Пример #1
0
        static private void RenderLightVolumeSet(Camera camera, int lightOpIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List <Light2D> lights)
        {
            if (lights.Count > 0)
            {
                for (int i = 0; i < lights.Count; i++)
                {
                    Light2D light = lights[i];

                    int topMostLayer = light.GetTopMostLitLayer();
                    if (layerToRender == topMostLayer)
                    {
                        if (light != null && light.lightType != Light2D.LightType.Global && light.volumeOpacity > 0.0f && light.lightOperationIndex == lightOpIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                        {
                            Material lightVolumeMaterial = GetLightMaterial(light, true);
                            if (lightVolumeMaterial != null)
                            {
                                Mesh lightMesh = light.GetMesh();
                                if (lightMesh != null)
                                {
                                    if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                                    {
                                        cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                                    }

                                    cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
                                    cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
                                    cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
                                    cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
                                    cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);

                                    // Is this needed
                                    if (light.useNormalMap || light.lightType == Light2D.LightType.Point)
                                    {
                                        RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                                    }

                                    // Could be combined...
                                    if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
                                    {
                                        cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightVolumeMaterial);
                                    }
                                    else if (light.lightType == Light2D.LightType.Point)
                                    {
                                        Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                        Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                        cmdBuffer.DrawMesh(lightMesh, matrix, lightVolumeMaterial);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Пример #2
0
        static private bool RenderLightSet(Camera camera, int lightOpIndex, CommandBuffer cmdBuffer, int layerToRender, List <Light2D> lights)
        {
            bool renderedAnyLight = false;

            foreach (var light in lights)
            {
                if (light != null && light.lightType != Light2D.LightType.Global && light.lightOperationIndex == lightOpIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                {
                    Material lightMaterial = GetLightMaterial(light, false);
                    if (lightMaterial != null)
                    {
                        Mesh lightMesh = light.GetMesh();
                        if (lightMesh != null)
                        {
                            if (!renderedAnyLight)
                            {
                                renderedAnyLight = true;
                            }

                            if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                            {
                                cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                            }

                            cmdBuffer.SetGlobalFloat("_FalloffIntensity", light.falloffIntensity);
                            cmdBuffer.SetGlobalFloat("_FalloffDistance", light.shapeLightFalloffSize);
                            cmdBuffer.SetGlobalVector("_FalloffOffset", light.shapeLightFalloffOffset);
                            cmdBuffer.SetGlobalColor("_LightColor", light.intensity * light.color);
                            cmdBuffer.SetGlobalFloat("_VolumeOpacity", light.volumeOpacity);

                            if (light.useNormalMap || light.lightType == Light2D.LightType.Point)
                            {
                                RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                            }

                            // Light code could be combined...
                            if (light.lightType == Light2D.LightType.Parametric || light.lightType == Light2D.LightType.Freeform || light.lightType == Light2D.LightType.Sprite)
                            {
                                cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, lightMaterial);
                            }
                            else if (light.lightType == Light2D.LightType.Point)
                            {
                                Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                cmdBuffer.DrawMesh(lightMesh, matrix, lightMaterial);
                            }
                        }
                    }
                }
            }

            return(renderedAnyLight);
        }
Пример #3
0
        static private void RenderLightVolumeSet(Camera camera, int lightOpIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, List <Light2D> lights)
        {
            if (lights.Count > 0)
            {
                for (int i = 0; i < lights.Count; i++)
                {
                    Light2D light = lights[i];

                    int topMostLayer = light.GetTopMostLitLayer();
                    if (layerToRender == topMostLayer)
                    {
                        if (light != null && light.lightType != Light2D.LightType.Global && light.volumeOpacity > 0.0f && light.lightOperationIndex == lightOpIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                        {
                            Material shapeLightVolumeMaterial = GetLightMaterial(light, true);
                            if (shapeLightVolumeMaterial != null)
                            {
                                Mesh lightMesh = light.GetMesh();
                                if (lightMesh != null)
                                {
                                    if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                                    {
                                        cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                                    }

                                    cmdBuffer.SetGlobalFloat("_FalloffCurve", light.falloffCurve);

                                    if (!light.hasDirection)
                                    {
                                        cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, shapeLightVolumeMaterial);
                                    }
                                    else
                                    {
                                        RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                                        //Vector3 scale = new Vector3(2 * light.m_PointLightOuterRadius, 2 * light.m_PointLightOuterRadius, 1);
                                        Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                        Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                        cmdBuffer.DrawMesh(lightMesh, matrix, shapeLightVolumeMaterial);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Пример #4
0
        static private bool RenderLightSet(Camera camera, int lightOpIndex, CommandBuffer cmdBuffer, int layerToRender, List <Light2D> lights)
        {
            bool renderedAnyLight = false;

            foreach (var light in lights)
            {
                if (light != null && light.lightType != Light2D.LightType.Global && light.lightOperationIndex == lightOpIndex && light.IsLitLayer(layerToRender) && light.IsLightVisible(camera))
                {
                    Material shapeLightMaterial = GetLightMaterial(light, false);
                    if (shapeLightMaterial != null)
                    {
                        Mesh lightMesh = light.GetMesh();
                        if (lightMesh != null)
                        {
                            if (!renderedAnyLight)
                            {
                                renderedAnyLight = true;
                            }

                            if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
                            {
                                cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture);
                            }

                            cmdBuffer.SetGlobalFloat("_FalloffCurve", light.falloffCurve);

                            if (!light.hasDirection)
                            {
                                cmdBuffer.DrawMesh(lightMesh, light.transform.localToWorldMatrix, shapeLightMaterial);
                            }
                            else
                            {
                                RendererLighting.SetPointLightShaderGlobals(cmdBuffer, light);
                                //Vector3 scale = new Vector3(2 * light.m_PointLightOuterRadius, 2 * light.m_PointLightOuterRadius, 1);
                                Vector3   scale  = new Vector3(light.pointLightOuterRadius, light.pointLightOuterRadius, light.pointLightOuterRadius);
                                Matrix4x4 matrix = Matrix4x4.TRS(light.transform.position, Quaternion.identity, scale);
                                cmdBuffer.DrawMesh(lightMesh, matrix, shapeLightMaterial);
                            }
                        }
                    }
                }
            }

            return(renderedAnyLight);
        }
Пример #5
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");
            cmd.Clear();

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            RendererLighting.CreateRenderTextures(cmd, camera);
            Profiler.EndSample();

            cmd.SetGlobalFloat("_HDREmulationScale", m_RendererData.hdrEmulationScale);
            cmd.SetGlobalFloat("_InverseHDREmulationScale", 1.0f / m_RendererData.hdrEmulationScale);


#if UNITY_EDITOR
            bool isPreview = false;
            isPreview = EditorSceneManager.IsPreviewSceneObject(camera);

            if (isPreview)
            {
                RendererLighting.SetPreviewShaderGlobals(cmd);
            }
            else
#endif
            RendererLighting.SetShapeLightShaderGlobals(cmd);

            context.ExecuteCommandBuffer(cmd);

            Profiler.BeginSample("RenderSpritesWithLighting - Prepare");
            DrawingSettings combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
            DrawingSettings normalsDrawSettings  = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;
            Profiler.EndSample();

            for (int i = 0; i < s_SortingLayers.Length; i++)
            {
                // Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
                // When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
                // Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
                short layerValue = (short)s_SortingLayers[i].value;
                var   lowerBound = (i == 0) ? short.MinValue : layerValue;
                var   upperBound = (i == s_SortingLayers.Length - 1) ? short.MaxValue : layerValue;
                filterSettings.sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);

                int layerToRender = s_SortingLayers[i].id;

                Light2D.LightStats lightStats;
                lightStats = Light2D.GetLightStatsByLayer(layerToRender);

                if (lightStats.totalNormalMapUsage > 0)
                {
                    RendererLighting.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings);
                }

                cmd.Clear();
                if (lightStats.totalLights > 0)
                {
#if UNITY_EDITOR
                    cmd.name = "Render Lights - " + SortingLayer.IDToName(layerToRender);
#endif
                    RendererLighting.RenderLights(camera, cmd, layerToRender);
                }
                else
                {
                    RendererLighting.ClearDirtyLighting(cmd);
                }

                CoreUtils.SetRenderTarget(cmd, colorAttachment, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.white);
                context.ExecuteCommandBuffer(cmd);

                Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers");
                context.DrawRenderers(renderingData.cullResults, ref combinedDrawSettings, ref filterSettings);
                Profiler.EndSample();

                if (lightStats.totalVolumetricUsage > 0)
                {
                    cmd.Clear();
#if UNITY_EDITOR
                    cmd.name = "Render Light Volumes" + SortingLayer.IDToName(layerToRender);
#endif
                    RendererLighting.RenderLightVolumes(camera, cmd, layerToRender);
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Clear();
                }
            }

            cmd.Clear();
            Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
            RendererLighting.ReleaseRenderTextures(cmd);
            Profiler.EndSample();

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            filterSettings.sortingLayerRange = SortingLayerRange.all;
            RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
        }
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            RendererLighting.CreateRenderTextures(cmd, camera);
            Profiler.EndSample();

            cmd.SetGlobalFloat("_LightIntensityScale", m_RendererData.lightIntensityScale);
            cmd.SetGlobalFloat("_InverseLightIntensityScale", 1.0f / m_RendererData.lightIntensityScale);
            RendererLighting.SetShapeLightShaderGlobals(cmd);

            context.ExecuteCommandBuffer(cmd);

            Profiler.BeginSample("RenderSpritesWithLighting - Prepare");
            DrawingSettings drawSettings = CreateDrawingSettings(k_CombinedRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;
            Profiler.EndSample();

            bool cleared = false;
            for (int i = 0; i < s_SortingLayers.Length; i++)
            {
                short layerValue = (short)s_SortingLayers[i].value;
                filterSettings.sortingLayerRange = new SortingLayerRange(layerValue, layerValue);

                RendererLighting.RenderNormals(context, renderingData.cullResults, drawSettings, filterSettings);

                cmd.Clear();
                int layerToRender = s_SortingLayers[i].id;
                RendererLighting.RenderLights(camera, cmd, layerToRender);

                // This should have an optimization where I can determine if this needs to be called.
                // And the clear is only needed if no previous pass has cleared the camera RT yet.
                var clearFlag  = cleared ? ClearFlag.None : ClearFlag.All;
                var clearColor = renderingData.cameraData.camera.backgroundColor;
                cleared = true;
                SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, clearFlag, clearColor, TextureDimension.Tex2D);

                context.ExecuteCommandBuffer(cmd);

                Profiler.BeginSample("RenderSpritesWithLighting - Draw Renderers");
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
                Profiler.EndSample();

                cmd.Clear();
                RendererLighting.RenderLightVolumes(camera, cmd, layerToRender);
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();
            }

            Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
            RendererLighting.ReleaseRenderTextures(cmd);
            Profiler.EndSample();

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            filterSettings.sortingLayerRange = SortingLayerRange.all;
            RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
        }