AdditionalLightColors[i],
                                         out m_AdditionalLightAttenuations[i],
                                         out m_AdditionalLightSpotDirections[i],
                                         out m_AdditionalLightOcclusionProbeChannels[i]);
            }

            m_MixedLightingSetup = MixedLightingSetup.None;

            // Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
            // Universal pipeline also supports only a single shadow light, if available it will be the main light.
            SetupMainLightConstants(cmd, ref lightData);
            SetupAdditionalLightConstants(cmd, ref lightData);
        }
コード例 #5
0
        void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
        {
            int maxVisibleAdditionalLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
            var lights = lightData.visibleLights;

            if (lightData.additionalLightsCount > 0)
            {
                int additionalLightsCount = 0;
                for (int i = 0; i < lights.Length && additionalLightsCount < maxVisibleAdditionalLights; ++i)
                {
                    VisibleLight light = lights[i];
                    if (light.lightType != LightType.Directional)
                    {
                        InitializeLightConstants(lights, i, out m_AdditionalLightPositions[additionalLightsCount],
                                                 out m_AdditionalLightColors[additionalLightsCount],
                                                 out m_AdditionalLightAttenuations[additionalLightsCount],
                                                 out m_AdditionalLightSpotDirections[additionalLightsCount],
                                                 out m_AdditionalLightOcclusionProbeChannels[additionalLightsCount]);
                        additionalLightsCount++;
                    }
                }

                cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, new Vector4(lightData.maxPerObjectAdditionalLightsCount,
                                                                                            0.0f, 0.0f, 0.0f));
            }
            else
            {
                cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, Vector4.zero);
            }

            cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsPosition, m_AdditionalLightPositions);
            cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsColor, m_AdditionalLightColors);
            cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsAttenuation, m_AdditionalLightAttenuations);
            cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsSpotDir, m_AdditionalLightSpotDirections);
            cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightOcclusionProbeChannel, m_AdditionalLightOcclusionProbeChannels);
        }
コード例 #6
0
        private void SetupLightDatas(ref UnityEngine.Rendering.Universal.LightData
                                     lightData)
        {
            //populate the buffer with le list of lights
            var     lights         = lightData.visibleLights;
            int     index          = 0;
            uint    destLightCount = 0;
            Vector4 lightAttenuation;

            for (int i = 0; i < lights.Length; ++i)
            {
                VisibleLight light = lights[i];
                Vector4      pos   = light.localToWorldMatrix.GetColumn(3);
                if (lightData.mainLightIndex != i)
                {
                    Vector3 col = new Vector3(
                        light.finalColor.r,
                        light.finalColor.g,
                        light.finalColor.b);

                    SetupLightAttenuation(ref light, out lightAttenuation);

                    //calculate light attenuation
                    float lightRangeSqr                 = light.range * light.range;
                    float fadeStartDistanceSqr          = 0.8f * 0.8f * lightRangeSqr;
                    float fadeRangeSqr                  = (fadeStartDistanceSqr - lightRangeSqr);
                    float oneOverFadeRangeSqr           = 1.0f / fadeRangeSqr;
                    float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
                    float oneOverLightRangeSqr          = 1.0f / Mathf.Max(0.0001f,
                                                                           lightRangeSqr);
                    lightAttenuation.x = Application.isMobilePlatform ||
                                         SystemInfo.graphicsDeviceType ==
                                         GraphicsDeviceType.Switch ? oneOverFadeRangeSqr : oneOverLightRangeSqr;
                    lightAttenuation.y = lightRangeSqrOverFadeRangeSqr;

                    m_lightsDatas[index++] = new LightData(
                        pos, 1, col, light.range, lightAttenuation);
                    ++destLightCount;
                    if (index >= mc_maxLightCount)
                    {
                        break;
                    }
                }
                else
                {
                    Shader.SetGlobalVector("_MainLightColor", light.finalColor);
                    Shader.SetGlobalVector("_MainLightPosition", pos.normalized);
                }
            }

            if (destLightCount != ms_currentLightCount)
            {
                //清空index~ms_currentLightCount
                if (ms_currentLightCount > destLightCount)
                {
                    for (int i = index; i < ms_currentLightCount; ++i)
                    {
                        m_lightsDatas[i] = new LightData(
                            Vector3.zero, 0.0f, Vector3.zero, 0.0f, mc_defaultLightAttenuation);
                    }
                }
                ms_currentLightCount = destLightCount;
            }

            m_lightListBuffer.SetData(m_lightsDatas);
        }
コード例 #7
0
        void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            NativeArray <VisibleLight> visibleLights = lightData.visibleLights;

            bool          additionalLightHasSoftShadows = false;
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                bool anyShadowSliceRenderer = false;
                int  shadowSlicesCount      = m_AdditionalShadowCastingLightIndices.Count;
                for (int i = 0; i < shadowSlicesCount; ++i)
                {
                    // we do the shadow strength check here again here because when using
                    // the uniform array path we might have zero strength shadow lights.
                    // In that case we need the shadow data buffer but we can skip
                    // rendering them to shadowmap.
                    if (!m_UseStructuredBuffer && Mathf.Approximately(m_AdditionalLightsShadowParams[i].x, 0.0f))
                    {
                        continue;
                    }

                    // Index of the VisibleLight
                    int          shadowLightIndex = m_AdditionalShadowCastingLightIndices[i];
                    VisibleLight shadowLight      = visibleLights[shadowLightIndex];

                    ShadowSliceData shadowSliceData = m_AdditionalLightSlices[i];

                    var     settings   = new ShadowDrawingSettings(cullResults, shadowLightIndex);
                    Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex,
                                                                   ref shadowData, shadowSliceData.projectionMatrix, shadowSliceData.resolution);
                    ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
                    ShadowUtils.RenderShadowSlice(cmd, ref context, ref shadowSliceData, ref settings);
                    additionalLightHasSoftShadows |= shadowLight.light.shadows == LightShadows.Soft;
                    anyShadowSliceRenderer         = true;
                }

                // 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, anyShadowSliceRenderer);
                CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, softShadows);

                if (anyShadowSliceRenderer)
                {
                    SetupAdditionalLightsShadowReceiverConstants(cmd, ref shadowData, softShadows);
                }
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
コード例 #8
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        static void InitializeLightData(UniversalRenderPipelineAsset settings, NativeArray <VisibleLight> visibleLights, int mainLightIndex, out LightData lightData)
        {
            int maxPerObjectAdditionalLights = UniversalRenderPipeline.maxPerObjectLights;
            int maxVisibleAdditionalLights   = UniversalRenderPipeline.maxVisibleAdditionalLights;

            lightData.mainLightIndex = mainLightIndex;

            if (settings.additionalLightsRenderingMode != LightRenderingMode.Disabled)
            {
                lightData.additionalLightsCount =
                    Math.Min((mainLightIndex != -1) ? visibleLights.Length - 1 : visibleLights.Length,
                             maxVisibleAdditionalLights);
                lightData.maxPerObjectAdditionalLightsCount = Math.Min(settings.maxAdditionalLightsCount, maxPerObjectAdditionalLights);
            }
            else
            {
                lightData.additionalLightsCount             = 0;
                lightData.maxPerObjectAdditionalLightsCount = 0;
            }

            lightData.shadeAdditionalLightsPerVertex = settings.additionalLightsRenderingMode == LightRenderingMode.PerVertex;
            lightData.visibleLights         = visibleLights;
            lightData.supportsMixedLighting = settings.supportsMixedLighting;
        }
コード例 #9
0
        void RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            int shadowLightIndex = lightData.mainLightIndex;

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

            VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];

            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);

                for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
                {
                    var splitData = settings.splitData;
                    splitData.cullingSphere = m_CascadeSplitDistances[cascadeIndex];
                    settings.splitData      = splitData;
                    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);
        }
コード例 #10
0
        void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullingResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            NativeArray <VisibleLight> visibleLights = lightData.visibleLights;

            bool          additionalLightHasSoftShadows = false;
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                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], m_ShadowmapWidth, m_ShadowmapHeight);
                    }

                    var     settings   = new ShadowDrawingSettings(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);
        }