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 RenderMainLightCascadeShadowmap(ref ScriptableRenderContext context, ref CullResults cullResults, ref LightData lightData, ref ShadowData shadowData) { int shadowLightIndex = lightData.mainLightIndex; if (shadowLightIndex == -1) { return; } VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex]; CommandBuffer cmd = CommandBufferPool.Get(k_RenderMainLightShadowmapTag); using (new ProfilingSample(cmd, k_RenderMainLightShadowmapTag)) { var settings = new DrawShadowsSettings(cullResults, shadowLightIndex); m_MainLightShadowmapTexture = RenderTexture.GetTemporary(shadowData.mainLightShadowmapWidth, shadowData.mainLightShadowmapHeight, k_ShadowmapBufferBits, m_ShadowmapFormat); m_MainLightShadowmapTexture.filterMode = FilterMode.Bilinear; m_MainLightShadowmapTexture.wrapMode = TextureWrapMode.Clamp; SetRenderTarget(cmd, m_MainLightShadowmapTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, TextureDimension.Tex2D); for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex) { settings.splitData.cullingSphere = m_CascadeSplitDistances[cascadeIndex]; 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); }