using System; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; namespace UnityEngine.Rendering.Universal { [Serializable] internal class ScreenSpaceShadowsSettings { } [SupportedOnRenderer(typeof(UniversalRendererData))] [DisallowMultipleRendererFeature("Screen Space Shadows")] [Tooltip("Screen Space Shadows")] [URPHelpURL("renderer-feature-screen-space-shadows")] internal class ScreenSpaceShadows : ScriptableRendererFeature { #if UNITY_EDITOR [UnityEditor.ShaderKeywordFilter.SelectIf(true, keywordNames: ShaderKeywordStrings.MainLightShadowScreen)] private const bool k_RequiresScreenSpaceShadowsKeyword = true; #endif // Serialized Fields [SerializeField, HideInInspector] private Shader m_Shader = null; [SerializeField] private ScreenSpaceShadowsSettings m_Settings = new ScreenSpaceShadowsSettings(); // Private Fields private Material m_Material; private ScreenSpaceShadowsPass m_SSShadowsPass = null; private ScreenSpaceShadowsPostPass m_SSShadowsPostPass = null; // Constants private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceShadows"; /// public override void Create() { if (m_SSShadowsPass == null) m_SSShadowsPass = new ScreenSpaceShadowsPass(); if (m_SSShadowsPostPass == null) m_SSShadowsPostPass = new ScreenSpaceShadowsPostPass(); LoadMaterial(); m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingGbuffer; m_SSShadowsPostPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; } /// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) return; if (!LoadMaterial()) { Debug.LogErrorFormat( "{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.", GetType().Name, name); return; } bool allowMainLightShadows = renderingData.shadowData.supportsMainLightShadows && renderingData.lightData.mainLightIndex != -1; bool shouldEnqueue = allowMainLightShadows && m_SSShadowsPass.Setup(m_Settings, m_Material); if (shouldEnqueue) { bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingModeRequested == RenderingMode.Deferred; m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingPrePasses + 1; // We add 1 to ensure this happens after depth priming depth copy pass that might be scheduled renderer.EnqueuePass(m_SSShadowsPass); renderer.EnqueuePass(m_SSShadowsPostPass); } } /// protected override void Dispose(bool disposing) { m_SSShadowsPass?.Dispose(); m_SSShadowsPass = null; CoreUtils.Destroy(m_Material); } private bool LoadMaterial() { if (m_Material != null) { return true; } if (m_Shader == null) { m_Shader = Shader.Find(k_ShaderName); if (m_Shader == null) { return false; } } m_Material = CoreUtils.CreateEngineMaterial(m_Shader); return m_Material != null; } private class ScreenSpaceShadowsPass : ScriptableRenderPass { // Private Variables private Material m_Material; private ScreenSpaceShadowsSettings m_CurrentSettings; private RTHandle m_RenderTarget; private int m_ScreenSpaceShadowmapTextureID; private PassData m_PassData; internal ScreenSpaceShadowsPass() { profilingSampler = new ProfilingSampler("Blit Screen Space Shadows"); m_CurrentSettings = new ScreenSpaceShadowsSettings(); m_ScreenSpaceShadowmapTextureID = Shader.PropertyToID("_ScreenSpaceShadowmapTexture"); m_PassData = new PassData(); } public void Dispose() { m_RenderTarget?.Release(); } internal bool Setup(ScreenSpaceShadowsSettings featureSettings, Material material) { m_CurrentSettings = featureSettings; m_Material = material; ConfigureInput(ScriptableRenderPassInput.Depth); return m_Material != null; } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.depthStencilFormat = GraphicsFormat.None; desc.msaaSamples = 1; // 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 desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, GraphicsFormatUsage.Blend) ? GraphicsFormat.R8_UNorm : GraphicsFormat.B8G8R8A8_UNorm; RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderTarget, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScreenSpaceShadowmapTexture"); cmd.SetGlobalTexture(m_RenderTarget.name, m_RenderTarget.nameID); // Disable obsolete warning for internal usage #pragma warning disable CS0618 ConfigureTarget(m_RenderTarget); ConfigureClear(ClearFlag.None, Color.white); #pragma warning restore CS0618 } private class PassData { internal TextureHandle target; internal Material material; internal int shadowmapID; } /// /// Initialize the shared pass data. /// /// private void InitPassData(ref PassData passData) { passData.material = m_Material; passData.shadowmapID = m_ScreenSpaceShadowmapTextureID; } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { if (m_Material == null) { Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name); return; } UniversalCameraData cameraData = frameData.Get(); var desc = cameraData.cameraTargetDescriptor; desc.depthStencilFormat = GraphicsFormat.None; desc.msaaSamples = 1; // 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 desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, GraphicsFormatUsage.Blend) ? GraphicsFormat.R8_UNorm : GraphicsFormat.B8G8R8A8_UNorm; TextureHandle color = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ScreenSpaceShadowmapTexture", true); using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { passData.target = color; builder.SetRenderAttachment(color, 0, AccessFlags.Write); InitPassData(ref passData); builder.AllowGlobalStateModification(true); if (color.IsValid()) builder.SetGlobalTextureAfterPass(color, m_ScreenSpaceShadowmapTextureID); builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => { ExecutePass(rgContext.cmd, data, data.target); }); } } private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle target) { Blitter.BlitTexture(cmd, target, Vector2.one, data.material, 0); cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadows, false); cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowCascades, false); cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowScreen, true); } /// [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_Material == null) { Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name); return; } InitPassData(ref m_PassData); var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, profilingSampler)) { ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_RenderTarget); } } } private class ScreenSpaceShadowsPostPass : ScriptableRenderPass { private static readonly RTHandle k_CurrentActive = RTHandles.Alloc(BuiltinRenderTextureType.CurrentActive); internal ScreenSpaceShadowsPostPass() { profilingSampler = new ProfilingSampler("Set Screen Space Shadow Keywords"); } [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { // Disable obsolete warning for internal usage #pragma warning disable CS0618 ConfigureTarget(k_CurrentActive); #pragma warning restore CS0618 } private static void ExecutePass(RasterCommandBuffer cmd, UniversalShadowData shadowData) { int cascadesCount = shadowData.mainLightShadowCascadesCount; bool mainLightShadows = shadowData.supportsMainLightShadows; bool receiveShadowsNoCascade = mainLightShadows && cascadesCount == 1; bool receiveShadowsCascades = mainLightShadows && cascadesCount > 1; // Before transparent object pass, force to disable screen space shadow of main light cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowScreen, false); // then enable main light shadows with or without cascades cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadows, receiveShadowsNoCascade); cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowCascades, receiveShadowsCascades); } [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var cmd = renderingData.commandBuffer; UniversalShadowData shadowData = renderingData.frameData.Get(); using (new ProfilingScope(cmd, profilingSampler)) { ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), shadowData); } } internal class PassData { internal ScreenSpaceShadowsPostPass pass; internal UniversalShadowData shadowData; } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { UniversalResourceData resourceData = frameData.Get(); TextureHandle color = resourceData.activeColorTexture; builder.SetRenderAttachment(color, 0, AccessFlags.Write); passData.shadowData = frameData.Get(); passData.pass = this; builder.AllowGlobalStateModification(true); builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => { ExecutePass(rgContext.cmd, data.shadowData); }); } } } } }