// public int createdContainerCount; // public int releasedContainerCount; public void Get(ShadowRenderingRequest request, ref ShadowContainer container) { if (float.IsNaN(request.dimensions.x) || request.dimensions.x < 1 || float.IsNaN(request.dimensions.y) || request.dimensions.y < 1) { ReleaseContainer(container); return; } #if LETAI_TRUESHADOW_DEBUG RenderTexture.ReleaseTemporary(debugTexture); if (request.shadow.alwaysRender) { debugTexture = RenderShadow(request); } #endif // Each request need a coresponding shadow texture // Texture may be shared by multiple elements // Texture are released when no longer used by any element // ShadowContainer keep track of texture and their usage int requestHash = request.GetHashCode(); // Case: requester can keep the same texture if (container?.requestHash == requestHash) { return; } ReleaseContainer(container); if (shadowCache.TryGetValue(requestHash, out var existingContainer)) { // Case: requester got texture from someone else existingContainer.RefCount++; container = existingContainer; } else { // Case: requester got new unique texture container = shadowCache[requestHash] = new ShadowContainer(RenderShadow(request), request); // Debug.Log($"Created new container for request\t{requestHash}\tTotal Created: {++createdContainerCount}\t Alive: {createdContainerCount - releasedContainerCount}"); } }
RenderTexture RenderShadow(ShadowRenderingRequest request) { // return GenColoredTexture(request.GetHashCode()); cmd.Clear(); cmd.BeginSample("TrueShadow:Capture"); var padding = Mathf.CeilToInt(request.shadowSize); var imprintViewW = Mathf.CeilToInt(request.dimensions.x); var imprintViewH = Mathf.CeilToInt(request.dimensions.y); var tw = imprintViewW + padding * 2; var th = imprintViewH + padding * 2; var shadowTex = RenderTexture.GetTemporary(tw, th, 0, RenderTextureFormat.Default); cmd.GetTemporaryRT(IMPRINT_TEX_ID, tw, th, 0, FilterMode.Bilinear, RenderTextureFormat.Default); bool needPostProcess = request.shadow.IgnoreCasterColor || request.shadow.Inset; if (needPostProcess) { cmd.GetTemporaryRT(IMPRINT_AFTER_POSTPROCESS_TEX_ID, tw, th, 0, FilterMode.Bilinear, RenderTextureFormat.Default); } var texture = request.shadow.Content; if (texture) { materialProps.SetTexture(ShaderId.MAIN_TEX, texture); } else { materialProps.SetTexture(ShaderId.MAIN_TEX, Texture2D.whiteTexture); } cmd.SetRenderTarget(IMPRINT_TEX_ID); cmd.ClearRenderTarget(true, true, request.shadow.ClearColor); cmd.SetViewport(new Rect(padding, padding, imprintViewW, imprintViewH)); var bounds = request.rect; cmd.SetViewProjectionMatrices( Matrix4x4.identity, Matrix4x4.Ortho(bounds.min.x, bounds.max.x + bounds.width * (imprintViewW / request.dimensions.x - 1), bounds.min.y, bounds.max.y + bounds.height * (imprintViewH / request.dimensions.y - 1), -1, 1) ); request.shadow.ModifyShadowCastingMesh(request.shadow.SpriteMesh); request.shadow.ModifyShadowCastingMaterialProperties(materialProps); cmd.DrawMesh(request.shadow.SpriteMesh, Matrix4x4.identity, request.shadow.GetShadowCastingMaterial(), 0, 0, materialProps); if (needPostProcess) { ImprintPostProcessMaterial.SetKeyword("BLEACH", request.shadow.IgnoreCasterColor); ImprintPostProcessMaterial.SetKeyword("INSET", request.shadow.Inset); cmd.Blit(IMPRINT_TEX_ID, IMPRINT_AFTER_POSTPROCESS_TEX_ID, ImprintPostProcessMaterial); } cmd.EndSample("TrueShadow:Capture"); cmd.BeginSample("TrueShadow:Cast"); int source = needPostProcess ? IMPRINT_AFTER_POSTPROCESS_TEX_ID : IMPRINT_TEX_ID; if (request.shadowSize < 1e-2) { cmd.Blit(source, shadowTex); } else { blurConfig.Strength = request.shadowSize; blurProcessor.Blur(cmd, source, UNIT_RECT, shadowTex); } cmd.EndSample("TrueShadow:Cast"); if (request.shadow.Cutout) { cmd.BeginSample("TrueShadow:Cutout"); CutoutMaterial.SetVector(ShaderId.OFFSET, new Vector2(request.shadowOffset.x / tw, request.shadowOffset.y / th)); CutoutMaterial.SetFloat(ShaderId.OVERFLOW_ALPHA, request.shadow.Inset ? 1 : 0); cmd.SetViewport(UNIT_RECT); cmd.Blit(source, shadowTex, CutoutMaterial); cmd.EndSample("TrueShadow:Cutout"); } cmd.ReleaseTemporaryRT(source); Graphics.ExecuteCommandBuffer(cmd); return(shadowTex); }
public ShadowContainer(RenderTexture texture, ShadowRenderingRequest request) { Texture = texture; RefCount = 1; requestHash = request.GetHashCode(); }