UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Tiling/LightMinMaxZJob.cs

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2024-10-27 10:53:47 +03:00
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal
{
[BurstCompile]
struct LightMinMaxZJob : IJobFor
{
public Fixed2<float4x4> worldToViews;
[ReadOnly]
public NativeArray<VisibleLight> lights;
public NativeArray<float2> minMaxZs;
public void Execute(int index)
{
var lightIndex = index % lights.Length;
var light = lights[lightIndex];
var lightToWorld = (float4x4)light.localToWorldMatrix;
var originWS = lightToWorld.c3.xyz;
var viewIndex = index / lights.Length;
var worldToView = worldToViews[viewIndex];
var originVS = math.mul(worldToView, math.float4(originWS, 1)).xyz;
originVS.z *= -1;
var minMax = math.float2(originVS.z - light.range, originVS.z + light.range);
if (light.lightType == LightType.Spot)
{
// Based on https://iquilezles.org/www/articles/diskbbox/diskbbox.htm
var angleA = math.radians(light.spotAngle) * 0.5f;
float cosAngleA = math.cos(angleA);
float coneHeight = light.range * cosAngleA;
float3 spotDirectionWS = lightToWorld.c2.xyz;
var endPointWS = originWS + spotDirectionWS * coneHeight;
var endPointVS = math.mul(worldToView, math.float4(endPointWS, 1)).xyz;
endPointVS.z *= -1;
var angleB = math.PI * 0.5f - angleA;
var coneRadius = light.range * cosAngleA * math.sin(angleA) / math.sin(angleB);
var a = endPointVS - originVS;
var e = math.sqrt(1.0f - a.z * a.z / math.dot(a, a));
// `-a.z` and `a.z` is `dot(a, {0, 0, -1}).z` and `dot(a, {0, 0, 1}).z` optimized
// `cosAngleA` is multiplied by `coneHeight` to avoid normalizing `a`, which we know has length `coneHeight`
if (-a.z < coneHeight * cosAngleA) minMax.x = math.min(originVS.z, endPointVS.z - e * coneRadius);
if (a.z < coneHeight * cosAngleA) minMax.y = math.max(originVS.z, endPointVS.z + e * coneRadius);
}
else if (light.lightType != LightType.Point)
{
// Currently we support only spot, point and directional lights in URP. This job only deals with the
// first two. If any other light type is found, skip that light.
minMax.x = float.MaxValue;
minMax.y = float.MinValue;
}
minMax.x = math.max(minMax.x, 0);
minMax.y = math.max(minMax.y, 0);
minMaxZs[index] = minMax;
}
}
}