416 lines
21 KiB
C#
416 lines
21 KiB
C#
using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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using System.Collections.Generic;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Renders a shadow map for the main Light.
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/// </summary>
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public class MainLightShadowCasterPass : ScriptableRenderPass
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{
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private static class MainLightShadowConstantBuffer
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{
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public static int _WorldToShadow;
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public static int _ShadowParams;
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public static int _CascadeShadowSplitSpheres0;
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public static int _CascadeShadowSplitSpheres1;
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public static int _CascadeShadowSplitSpheres2;
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public static int _CascadeShadowSplitSpheres3;
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public static int _CascadeShadowSplitSphereRadii;
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public static int _ShadowOffset0;
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public static int _ShadowOffset1;
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public static int _ShadowmapSize;
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}
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const int k_MaxCascades = 4;
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const int k_ShadowmapBufferBits = 16;
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float m_CascadeBorder;
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float m_MaxShadowDistanceSq;
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int m_ShadowCasterCascadesCount;
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int m_MainLightShadowmapID;
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internal RTHandle m_MainLightShadowmapTexture;
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internal RTHandle m_EmptyLightShadowmapTexture;
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Matrix4x4[] m_MainLightShadowMatrices;
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ShadowSliceData[] m_CascadeSlices;
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Vector4[] m_CascadeSplitDistances;
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bool m_CreateEmptyShadowmap;
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int renderTargetWidth;
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int renderTargetHeight;
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ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Main Shadowmap");
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private PassData m_PassData;
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/// <summary>
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/// Creates a new <c>MainLightShadowCasterPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <seealso cref="RenderPassEvent"/>
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public MainLightShadowCasterPass(RenderPassEvent evt)
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{
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base.profilingSampler = new ProfilingSampler(nameof(MainLightShadowCasterPass));
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renderPassEvent = evt;
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m_PassData = new PassData();
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m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1];
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m_CascadeSlices = new ShadowSliceData[k_MaxCascades];
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m_CascadeSplitDistances = new Vector4[k_MaxCascades];
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MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow");
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MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2");
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MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3");
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MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii");
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MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0");
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MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1");
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MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize");
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m_MainLightShadowmapID = Shader.PropertyToID("_MainLightShadowmapTexture");
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m_EmptyLightShadowmapTexture = ShadowUtils.AllocShadowRT(1, 1, k_ShadowmapBufferBits, 1, 0, name: "_EmptyLightShadowmapTexture");
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}
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/// <summary>
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/// Cleans up resources used by the pass.
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/// </summary>
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public void Dispose()
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{
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m_MainLightShadowmapTexture?.Release();
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m_EmptyLightShadowmapTexture?.Release();
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}
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/// <summary>
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/// Sets up the pass.
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/// </summary>
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/// <param name="renderingData"></param>
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/// <returns>True if the pass should be enqueued, otherwise false.</returns>
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/// <seealso cref="RenderingData"/>
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public bool Setup(ref RenderingData renderingData)
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{
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using var profScope = new ProfilingScope(m_ProfilingSetupSampler);
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ref ShadowData shadowData = ref renderingData.shadowData;
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if (!shadowData.supportsMainLightShadows)
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return SetupForEmptyRendering(ref renderingData);
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Clear();
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int shadowLightIndex = renderingData.lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return SetupForEmptyRendering(ref renderingData);
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VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
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Light light = shadowLight.light;
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if (light.shadows == LightShadows.None)
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return SetupForEmptyRendering(ref renderingData);
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if (shadowLight.lightType != LightType.Directional)
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{
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Debug.LogWarning("Only directional lights are supported as main light.");
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}
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Bounds bounds;
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if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
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return SetupForEmptyRendering(ref renderingData);
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m_ShadowCasterCascadesCount = shadowData.mainLightShadowCascadesCount;
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renderTargetWidth = shadowData.mainLightRenderTargetWidth;
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renderTargetHeight = shadowData.mainLightRenderTargetHeight;
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ref readonly URPLightShadowCullingInfos shadowCullingInfos = ref renderingData.visibleLightsShadowCullingInfos.UnsafeElementAt(shadowLightIndex);
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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ref readonly ShadowSliceData sliceData = ref shadowCullingInfos.slices.UnsafeElementAt(cascadeIndex);
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m_CascadeSplitDistances[cascadeIndex] = sliceData.splitData.cullingSphere;
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m_CascadeSlices[cascadeIndex] = sliceData;
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if (!shadowCullingInfos.IsSliceValid(cascadeIndex))
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return SetupForEmptyRendering(ref renderingData);
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}
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ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_MainLightShadowmapTexture, renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits, name: "_MainLightShadowmapTexture");
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m_MaxShadowDistanceSq = renderingData.cameraData.maxShadowDistance * renderingData.cameraData.maxShadowDistance;
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m_CascadeBorder = renderingData.shadowData.mainLightShadowCascadeBorder;
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m_CreateEmptyShadowmap = false;
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useNativeRenderPass = true;
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return true;
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}
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bool SetupForEmptyRendering(ref RenderingData renderingData)
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{
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if (!renderingData.cameraData.renderer.stripShadowsOffVariants)
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return false;
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m_CreateEmptyShadowmap = true;
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useNativeRenderPass = false;
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ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_EmptyLightShadowmapTexture, 1, 1, k_ShadowmapBufferBits, name: "_EmptyLightShadowmapTexture");
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return true;
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}
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/// <inheritdoc />
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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if (m_CreateEmptyShadowmap)
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ConfigureTarget(m_EmptyLightShadowmapTexture);
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else
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ConfigureTarget(m_MainLightShadowmapTexture);
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ConfigureClear(ClearFlag.All, Color.black);
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_CreateEmptyShadowmap)
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{
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SetEmptyMainLightCascadeShadowmap(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer));
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renderingData.commandBuffer.SetGlobalTexture(m_MainLightShadowmapID, m_EmptyLightShadowmapTexture.nameID);
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return;
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}
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InitPassData(ref m_PassData, ref renderingData);
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InitRendererLists(ref renderingData, ref m_PassData, context, default(RenderGraph), false);
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RenderMainLightCascadeShadowmap(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), ref m_PassData, ref renderingData, false);
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renderingData.commandBuffer.SetGlobalTexture(m_MainLightShadowmapID, m_MainLightShadowmapTexture.nameID);
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}
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void Clear()
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{
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for (int i = 0; i < m_MainLightShadowMatrices.Length; ++i)
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m_MainLightShadowMatrices[i] = Matrix4x4.identity;
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for (int i = 0; i < m_CascadeSplitDistances.Length; ++i)
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m_CascadeSplitDistances[i] = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int i = 0; i < m_CascadeSlices.Length; ++i)
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m_CascadeSlices[i].Clear();
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}
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void SetEmptyMainLightCascadeShadowmap(RasterCommandBuffer cmd)
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{
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, true);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
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new Vector4(1, 0, 1, 0));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize,
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new Vector4(1f / m_EmptyLightShadowmapTexture.rt.width, 1f / m_EmptyLightShadowmapTexture.rt.height, m_EmptyLightShadowmapTexture.rt.width, m_EmptyLightShadowmapTexture.rt.height));
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}
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void RenderMainLightCascadeShadowmap(RasterCommandBuffer cmd, ref PassData data, ref RenderingData renderingData, bool isRenderGraph)
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{
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var lightData = renderingData.lightData;
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int shadowLightIndex = lightData.mainLightIndex;
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if (shadowLightIndex == -1)
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return;
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VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex];
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MainLightShadow)))
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{
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// Need to start by setting the Camera position as that is not set for passes executed before normal rendering
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cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, renderingData.cameraData.worldSpaceCameraPos);
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, shadowLightIndex, ref renderingData.shadowData, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].resolution);
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ShadowUtils.SetupShadowCasterConstantBuffer(cmd, ref shadowLight, shadowBias);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.CastingPunctualLightShadow, false);
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RendererList shadowRendererList = isRenderGraph? data.shadowRendererListsHandle[cascadeIndex] : data.shadowRendererLists[cascadeIndex];
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ShadowUtils.RenderShadowSlice(cmd, ref m_CascadeSlices[cascadeIndex], ref shadowRendererList, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix);
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}
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renderingData.shadowData.isKeywordSoftShadowsEnabled = shadowLight.light.shadows == LightShadows.Soft && renderingData.shadowData.supportsSoftShadows;
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, renderingData.shadowData.mainLightShadowCascadesCount == 1);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, renderingData.shadowData.mainLightShadowCascadesCount > 1);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.SoftShadows, renderingData.shadowData.isKeywordSoftShadowsEnabled);
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SetupMainLightShadowReceiverConstants(cmd, ref shadowLight, ref renderingData.shadowData);
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}
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}
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void SetupMainLightShadowReceiverConstants(RasterCommandBuffer cmd, ref VisibleLight shadowLight, ref ShadowData shadowData)
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{
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Light light = shadowLight.light;
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bool softShadows = shadowLight.light.shadows == LightShadows.Soft && shadowData.supportsSoftShadows;
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int cascadeCount = m_ShadowCasterCascadesCount;
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for (int i = 0; i < cascadeCount; ++i)
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m_MainLightShadowMatrices[i] = m_CascadeSlices[i].shadowTransform;
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// We setup and additional a no-op WorldToShadow matrix in the last index
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// because the ComputeCascadeIndex function in Shadows.hlsl can return an index
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// out of bounds. (position not inside any cascade) and we want to avoid branching
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Matrix4x4 noOpShadowMatrix = Matrix4x4.zero;
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noOpShadowMatrix.m22 = (SystemInfo.usesReversedZBuffer) ? 1.0f : 0.0f;
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for (int i = cascadeCount; i <= k_MaxCascades; ++i)
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m_MainLightShadowMatrices[i] = noOpShadowMatrix;
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float invShadowAtlasWidth = 1.0f / renderTargetWidth;
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float invShadowAtlasHeight = 1.0f / renderTargetHeight;
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float invHalfShadowAtlasWidth = 0.5f * invShadowAtlasWidth;
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float invHalfShadowAtlasHeight = 0.5f * invShadowAtlasHeight;
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float softShadowsProp = ShadowUtils.SoftShadowQualityToShaderProperty(light, softShadows);
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ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias);
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cmd.SetGlobalMatrixArray(MainLightShadowConstantBuffer._WorldToShadow, m_MainLightShadowMatrices);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams,
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new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias));
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if (m_ShadowCasterCascadesCount > 1)
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{
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0,
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m_CascadeSplitDistances[0]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1,
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m_CascadeSplitDistances[1]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2,
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m_CascadeSplitDistances[2]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3,
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m_CascadeSplitDistances[3]);
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii, new Vector4(
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m_CascadeSplitDistances[0].w * m_CascadeSplitDistances[0].w,
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m_CascadeSplitDistances[1].w * m_CascadeSplitDistances[1].w,
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m_CascadeSplitDistances[2].w * m_CascadeSplitDistances[2].w,
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m_CascadeSplitDistances[3].w * m_CascadeSplitDistances[3].w));
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}
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// Inside shader soft shadows are controlled through global keyword.
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// If any additional light has soft shadows it will force soft shadows on main light too.
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// As it is not trivial finding out which additional light has soft shadows, we will pass main light properties if soft shadows are supported.
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// This workaround will be removed once we will support soft shadows per light.
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if (shadowData.supportsSoftShadows)
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{
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset0,
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new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight,
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invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowOffset1,
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new Vector4(-invHalfShadowAtlasWidth, invHalfShadowAtlasHeight,
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invHalfShadowAtlasWidth, invHalfShadowAtlasHeight));
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cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowAtlasWidth,
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invShadowAtlasHeight,
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renderTargetWidth, renderTargetHeight));
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}
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}
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private class PassData
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{
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internal MainLightShadowCasterPass pass;
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internal TextureHandle shadowmapTexture;
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internal RenderingData renderingData;
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internal int shadowmapID;
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internal bool emptyShadowmap;
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internal RendererListHandle[] shadowRendererListsHandle = new RendererListHandle[k_MaxCascades];
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internal RendererList[] shadowRendererLists = new RendererList[k_MaxCascades];
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}
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private void InitPassData(ref PassData passData, ref RenderingData renderingData)
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{
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passData.pass = this;
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passData.emptyShadowmap = m_CreateEmptyShadowmap;
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passData.shadowmapID = m_MainLightShadowmapID;
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passData.renderingData = renderingData;
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}
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void InitEmptyPassData(ref PassData passData, ref RenderingData renderingData)
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{
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passData.pass = this;
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passData.emptyShadowmap = m_CreateEmptyShadowmap;
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passData.shadowmapID = m_MainLightShadowmapID;
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passData.renderingData = renderingData;
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}
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private void InitRendererLists(ref RenderingData renderingData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
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{
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var cullResults = renderingData.cullResults;
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var lightData = renderingData.lightData;
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var shadowData = renderingData.shadowData;
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int shadowLightIndex = lightData.mainLightIndex;
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if (!m_CreateEmptyShadowmap && shadowLightIndex != -1)
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{
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var settings = new ShadowDrawingSettings(cullResults, shadowLightIndex);
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settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.useRenderingLayers;
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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if (useRenderGraph)
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passData.shadowRendererListsHandle[cascadeIndex] = renderGraph.CreateShadowRendererList(ref settings);
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else
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passData.shadowRendererLists[cascadeIndex] = context.CreateShadowRendererList(ref settings);
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}
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}
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}
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internal TextureHandle Render(RenderGraph graph, ref RenderingData renderingData)
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{
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TextureHandle shadowTexture;
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using (var builder = graph.AddRasterRenderPass<PassData>("Main Light Shadowmap", out var passData, base.profilingSampler))
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{
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InitPassData(ref passData, ref renderingData);
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InitRendererLists(ref renderingData, ref passData, default(ScriptableRenderContext), graph, true);
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if (!m_CreateEmptyShadowmap)
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{
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for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
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{
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builder.UseRendererList(passData.shadowRendererListsHandle[cascadeIndex]);
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}
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passData.shadowmapTexture = UniversalRenderer.CreateRenderGraphTexture(graph, m_MainLightShadowmapTexture.rt.descriptor, "Main Shadowmap", true, ShadowUtils.m_ForceShadowPointSampling ? FilterMode.Point : FilterMode.Bilinear);
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builder.UseTextureFragmentDepth(passData.shadowmapTexture, IBaseRenderGraphBuilder.AccessFlags.Write);
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}
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// Need this as shadowmap is only used as Global Texture and not a buffer, so would get culled by RG
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builder.AllowPassCulling(false);
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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if (!data.emptyShadowmap)
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data.pass.RenderMainLightCascadeShadowmap(context.cmd, ref data, ref data.renderingData, true);
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});
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shadowTexture = passData.shadowmapTexture;
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}
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using (var builder = graph.AddRasterRenderPass<PassData>("Set Main Shadow Globals", out var passData, base.profilingSampler))
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{
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InitEmptyPassData(ref passData, ref renderingData);
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passData.shadowmapTexture = shadowTexture;
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if (shadowTexture.IsValid())
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builder.UseTexture(shadowTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
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builder.AllowPassCulling(false);
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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if (data.emptyShadowmap)
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{
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data.pass.SetEmptyMainLightCascadeShadowmap(context.cmd);
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data.shadowmapTexture = context.defaultResources.defaultShadowTexture;
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}
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context.cmd.SetGlobalTexture(data.shadowmapID, data.shadowmapTexture);
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});
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return passData.shadowmapTexture;
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}
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}
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};
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}
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