public void Render(ScriptableRenderContext loop, CullResults cullResults, out ShadowOutput packedShadows) { if (!m_Settings.enabled) { ClearPackedShadows(cullResults.visibleLights, out packedShadows); return; } // Pack all shadow quads into the texture if (!AutoPackLightsIntoShadowTexture(GetInputShadowLightData(cullResults), cullResults.visibleLights, out packedShadows)) { // No shadowing lights found, so skip all rendering return; } RenderPackedShadows(loop, cullResults, ref packedShadows); }
//--------------------------------------------------------------------------------------------------------------------------------------------------- // Render shadows //--------------------------------------------------------------------------------------------------------------------------------------------------- void RenderPackedShadows(ScriptableRenderContext loop, CullResults cullResults, ref ShadowOutput packedShadows) { var setRenderTargetCommandBuffer = new CommandBuffer(); setRenderTargetCommandBuffer.name = "Render packed shadows"; setRenderTargetCommandBuffer.GetTemporaryRT(m_ShadowTexName, m_Settings.shadowAtlasWidth, m_Settings.shadowAtlasHeight, k_DepthBuffer, FilterMode.Bilinear, RenderTextureFormat.Shadowmap, RenderTextureReadWrite.Linear); setRenderTargetCommandBuffer.SetRenderTarget(new RenderTargetIdentifier(m_ShadowTexName)); setRenderTargetCommandBuffer.ClearRenderTarget(true, true, Color.green); loop.ExecuteCommandBuffer(setRenderTargetCommandBuffer); setRenderTargetCommandBuffer.Dispose(); VisibleLight[] visibleLights = cullResults.visibleLights; var shadowSlices = packedShadows.shadowSlices; // Render each light's shadow buffer into a subrect of the shared depth texture for (int lightIndex = 0; lightIndex < packedShadows.shadowLights.Length; lightIndex++) { int shadowSliceCount = packedShadows.shadowLights[lightIndex].shadowSliceCount; if (shadowSliceCount == 0) { continue; } Profiler.BeginSample("Shadows.GetShadowCasterBounds"); Bounds bounds; if (!cullResults.GetShadowCasterBounds(lightIndex, out bounds)) { Profiler.EndSample(); continue; } Profiler.EndSample(); Profiler.BeginSample("Shadows.DrawShadows"); Matrix4x4 proj; Matrix4x4 view; var lightType = visibleLights[lightIndex].lightType; var lightDirection = visibleLights[lightIndex].light.transform.forward; int shadowSliceIndex = packedShadows.GetShadowSliceIndex(lightIndex, 0); if (lightType == LightType.Spot) { var settings = new DrawShadowsSettings(cullResults, lightIndex); bool needRendering = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData); SetupShadowSplitMatrices(ref packedShadows.shadowSlices[shadowSliceIndex], proj, view); if (needRendering) { RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings); } } else if (lightType == LightType.Directional) { Vector3 splitRatio = m_Settings.directionalLightCascades; for (int s = 0; s < 4; ++s) { packedShadows.directionalShadowSplitSphereSqr[s] = new Vector4(0, 0, 0, float.NegativeInfinity); } for (int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++) { var settings = new DrawShadowsSettings(cullResults, lightIndex); var shadowResolution = shadowSlices[shadowSliceIndex].shadowResolution; bool needRendering = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(lightIndex, s, shadowSliceCount, splitRatio, shadowResolution, m_Settings.directionalLightNearPlaneOffset, out view, out proj, out settings.splitData); packedShadows.directionalShadowSplitSphereSqr[s] = settings.splitData.cullingSphere; packedShadows.directionalShadowSplitSphereSqr[s].w *= packedShadows.directionalShadowSplitSphereSqr[s].w; SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view); if (needRendering) { RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings); } } } else if (lightType == LightType.Point) { for (int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++) { var settings = new DrawShadowsSettings(cullResults, lightIndex); bool needRendering = cullResults.ComputePointShadowMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData); // The view matrix for point lights flips primitives. We fix it here (by making it left-handed). view.SetRow(1, -view.GetRow(1)); SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view); if (needRendering) { RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings); } } } Profiler.EndSample(); } }
//--------------------------------------------------------------------------------------------------------------------------------------------------- bool AutoPackLightsIntoShadowTexture(List <InputShadowLightData> shadowLights, VisibleLight[] lights, out ShadowOutput packedShadows) { var activeShadowLights = new Dictionary <int, InputShadowLightData>(); var shadowIndices = new List <int>(); //@TODO: Disallow multiple directional lights for (int i = 0; i < shadowLights.Count; i++) { shadowIndices.Add(shadowLights[i].lightIndex); activeShadowLights[shadowLights[i].lightIndex] = shadowLights[i]; } // World's stupidest sheet packer: // 1. Sort all lights from largest to smallest // 2. In a left->right, top->bottom pattern, fill quads until you reach the edge of the texture // 3. Move position to x=0, y=bottomOfFirstTextureInThisRow // 4. Goto 2. // Yes, this will produce holes as the quads shrink, but it's good enough for now. I'll work on this more later to fill the gaps. // Sort all lights from largest to smallest shadowIndices.Sort( delegate(int l1, int l2) { var nCompare = 0; // Sort shadow-casting lights by shadow resolution nCompare = activeShadowLights[l1].shadowResolution.CompareTo(activeShadowLights[l2].shadowResolution); // Sort by shadow size if (nCompare == 0) // Same, so sort by range to stabilize sort results { nCompare = lights[l1].range.CompareTo(lights[l2].range); // Sort by shadow size } if (nCompare == 0) // Still same, so sort by instance ID to stabilize sort results { nCompare = lights[l1].light.GetInstanceID().CompareTo(lights[l2].light.GetInstanceID()); } return(nCompare); } ); // Start filling lights into texture var requestedPages = new List <AtlasEntry>(); packedShadows.shadowLights = new ShadowLight[lights.Length]; for (int i = 0; i != shadowIndices.Count; i++) { var numShadowSplits = CalculateNumShadowSplits(shadowIndices[i], lights); packedShadows.shadowLights[shadowIndices[i]].shadowSliceCount = numShadowSplits; packedShadows.shadowLights[shadowIndices[i]].shadowSliceIndex = requestedPages.Count; for (int s = 0; s < numShadowSplits; s++) { requestedPages.Add(new AtlasEntry(requestedPages.Count, shadowIndices[i])); } } var nCurrentX = 0; var nCurrentY = -1; var nNextY = 0; packedShadows.shadowSlices = new ShadowSliceData[requestedPages.Count]; packedShadows.directionalShadowSplitSphereSqr = new Vector4[4]; foreach (var entry in requestedPages) { var shadowResolution = activeShadowLights[entry.lightIndex].shadowResolution; // Check if first texture is too wide if (nCurrentY == -1) { if ((shadowResolution > m_Settings.shadowAtlasWidth) || (shadowResolution > m_Settings.shadowAtlasHeight)) { Debug.LogError("ERROR! Shadow packer ran out of space in the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n"); m_FailedToPackLastTime = true; ClearPackedShadows(lights, out packedShadows); return(false); } } // Goto next scanline if ((nCurrentY == -1) || ((nCurrentX + shadowResolution) > m_Settings.shadowAtlasWidth)) { nCurrentX = 0; nCurrentY = nNextY; nNextY += shadowResolution; } // Check if we've run out of space if ((nCurrentY + shadowResolution) > m_Settings.shadowAtlasHeight) { Debug.LogError("ERROR! Shadow packer ran out of space in the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n"); m_FailedToPackLastTime = true; ClearPackedShadows(lights, out packedShadows); return(false); } // Save location to light packedShadows.shadowSlices[entry.splitIndex].atlasX = nCurrentX; packedShadows.shadowSlices[entry.splitIndex].atlasY = nCurrentY; packedShadows.shadowSlices[entry.splitIndex].shadowResolution = shadowResolution; // Move ahead nCurrentX += shadowResolution; //Debug.Log( "Sheet packer: " + vl.m_cachedLight.name + " ( " + vl.m_shadowX + ", " + vl.m_shadowY + " ) " + vl.m_shadowResolution + "\n\n" ); } if (m_FailedToPackLastTime) { m_FailedToPackLastTime = false; Debug.Log("SUCCESS! Shadow packer can now fit all lights into the " + m_Settings.shadowAtlasWidth + "x" + m_Settings.shadowAtlasHeight + " texture!\n\n"); } return(requestedPages.Count != 0); }
public static void ClearPackedShadows(VisibleLight[] lights, out ShadowOutput packedShadows) { packedShadows.directionalShadowSplitSphereSqr = null; packedShadows.shadowSlices = null; packedShadows.shadowLights = new ShadowLight[lights.Length]; }