Exemplo n.º 1
0
        void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            List <VisibleLight> visibleLights = lightData.visibleLights;

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

            using (new ProfilingSample(cmd, k_RenderAdditionalLightShadows))
            {
                int shadowmapWidth  = shadowData.additionalLightsShadowmapWidth;
                int shadowmapHeight = shadowData.additionalLightsShadowmapHeight;

                m_AdditionalLightsShadowmapTexture = RenderTexture.GetTemporary(shadowmapWidth, shadowmapHeight,
                                                                                k_ShadowmapBufferBits, m_AdditionalShadowmapFormat);
                m_AdditionalLightsShadowmapTexture.filterMode = FilterMode.Bilinear;
                m_AdditionalLightsShadowmapTexture.wrapMode   = TextureWrapMode.Clamp;

                SetRenderTarget(cmd, m_AdditionalLightsShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                                ClearFlag.Depth, Color.black, TextureDimension.Tex2D);

                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], shadowmapWidth, shadowmapHeight);
                    }

                    var     settings   = new DrawShadowsSettings(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);
        }
        void RenderAdditionalShadowmapAtlas(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData)
        {
            List <int>          additionalLightIndices = lightData.additionalLightIndices;
            List <VisibleLight> visibleLights          = lightData.visibleLights;

            int shadowCastingLightsCount = 0;
            int additionalLightsCount    = additionalLightIndices.Count;

            for (int i = 0; i < additionalLightsCount; ++i)
            {
                VisibleLight shadowLight = visibleLights[additionalLightIndices[i]];

                if (shadowLight.lightType == LightType.Spot && shadowLight.light.shadows != LightShadows.None)
                {
                    shadowCastingLightsCount++;
                }
            }

            if (shadowCastingLightsCount == 0)
            {
                return;
            }

            Matrix4x4 view, proj;
            Bounds    bounds;

            CommandBuffer cmd = CommandBufferPool.Get(k_RenderAdditionalLightShadows);

            using (new ProfilingSample(cmd, k_RenderAdditionalLightShadows))
            {
                // TODO: Add support to point light shadows. We make a simplification here that only works
                // for spot lights and with max spot shadows per pass.
                int atlasWidth      = shadowData.additionalLightsShadowmapWidth;
                int atlasHeight     = shadowData.additionalLightsShadowmapHeight;
                int sliceResolution = ShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);

                m_AdditionalLightsShadowmapTexture = RenderTexture.GetTemporary(shadowData.additionalLightsShadowmapWidth,
                                                                                shadowData.additionalLightsShadowmapHeight, k_ShadowmapBufferBits, m_AdditionalShadowmapFormat);
                m_AdditionalLightsShadowmapTexture.filterMode = FilterMode.Bilinear;
                m_AdditionalLightsShadowmapTexture.wrapMode   = TextureWrapMode.Clamp;

                SetRenderTarget(cmd, m_AdditionalLightsShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                                ClearFlag.Depth, Color.black, TextureDimension.Tex2D);

                for (int i = 0; i < additionalLightsCount; ++i)
                {
                    int          shadowLightIndex = additionalLightIndices[i];
                    VisibleLight shadowLight      = visibleLights[shadowLightIndex];
                    Light        light            = shadowLight.light;

                    // TODO: Add support to point light shadows
                    if (shadowLight.lightType != LightType.Spot || shadowLight.light.shadows == LightShadows.None)
                    {
                        continue;
                    }

                    if (!cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
                    {
                        continue;
                    }

                    Matrix4x4 shadowTransform;
                    bool      success = ShadowUtils.ExtractSpotLightMatrix(ref cullResults, ref shadowData,
                                                                           shadowLightIndex, out shadowTransform, out view, out proj);

                    if (success)
                    {
                        // This way of computing the shadow slice only work for spots and with most 4 shadow casting lights per pass
                        // Change this when point lights are supported.
                        Debug.Assert(shadowCastingLightsCount <= 4 && shadowLight.lightType == LightType.Spot);

                        // TODO: We need to pass bias and scale list to shader to be able to support multiple
                        // shadow casting additional lights.
                        m_AdditionalLightSlices[i].offsetX         = (i % 2) * sliceResolution;
                        m_AdditionalLightSlices[i].offsetY         = (i / 2) * sliceResolution;
                        m_AdditionalLightSlices[i].resolution      = sliceResolution;
                        m_AdditionalLightSlices[i].shadowTransform = shadowTransform;

                        m_AdditionalLightsShadowStrength[i] = light.shadowStrength;

                        if (shadowCastingLightsCount > 1)
                        {
                            ShadowUtils.ApplySliceTransform(ref m_AdditionalLightSlices[i], atlasWidth, atlasHeight);
                        }

                        var     settings   = new DrawShadowsSettings(cullResults, shadowLightIndex);
                        Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex,
                                                                       ref shadowData, proj, sliceResolution);
                        ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
                        ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_AdditionalLightSlices[i], ref settings, proj, view);
                    }
                }

                SetupAdditionalLightsShadowReceiverConstants(cmd, ref shadowData);
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }