UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using Unity.Collections;
using System;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
internal static class RendererLighting
{
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Draw Normals");
private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
public static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 0.5f, 1.0f);
private static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES";
private static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST";
private static readonly string k_UseNormalMap = "USE_NORMAL_MAP";
private static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING";
private static readonly string k_UseVolumetric = "USE_VOLUMETRIC";
private static readonly string[] k_UseBlendStyleKeywords =
{
"USE_SHAPE_LIGHT_TYPE_0", "USE_SHAPE_LIGHT_TYPE_1", "USE_SHAPE_LIGHT_TYPE_2", "USE_SHAPE_LIGHT_TYPE_3"
};
private static readonly int[] k_BlendFactorsPropIDs =
{
Shader.PropertyToID("_ShapeLightBlendFactors0"),
Shader.PropertyToID("_ShapeLightBlendFactors1"),
Shader.PropertyToID("_ShapeLightBlendFactors2"),
Shader.PropertyToID("_ShapeLightBlendFactors3")
};
private static readonly int[] k_MaskFilterPropIDs =
{
Shader.PropertyToID("_ShapeLightMaskFilter0"),
Shader.PropertyToID("_ShapeLightMaskFilter1"),
Shader.PropertyToID("_ShapeLightMaskFilter2"),
Shader.PropertyToID("_ShapeLightMaskFilter3")
};
private static readonly int[] k_InvertedFilterPropIDs =
{
Shader.PropertyToID("_ShapeLightInvertedFilter0"),
Shader.PropertyToID("_ShapeLightInvertedFilter1"),
Shader.PropertyToID("_ShapeLightInvertedFilter2"),
Shader.PropertyToID("_ShapeLightInvertedFilter3")
};
public static readonly string[] k_ShapeLightTextureIDs =
{
"_ShapeLightTexture0",
"_ShapeLightTexture1",
"_ShapeLightTexture2",
"_ShapeLightTexture3"
};
private static GraphicsFormat s_RenderTextureFormatToUse = GraphicsFormat.R8G8B8A8_UNorm;
private static bool s_HasSetupRenderTextureFormatToUse;
private static readonly int k_SrcBlendID = Shader.PropertyToID("_SrcBlend");
private static readonly int k_DstBlendID = Shader.PropertyToID("_DstBlend");
private static readonly int k_CookieTexID = Shader.PropertyToID("_CookieTex");
private static readonly int k_PointLightCookieTexID = Shader.PropertyToID("_PointLightCookieTex");
private static readonly int k_L2DInvMatrix = Shader.PropertyToID("L2DInvMatrix");
private static readonly int k_L2DColor = Shader.PropertyToID("L2DColor");
private static readonly int k_L2DPosition = Shader.PropertyToID("L2DPosition");
private static readonly int k_L2DFalloffIntensity = Shader.PropertyToID("L2DFalloffIntensity");
private static readonly int k_L2DFalloffDistance = Shader.PropertyToID("L2DFalloffDistance");
private static readonly int k_L2DOuterAngle = Shader.PropertyToID("L2DOuterAngle");
private static readonly int k_L2DInnerAngle = Shader.PropertyToID("L2DInnerAngle");
private static readonly int k_L2DInnerRadiusMult = Shader.PropertyToID("L2DInnerRadiusMult");
private static readonly int k_L2DVolumeOpacity = Shader.PropertyToID("L2DVolumeOpacity");
private static readonly int k_L2DShadowIntensity = Shader.PropertyToID("L2DShadowIntensity");
private static readonly int k_L2DLightType = Shader.PropertyToID("L2DLightType");
// Light Batcher.
internal static LightBatch lightBatch = new LightBatch();
internal static GraphicsFormat GetRenderTextureFormat()
{
if (!s_HasSetupRenderTextureFormatToUse)
{
// UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend`
// For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated
if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, GraphicsFormatUsage.Blend))
s_RenderTextureFormatToUse = GraphicsFormat.B10G11R11_UFloatPack32;
else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Blend))
s_RenderTextureFormatToUse = GraphicsFormat.R16G16B16A16_SFloat;
s_HasSetupRenderTextureFormatToUse = true;
}
return s_RenderTextureFormatToUse;
}
public static void CreateNormalMapRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, float renderScale)
{
var descriptor = new RenderTextureDescriptor(
(int)(renderingData.cameraData.cameraTargetDescriptor.width * renderScale),
(int)(renderingData.cameraData.cameraTargetDescriptor.height * renderScale));
descriptor.graphicsFormat = GetRenderTextureFormat();
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthStencilFormat = GraphicsFormat.None;
descriptor.msaaSamples = renderingData.cameraData.cameraTargetDescriptor.msaaSamples;
descriptor.dimension = TextureDimension.Tex2D;
RenderingUtils.ReAllocateHandleIfNeeded(ref pass.rendererData.normalsRenderTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_NormalMap");
cmd.SetGlobalTexture(pass.rendererData.normalsRenderTarget.name, pass.rendererData.normalsRenderTarget.nameID);
}
public static RenderTextureDescriptor GetBlendStyleRenderTextureDesc(this IRenderPass2D pass, RenderingData renderingData)
{
var renderTextureScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
var descriptor = new RenderTextureDescriptor(width, height);
descriptor.graphicsFormat = GetRenderTextureFormat();
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthStencilFormat = GraphicsFormat.None;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
return descriptor;
}
public static void CreateCameraSortingLayerRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, Downsampling downsamplingMethod)
{
var renderTextureScale = 1.0f;
if (downsamplingMethod == Downsampling._2xBilinear)
renderTextureScale = 0.5f;
else if (downsamplingMethod == Downsampling._4xBox || downsamplingMethod == Downsampling._4xBilinear)
renderTextureScale = 0.25f;
var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
var descriptor = new RenderTextureDescriptor(width, height);
descriptor.graphicsFormat = renderingData.cameraData.cameraTargetDescriptor.graphicsFormat;
descriptor.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthStencilFormat = GraphicsFormat.None;
descriptor.msaaSamples = 1;
RenderingUtils.ReAllocateHandleIfNeeded(ref pass.rendererData.cameraSortingLayerRenderTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_CameraSortingLayerTexture");
cmd.SetGlobalTexture(pass.rendererData.cameraSortingLayerRenderTarget.name, pass.rendererData.cameraSortingLayerRenderTarget.nameID);
}
internal static void EnableBlendStyle(IRasterCommandBuffer cmd, int blendStyleIndex, bool enabled)
{
var keyword = k_UseBlendStyleKeywords[blendStyleIndex];
if (enabled)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
internal static void DisableAllKeywords(RasterCommandBuffer cmd)
{
foreach (var keyword in k_UseBlendStyleKeywords)
{
cmd.DisableShaderKeyword(keyword);
}
}
internal static void GetTransparencySortingMode(Renderer2DData rendererData, Camera camera, ref SortingSettings sortingSettings)
{
var mode = rendererData.transparencySortMode;
if (mode == TransparencySortMode.Default)
{
mode = camera.orthographic ? TransparencySortMode.Orthographic : TransparencySortMode.Perspective;
}
switch (mode)
{
case TransparencySortMode.Perspective:
sortingSettings.distanceMetric = DistanceMetric.Perspective;
break;
case TransparencySortMode.Orthographic:
sortingSettings.distanceMetric = DistanceMetric.Orthographic;
break;
default:
sortingSettings.distanceMetric = DistanceMetric.CustomAxis;
sortingSettings.customAxis = rendererData.transparencySortAxis;
break;
}
}
private static bool CanRenderLight(IRenderPass2D pass, Light2D light, int blendStyleIndex, int layerToRender, bool isVolume, ref Mesh lightMesh, ref Material lightMaterial)
{
if (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender))
{
lightMesh = light.lightMesh;
if (lightMesh == null)
return false;
lightMaterial = pass.rendererData.GetLightMaterial(light, isVolume);
if (lightMaterial == null)
return false;
return true;
}
return false;
}
internal static bool CanCastShadows(Light2D light, int layerToRender)
{
return light.shadowsEnabled && light.shadowIntensity > 0 && light.IsLitLayer(layerToRender);
}
private static bool CanCastVolumetricShadows(Light2D light, int endLayerValue)
{
var topMostLayerValue = light.GetTopMostLitLayer();
return light.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0 && topMostLayerValue == endLayerValue;
}
internal static void RenderLight(IRenderPass2D pass, CommandBuffer cmd, Light2D light, bool isVolume, int blendStyleIndex, int layerToRender, bool hasShadows, bool batchingSupported, ref int shadowLightCount)
{
Mesh lightMesh = null;
Material lightMaterial = null;
if (!CanRenderLight(pass, light, blendStyleIndex, layerToRender, isVolume, ref lightMesh, ref lightMaterial))
return;
// For Batching.
bool canBatch = lightBatch.CanBatch(light, lightMaterial, light.batchSlotIndex, out int lightHash);
bool hasCookies = SetCookieShaderGlobals(cmd, light);
// Flush on Break.
bool breakBatch = hasShadows || hasCookies || !canBatch;
if (breakBatch && batchingSupported)
lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
// Set the shadow texture to read from
if (hasShadows)
ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
var slotIndex = lightBatch.SlotIndex(light.batchSlotIndex);
SetPerLightShaderGlobals(CommandBufferHelpers.GetRasterCommandBuffer(cmd), light, slotIndex, isVolume, hasShadows, batchingSupported);
if (light.lightType == Light2D.LightType.Point)
SetPerPointLightShaderGlobals(CommandBufferHelpers.GetRasterCommandBuffer(cmd), light, slotIndex, batchingSupported);
// Check if StructuredBuffer is supported, if not fallback.
if (batchingSupported)
{
lightBatch.AddBatch(light, lightMaterial, light.GetMatrix(), lightMesh, 0, lightHash, light.batchSlotIndex);
}
else
{
cmd.DrawMesh(lightMesh, light.GetMatrix(), lightMaterial);
}
}
private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, ref LayerBatch layer, RenderTargetIdentifier renderTexture, List<Light2D> lights)
{
var maxShadowLightCount = ShadowRendering.maxTextureCount;
var requiresRTInit = true;
// This case should never happen, but if it does it may cause an infinite loop later.
if (maxShadowLightCount < 1)
{
Debug.LogError("maxShadowTextureCount cannot be less than 1");
return;
}
NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
// Break up light rendering into batches for the purpose of shadow casting
var lightIndex = 0;
while (lightIndex < lights.Count)
{
var remainingLights = (uint)lights.Count - lightIndex;
var batchedLights = 0;
// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
int shadowLightCount = 0;
while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
{
int curLightIndex = lightIndex + batchedLights;
var light = lights[curLightIndex];
if (CanCastShadows(light, layer.startLayerID))
{
doesLightAtIndexHaveShadows[curLightIndex] = false;
if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, ref layer, light, shadowLightCount, light.shadowIntensity))
{
doesLightAtIndexHaveShadows[curLightIndex] = true;
shadowLightCount++;
}
}
batchedLights++;
}
// Set the current RT to the light RT
if (shadowLightCount > 0 || requiresRTInit)
{
cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
requiresRTInit = false;
}
// Render all the lights.
shadowLightCount = 0;
for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
{
var arrayIndex = (int)(lightIndex + lightIndexOffset);
RenderLight(pass, cmd, lights[arrayIndex], false, blendStyleIndex, layer.startLayerID, doesLightAtIndexHaveShadows[arrayIndex], LightBatch.isBatchingSupported, ref shadowLightCount);
}
lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
// Release all of the temporary shadow textures
for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
lightIndex += batchedLights;
}
doesLightAtIndexHaveShadows.Dispose();
}
public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, ref LayerBatch layer,
RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, RenderBufferStoreAction intermediateStoreAction,
RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List<Light2D> lights)
{
var maxShadowLightCount = ShadowRendering.maxTextureCount; // Now encodes shadows into RG,BA as well as seperate textures
NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
// This case should never happen, but if it does it may cause an infinite loop later.
if (maxShadowLightCount < 1)
{
Debug.LogError("maxShadowLightCount cannot be less than 1");
return;
}
// Determine last light with volumetric shadows to be rendered if we want to use a different store action after using rendering its volumetric shadows
int useFinalStoreActionAfter = lights.Count;
if (intermediateStoreAction != finalStoreAction)
{
for (int i = lights.Count - 1; i >= 0; i--)
{
if (lights[i].renderVolumetricShadows)
{
useFinalStoreActionAfter = i;
break;
}
}
}
// Break up light rendering into batches for the purpose of shadow casting
var lightIndex = 0;
while (lightIndex < lights.Count)
{
var remainingLights = (uint)lights.Count - lightIndex;
var batchedLights = 0;
// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
var shadowLightCount = 0;
while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
{
int curLightIndex = lightIndex + batchedLights;
var light = lights[curLightIndex];
if (CanCastVolumetricShadows(light, layer.endLayerValue))
{
doesLightAtIndexHaveShadows[curLightIndex] = false;
if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, ref layer, light, shadowLightCount, light.shadowVolumeIntensity))
{
doesLightAtIndexHaveShadows[curLightIndex] = true;
shadowLightCount++;
}
}
batchedLights++;
}
// Set the current RT to the light RT
if (shadowLightCount > 0 || requiresRTInit)
{
var storeAction = lightIndex + batchedLights >= useFinalStoreActionAfter ? finalStoreAction : intermediateStoreAction;
cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, storeAction, depthTexture, RenderBufferLoadAction.Load, storeAction);
requiresRTInit = false;
}
// Render all the lights.
shadowLightCount = 0;
for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
{
var arrayIndex = (int)(lightIndex + lightIndexOffset);
var light = lights[arrayIndex];
if (light.volumeIntensity <= 0.0f || !light.volumetricEnabled)
continue;
if (layer.endLayerValue == light.GetTopMostLitLayer()) // this implies the layer is correct
RenderLight(pass, cmd, light, true, light.blendStyleIndex, layer.startLayerID, doesLightAtIndexHaveShadows[arrayIndex], LightBatch.isBatchingSupported, ref shadowLightCount);
}
lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
// Release all of the temporary shadow textures
for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
lightIndex += batchedLights;
}
doesLightAtIndexHaveShadows.Dispose();
}
// TODO: Remove once Rendergraph becomes default pipeline
internal static void SetLightShaderGlobals(Renderer2DData rendererData, RasterCommandBuffer cmd)
{
for (var i = 0; i < rendererData.lightBlendStyles.Length; i++)
{
var blendStyle = rendererData.lightBlendStyles[i];
if (i >= k_BlendFactorsPropIDs.Length)
break;
cmd.SetGlobalVector(k_BlendFactorsPropIDs[i], blendStyle.blendFactors);
cmd.SetGlobalVector(k_MaskFilterPropIDs[i], blendStyle.maskTextureChannelFilter.mask);
cmd.SetGlobalVector(k_InvertedFilterPropIDs[i], blendStyle.maskTextureChannelFilter.inverted);
}
}
internal static void SetLightShaderGlobals(RasterCommandBuffer cmd, Light2DBlendStyle[] lightBlendStyles, int[] blendStyleIndices)
{
for (var i = 0; i < blendStyleIndices.Length; i++)
{
var blendStyleIndex = blendStyleIndices[i];
if (blendStyleIndex >= k_BlendFactorsPropIDs.Length)
break;
var blendStyle = lightBlendStyles[blendStyleIndex];
cmd.SetGlobalVector(k_BlendFactorsPropIDs[blendStyleIndex], blendStyle.blendFactors);
cmd.SetGlobalVector(k_MaskFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.mask);
cmd.SetGlobalVector(k_InvertedFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.inverted);
}
}
private static float GetNormalizedInnerRadius(Light2D light)
{
return light.pointLightInnerRadius / light.pointLightOuterRadius;
}
private static float GetNormalizedAngle(float angle)
{
return (angle / 360.0f);
}
private static void GetScaledLightInvMatrix(Light2D light, out Matrix4x4 retMatrix)
{
var outerRadius = light.pointLightOuterRadius;
var lightScale = Vector3.one;
var outerRadiusScale = new Vector3(lightScale.x * outerRadius, lightScale.y * outerRadius, lightScale.z * outerRadius);
var transform = light.transform;
var scaledLightMat = Matrix4x4.TRS(transform.position, transform.rotation, outerRadiusScale);
retMatrix = Matrix4x4.Inverse(scaledLightMat);
}
internal static void SetPerLightShaderGlobals(IRasterCommandBuffer cmd, Light2D light, int slot, bool isVolumetric, bool hasShadows, bool batchingSupported)
{
float intensity = light.intensity * light.color.a;
Color color = intensity * light.color;
color.a = 1.0f;
float volumeIntensity = light.volumetricEnabled ? light.volumeIntensity : 1.0f;
if (batchingSupported)
{
// Batched Params.
PerLight2D perLight = lightBatch.GetLight(slot);
perLight.Position = new float4(light.transform.position, light.normalMapDistance);
perLight.FalloffIntensity = light.falloffIntensity;
perLight.FalloffDistance = light.shapeLightFalloffSize;
perLight.Color = new float4(color.r, color.g, color.b, color.a);
perLight.VolumeOpacity = volumeIntensity;
perLight.LightType = (int)light.lightType;
perLight.ShadowIntensity = 1.0f;
if (hasShadows)
perLight.ShadowIntensity = isVolumetric ? (1 - light.shadowVolumeIntensity) : (1 - light.shadowIntensity);
lightBatch.SetLight(slot, perLight);
}
else
{
cmd.SetGlobalVector(k_L2DPosition, new float4(light.transform.position, light.normalMapDistance));
cmd.SetGlobalFloat(k_L2DFalloffIntensity, light.falloffIntensity);
cmd.SetGlobalFloat(k_L2DFalloffDistance, light.shapeLightFalloffSize);
cmd.SetGlobalColor(k_L2DColor, color);
cmd.SetGlobalFloat(k_L2DVolumeOpacity, volumeIntensity);
cmd.SetGlobalInt(k_L2DLightType, (int)light.lightType);
cmd.SetGlobalFloat(k_L2DShadowIntensity, hasShadows ? (isVolumetric ? (1 - light.shadowVolumeIntensity) : (1 - light.shadowIntensity)) : 1);
}
if (hasShadows)
ShadowRendering.SetGlobalShadowProp(cmd);
}
internal static void SetPerPointLightShaderGlobals(IRasterCommandBuffer cmd, Light2D light, int slot, bool batchingSupported)
{
// This is used for the lookup texture
GetScaledLightInvMatrix(light, out var lightInverseMatrix);
var innerRadius = GetNormalizedInnerRadius(light);
var innerAngle = GetNormalizedAngle(light.pointLightInnerAngle);
var outerAngle = GetNormalizedAngle(light.pointLightOuterAngle);
var innerRadiusMult = 1 / (1 - innerRadius);
if (batchingSupported)
{
// Batched Params.
PerLight2D perLight = lightBatch.GetLight(slot);
perLight.InvMatrix = new float4x4(lightInverseMatrix.GetColumn(0), lightInverseMatrix.GetColumn(1), lightInverseMatrix.GetColumn(2), lightInverseMatrix.GetColumn(3));
perLight.InnerRadiusMult = innerRadiusMult;
perLight.InnerAngle = innerAngle;
perLight.OuterAngle = outerAngle;
lightBatch.SetLight(slot, perLight);
}
else
{
cmd.SetGlobalMatrix(k_L2DInvMatrix, lightInverseMatrix);
cmd.SetGlobalFloat(k_L2DInnerRadiusMult, innerRadiusMult);
cmd.SetGlobalFloat(k_L2DInnerAngle, innerAngle);
cmd.SetGlobalFloat(k_L2DOuterAngle, outerAngle);
}
}
// TODO: Remove once Rendergraph becomes default pipeline
internal static bool SetCookieShaderGlobals(CommandBuffer cmd, Light2D light)
{
if (light.useCookieSprite)
cmd.SetGlobalTexture(light.lightType == Light2D.LightType.Sprite ? k_CookieTexID : k_PointLightCookieTexID, light.lightCookieSprite.texture);
return light.useCookieSprite;
}
internal static void SetCookieShaderProperties(Light2D light, MaterialPropertyBlock properties)
{
if (light.useCookieSprite && light.m_CookieSpriteTextureHandle.IsValid())
properties.SetTexture(light.lightType == Light2D.LightType.Sprite ? k_CookieTexID : k_PointLightCookieTexID, light.m_CookieSpriteTextureHandle);
}
public static void ClearDirtyLighting(this IRenderPass2D pass, CommandBuffer cmd, uint blendStylesUsed)
{
for (var i = 0; i < pass.rendererData.lightBlendStyles.Length; ++i)
{
if ((blendStylesUsed & (uint)(1 << i)) == 0)
continue;
if (!pass.rendererData.lightBlendStyles[i].isDirty)
continue;
CoreUtils.SetRenderTarget(cmd, pass.rendererData.lightBlendStyles[i].renderTargetHandle, ClearFlag.Color, Color.black);
pass.rendererData.lightBlendStyles[i].isDirty = false;
}
}
internal static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RTHandle depthTarget, bool bFirstClear)
{
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
// figure out the scale
var normalRTScale = 0.0f;
if (depthTarget != null)
normalRTScale = 1.0f;
else
normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);
var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
var clearFlag = pass.rendererData.useDepthStencilBuffer && bFirstClear ? ClearFlag.All : ClearFlag.Color;
if (depthTarget != null)
{
CoreUtils.SetRenderTarget(cmd,
pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction,
depthTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
clearFlag, k_NormalClearColor);
}
else
CoreUtils.SetRenderTarget(cmd, pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction, clearFlag, k_NormalClearColor);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);
var rl = context.CreateRendererList(ref param);
cmd.DrawRendererList(rl);
}
}
public static void RenderLights(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, ref LayerBatch layerBatch, ref RenderTextureDescriptor rtDesc)
{
// Before rendering the lights cache some values that are expensive to get/calculate
var culledLights = pass.rendererData.lightCullResult.visibleLights;
for (var i = 0; i < culledLights.Count; i++)
{
culledLights[i].CacheValues();
}
ShadowCasterGroup2DManager.CacheValues();
var blendStyles = pass.rendererData.lightBlendStyles;
for (var i = 0; i < blendStyles.Length; ++i)
{
if ((layerBatch.lightStats.blendStylesUsed & (uint)(1 << i)) == 0)
continue;
var sampleName = blendStyles[i].name;
cmd.BeginSample(sampleName);
if (!Light2DManager.GetGlobalColor(layerBatch.startLayerID, i, out var clearColor))
clearColor = Color.black;
var anyLights = (layerBatch.lightStats.blendStylesWithLights & (uint)(1 << i)) != 0;
var desc = rtDesc;
if (!anyLights) // No lights -- create tiny texture
desc.width = desc.height = 4;
var identifier = layerBatch.GetRTId(cmd, desc, i);
cmd.SetRenderTarget(identifier,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.DontCare);
cmd.ClearRenderTarget(false, true, clearColor);
if (anyLights)
{
RenderLightSet(
pass, renderingData,
i,
cmd,
ref layerBatch,
identifier,
pass.rendererData.lightCullResult.visibleLights
);
}
cmd.EndSample(sampleName);
}
}
private static void SetBlendModes(Material material, BlendMode src, BlendMode dst)
{
material.SetFloat(k_SrcBlendID, (float)src);
material.SetFloat(k_DstBlendID, (float)dst);
}
private static uint GetLightMaterialIndex(Light2D light, bool isVolume)
{
var isPoint = light.isPointLight;
var bitIndex = 0;
var volumeBit = isVolume ? 1u << bitIndex : 0u;
bitIndex++;
var shapeBit = (isVolume && !isPoint) ? 1u << bitIndex : 0u;
bitIndex++;
var additiveBit = light.overlapOperation == Light2D.OverlapOperation.AlphaBlend ? 0u : 1u << bitIndex;
bitIndex++;
var pointCookieBit = (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) ? 1u << bitIndex : 0u;
bitIndex++;
var fastQualityBit = (light.normalMapQuality == Light2D.NormalMapQuality.Fast) ? 1u << bitIndex : 0u;
bitIndex++;
var useNormalMap = light.normalMapQuality != Light2D.NormalMapQuality.Disabled ? 1u << bitIndex : 0u;
return fastQualityBit | pointCookieBit | additiveBit | shapeBit | volumeBit | useNormalMap;
}
private static Material CreateLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume)
{
if (!GraphicsSettings.TryGetRenderPipelineSettings<Renderer2DResources>(out var resources))
return null;
var isPoint = light.isPointLight;
Material material = CoreUtils.CreateEngineMaterial(resources.lightShader);
if (!isVolume)
{
if (light.overlapOperation == Light2D.OverlapOperation.Additive)
{
SetBlendModes(material, BlendMode.One, BlendMode.One);
material.EnableKeyword(k_UseAdditiveBlendingKeyword);
}
else
SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.OneMinusSrcAlpha);
}
else
{
material.EnableKeyword(k_UseVolumetric);
if (light.lightType == Light2D.LightType.Point)
SetBlendModes(material, BlendMode.One, BlendMode.One);
else
{
SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.One);
}
}
if (isPoint && light.lightCookieSprite != null && light.lightCookieSprite.texture != null)
material.EnableKeyword(k_UsePointLightCookiesKeyword);
if (light.normalMapQuality == Light2D.NormalMapQuality.Fast)
material.EnableKeyword(k_LightQualityFastKeyword);
if (light.normalMapQuality != Light2D.NormalMapQuality.Disabled)
material.EnableKeyword(k_UseNormalMap);
return material;
}
public static Material GetLightMaterial(this Renderer2DData rendererData, Light2D light, bool isVolume)
{
var materialIndex = GetLightMaterialIndex(light, isVolume);
if (!rendererData.lightMaterials.TryGetValue(materialIndex, out var material))
{
material = CreateLightMaterial(rendererData, light, isVolume);
rendererData.lightMaterials[materialIndex] = material;
}
return material;
}
}
}