203 lines
7.3 KiB
C#
203 lines
7.3 KiB
C#
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using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine.Profiling;
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namespace UnityEngine.Rendering.Universal
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{
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internal struct LightStats
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{
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public int totalLights;
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public int totalShadowLights;
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public int totalShadows;
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public int totalNormalMapUsage;
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public int totalVolumetricUsage;
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public int totalVolumetricShadowUsage;
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public uint blendStylesUsed;
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public uint blendStylesWithLights;
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public bool useAnyLights { get { return totalLights + totalShadowLights > 0; } }
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public bool useLights { get { return totalLights > 0; } }
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public bool useShadows { get { return totalShadows > 0; } }
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public bool useVolumetricLights { get { return totalVolumetricUsage > 0; } }
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public bool useVolumetricShadowLights { get { return totalVolumetricShadowUsage > 0; } }
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public bool useNormalMap { get { return totalNormalMapUsage > 0; } }
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}
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internal interface ILight2DCullResult
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{
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List<Light2D> visibleLights { get; }
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HashSet<ShadowCasterGroup2D> visibleShadows { get; }
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LightStats GetLightStatsByLayer(int layerID, ref LayerBatch layer);
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bool IsSceneLit();
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#if UNITY_EDITOR
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// Determine if culling result is based of game camera
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bool IsGameView();
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#endif
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}
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internal class Light2DCullResult : ILight2DCullResult
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{
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private List<Light2D> m_VisibleLights = new List<Light2D>();
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public List<Light2D> visibleLights => m_VisibleLights;
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private HashSet<ShadowCasterGroup2D> m_VisibleShadows = new HashSet<ShadowCasterGroup2D>();
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public HashSet<ShadowCasterGroup2D> visibleShadows => m_VisibleShadows;
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#if UNITY_EDITOR
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bool m_IsGameView;
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#endif
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public bool IsSceneLit()
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{
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return Light2DManager.lights.Count > 0;
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}
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#if UNITY_EDITOR
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public bool IsGameView()
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{
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return m_IsGameView;
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}
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#endif
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public LightStats GetLightStatsByLayer(int layerID, ref LayerBatch layer)
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{
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layer.lights.Clear();
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layer.shadowLights.Clear();
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layer.shadowCasters.Clear();
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var returnStats = new LightStats();
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foreach (var light in visibleLights)
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{
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if (!light.IsLitLayer(layerID))
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continue;
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if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
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returnStats.totalNormalMapUsage++;
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if (light.volumeIntensity > 0 && light.volumetricEnabled)
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returnStats.totalVolumetricUsage++;
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if (light.volumeIntensity > 0 && light.volumetricEnabled && RendererLighting.CanCastShadows(light, layerID))
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returnStats.totalVolumetricShadowUsage++;
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returnStats.blendStylesUsed |= (uint)(1 << light.blendStyleIndex);
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if (light.lightType != Light2D.LightType.Global)
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returnStats.blendStylesWithLights |= (uint)(1 << light.blendStyleIndex);
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// Check if layer has shadows
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bool isShadowed = false;
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if (RendererLighting.CanCastShadows(light, layerID))
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{
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foreach (var group in visibleShadows)
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{
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var shadowCasters = group.GetShadowCasters();
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if (shadowCasters != null)
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{
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foreach (var shadowCaster in shadowCasters)
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{
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if (shadowCaster.IsLit(light) && shadowCaster.IsShadowedLayer(layerID))
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{
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isShadowed = true;
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returnStats.totalShadows++;
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if (!layer.shadowCasters.Contains(group))
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layer.shadowCasters.Add(group);
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}
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}
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}
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}
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}
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if (isShadowed)
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{
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returnStats.totalShadowLights++;
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layer.shadowLights.Add(light);
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}
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else
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{
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returnStats.totalLights++;
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layer.lights.Add(light);
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}
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}
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return returnStats;
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}
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public void SetupCulling(ref ScriptableCullingParameters cullingParameters, Camera camera)
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{
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#if UNITY_EDITOR
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m_IsGameView = UniversalRenderPipeline.IsGameCamera(camera);
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#endif
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Profiler.BeginSample("Cull 2D Lights and Shadow Casters");
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m_VisibleLights.Clear();
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foreach (var light in Light2DManager.lights)
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{
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if ((camera.cullingMask & (1 << light.gameObject.layer)) == 0)
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continue;
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#if UNITY_EDITOR
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if (!UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(light.gameObject, camera))
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continue;
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#endif
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if (light.lightType == Light2D.LightType.Global)
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{
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m_VisibleLights.Add(light);
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continue;
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}
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Profiler.BeginSample("Test Planes");
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var position = light.boundingSphere.position;
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var culled = false;
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for (var i = 0; i < cullingParameters.cullingPlaneCount; ++i)
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{
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var plane = cullingParameters.GetCullingPlane(i);
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// most of the time is spent getting world position
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var distance = math.dot(position, plane.normal) + plane.distance;
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if (distance < -light.boundingSphere.radius)
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{
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culled = true;
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break;
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}
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}
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Profiler.EndSample();
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if (culled)
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continue;
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m_VisibleLights.Add(light);
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}
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// must be sorted here because light order could change
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m_VisibleLights.Sort((l1, l2) => l1.lightOrder - l2.lightOrder);
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m_VisibleShadows.Clear();
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if (ShadowCasterGroup2DManager.shadowCasterGroups != null)
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{
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foreach (var group in ShadowCasterGroup2DManager.shadowCasterGroups)
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{
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var shadowCasters = group.GetShadowCasters();
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if (shadowCasters != null)
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{
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foreach (var shadowCaster in shadowCasters)
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{
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// Cull against visible lights in the scene
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foreach (var light in m_VisibleLights)
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{
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if (shadowCaster.IsLit(light) && !m_VisibleShadows.Contains(group))
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{
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m_VisibleShadows.Add(group);
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break;
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}
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}
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if (m_VisibleShadows.Contains(group))
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break;
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}
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}
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}
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}
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Profiler.EndSample();
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}
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}
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}
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