738 lines
35 KiB
C#
738 lines
35 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Experimental.Rendering;
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using Unity.Collections;
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using System;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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internal static class RendererLighting
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{
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private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Draw Normals");
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private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
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public static readonly Color k_NormalClearColor = new Color(0.5f, 0.5f, 0.5f, 1.0f);
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private static readonly string k_UsePointLightCookiesKeyword = "USE_POINT_LIGHT_COOKIES";
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private static readonly string k_LightQualityFastKeyword = "LIGHT_QUALITY_FAST";
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private static readonly string k_UseNormalMap = "USE_NORMAL_MAP";
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private static readonly string k_UseAdditiveBlendingKeyword = "USE_ADDITIVE_BLENDING";
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private static readonly string k_UseVolumetric = "USE_VOLUMETRIC";
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private static readonly string[] k_UseBlendStyleKeywords =
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{
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"USE_SHAPE_LIGHT_TYPE_0", "USE_SHAPE_LIGHT_TYPE_1", "USE_SHAPE_LIGHT_TYPE_2", "USE_SHAPE_LIGHT_TYPE_3"
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};
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private static readonly int[] k_BlendFactorsPropIDs =
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{
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Shader.PropertyToID("_ShapeLightBlendFactors0"),
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Shader.PropertyToID("_ShapeLightBlendFactors1"),
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Shader.PropertyToID("_ShapeLightBlendFactors2"),
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Shader.PropertyToID("_ShapeLightBlendFactors3")
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};
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private static readonly int[] k_MaskFilterPropIDs =
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{
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Shader.PropertyToID("_ShapeLightMaskFilter0"),
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Shader.PropertyToID("_ShapeLightMaskFilter1"),
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Shader.PropertyToID("_ShapeLightMaskFilter2"),
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Shader.PropertyToID("_ShapeLightMaskFilter3")
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};
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private static readonly int[] k_InvertedFilterPropIDs =
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{
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Shader.PropertyToID("_ShapeLightInvertedFilter0"),
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Shader.PropertyToID("_ShapeLightInvertedFilter1"),
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Shader.PropertyToID("_ShapeLightInvertedFilter2"),
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Shader.PropertyToID("_ShapeLightInvertedFilter3")
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};
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public static readonly string[] k_ShapeLightTextureIDs =
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{
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"_ShapeLightTexture0",
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"_ShapeLightTexture1",
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"_ShapeLightTexture2",
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"_ShapeLightTexture3"
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};
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private static GraphicsFormat s_RenderTextureFormatToUse = GraphicsFormat.R8G8B8A8_UNorm;
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private static bool s_HasSetupRenderTextureFormatToUse;
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private static readonly int k_SrcBlendID = Shader.PropertyToID("_SrcBlend");
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private static readonly int k_DstBlendID = Shader.PropertyToID("_DstBlend");
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private static readonly int k_CookieTexID = Shader.PropertyToID("_CookieTex");
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private static readonly int k_PointLightCookieTexID = Shader.PropertyToID("_PointLightCookieTex");
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private static readonly int k_L2DInvMatrix = Shader.PropertyToID("L2DInvMatrix");
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private static readonly int k_L2DColor = Shader.PropertyToID("L2DColor");
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private static readonly int k_L2DPosition = Shader.PropertyToID("L2DPosition");
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private static readonly int k_L2DFalloffIntensity = Shader.PropertyToID("L2DFalloffIntensity");
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private static readonly int k_L2DFalloffDistance = Shader.PropertyToID("L2DFalloffDistance");
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private static readonly int k_L2DOuterAngle = Shader.PropertyToID("L2DOuterAngle");
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private static readonly int k_L2DInnerAngle = Shader.PropertyToID("L2DInnerAngle");
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private static readonly int k_L2DInnerRadiusMult = Shader.PropertyToID("L2DInnerRadiusMult");
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private static readonly int k_L2DVolumeOpacity = Shader.PropertyToID("L2DVolumeOpacity");
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private static readonly int k_L2DShadowIntensity = Shader.PropertyToID("L2DShadowIntensity");
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private static readonly int k_L2DLightType = Shader.PropertyToID("L2DLightType");
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// Light Batcher.
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internal static LightBatch lightBatch = new LightBatch();
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internal static GraphicsFormat GetRenderTextureFormat()
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{
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if (!s_HasSetupRenderTextureFormatToUse)
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{
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// UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend`
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// For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated
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if (SystemInfo.IsFormatSupported(GraphicsFormat.B10G11R11_UFloatPack32, GraphicsFormatUsage.Blend))
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s_RenderTextureFormatToUse = GraphicsFormat.B10G11R11_UFloatPack32;
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else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Blend))
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s_RenderTextureFormatToUse = GraphicsFormat.R16G16B16A16_SFloat;
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s_HasSetupRenderTextureFormatToUse = true;
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}
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return s_RenderTextureFormatToUse;
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}
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public static void CreateNormalMapRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, float renderScale)
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{
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var descriptor = new RenderTextureDescriptor(
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(int)(renderingData.cameraData.cameraTargetDescriptor.width * renderScale),
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(int)(renderingData.cameraData.cameraTargetDescriptor.height * renderScale));
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descriptor.graphicsFormat = GetRenderTextureFormat();
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthStencilFormat = GraphicsFormat.None;
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descriptor.msaaSamples = renderingData.cameraData.cameraTargetDescriptor.msaaSamples;
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descriptor.dimension = TextureDimension.Tex2D;
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RenderingUtils.ReAllocateHandleIfNeeded(ref pass.rendererData.normalsRenderTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_NormalMap");
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cmd.SetGlobalTexture(pass.rendererData.normalsRenderTarget.name, pass.rendererData.normalsRenderTarget.nameID);
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}
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public static RenderTextureDescriptor GetBlendStyleRenderTextureDesc(this IRenderPass2D pass, RenderingData renderingData)
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{
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var renderTextureScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
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var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
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var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
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var descriptor = new RenderTextureDescriptor(width, height);
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descriptor.graphicsFormat = GetRenderTextureFormat();
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthStencilFormat = GraphicsFormat.None;
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descriptor.msaaSamples = 1;
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descriptor.dimension = TextureDimension.Tex2D;
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return descriptor;
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}
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public static void CreateCameraSortingLayerRenderTexture(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, Downsampling downsamplingMethod)
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{
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var renderTextureScale = 1.0f;
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if (downsamplingMethod == Downsampling._2xBilinear)
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renderTextureScale = 0.5f;
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else if (downsamplingMethod == Downsampling._4xBox || downsamplingMethod == Downsampling._4xBilinear)
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renderTextureScale = 0.25f;
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var width = (int)(renderingData.cameraData.cameraTargetDescriptor.width * renderTextureScale);
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var height = (int)(renderingData.cameraData.cameraTargetDescriptor.height * renderTextureScale);
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var descriptor = new RenderTextureDescriptor(width, height);
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descriptor.graphicsFormat = renderingData.cameraData.cameraTargetDescriptor.graphicsFormat;
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descriptor.useMipMap = false;
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descriptor.autoGenerateMips = false;
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descriptor.depthStencilFormat = GraphicsFormat.None;
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descriptor.msaaSamples = 1;
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RenderingUtils.ReAllocateHandleIfNeeded(ref pass.rendererData.cameraSortingLayerRenderTarget, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_CameraSortingLayerTexture");
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cmd.SetGlobalTexture(pass.rendererData.cameraSortingLayerRenderTarget.name, pass.rendererData.cameraSortingLayerRenderTarget.nameID);
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}
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internal static void EnableBlendStyle(IRasterCommandBuffer cmd, int blendStyleIndex, bool enabled)
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{
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var keyword = k_UseBlendStyleKeywords[blendStyleIndex];
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if (enabled)
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cmd.EnableShaderKeyword(keyword);
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else
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cmd.DisableShaderKeyword(keyword);
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}
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internal static void DisableAllKeywords(RasterCommandBuffer cmd)
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{
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foreach (var keyword in k_UseBlendStyleKeywords)
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{
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cmd.DisableShaderKeyword(keyword);
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}
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}
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internal static void GetTransparencySortingMode(Renderer2DData rendererData, Camera camera, ref SortingSettings sortingSettings)
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{
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var mode = rendererData.transparencySortMode;
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if (mode == TransparencySortMode.Default)
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{
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mode = camera.orthographic ? TransparencySortMode.Orthographic : TransparencySortMode.Perspective;
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}
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switch (mode)
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{
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case TransparencySortMode.Perspective:
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sortingSettings.distanceMetric = DistanceMetric.Perspective;
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break;
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case TransparencySortMode.Orthographic:
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sortingSettings.distanceMetric = DistanceMetric.Orthographic;
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break;
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default:
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sortingSettings.distanceMetric = DistanceMetric.CustomAxis;
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sortingSettings.customAxis = rendererData.transparencySortAxis;
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break;
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}
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}
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private static bool CanRenderLight(IRenderPass2D pass, Light2D light, int blendStyleIndex, int layerToRender, bool isVolume, ref Mesh lightMesh, ref Material lightMaterial)
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{
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if (light != null && light.lightType != Light2D.LightType.Global && light.blendStyleIndex == blendStyleIndex && light.IsLitLayer(layerToRender))
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{
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lightMesh = light.lightMesh;
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if (lightMesh == null)
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return false;
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lightMaterial = pass.rendererData.GetLightMaterial(light, isVolume);
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if (lightMaterial == null)
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return false;
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return true;
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}
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return false;
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}
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internal static bool CanCastShadows(Light2D light, int layerToRender)
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{
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return light.shadowsEnabled && light.shadowIntensity > 0 && light.IsLitLayer(layerToRender);
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}
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private static bool CanCastVolumetricShadows(Light2D light, int endLayerValue)
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{
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var topMostLayerValue = light.GetTopMostLitLayer();
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return light.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0 && topMostLayerValue == endLayerValue;
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}
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internal static void RenderLight(IRenderPass2D pass, CommandBuffer cmd, Light2D light, bool isVolume, int blendStyleIndex, int layerToRender, bool hasShadows, bool batchingSupported, ref int shadowLightCount)
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{
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Mesh lightMesh = null;
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Material lightMaterial = null;
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if (!CanRenderLight(pass, light, blendStyleIndex, layerToRender, isVolume, ref lightMesh, ref lightMaterial))
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return;
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// For Batching.
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bool canBatch = lightBatch.CanBatch(light, lightMaterial, light.batchSlotIndex, out int lightHash);
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bool hasCookies = SetCookieShaderGlobals(cmd, light);
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// Flush on Break.
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bool breakBatch = hasShadows || hasCookies || !canBatch;
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if (breakBatch && batchingSupported)
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lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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// Set the shadow texture to read from
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if (hasShadows)
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ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++);
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var slotIndex = lightBatch.SlotIndex(light.batchSlotIndex);
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SetPerLightShaderGlobals(CommandBufferHelpers.GetRasterCommandBuffer(cmd), light, slotIndex, isVolume, hasShadows, batchingSupported);
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if (light.lightType == Light2D.LightType.Point)
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SetPerPointLightShaderGlobals(CommandBufferHelpers.GetRasterCommandBuffer(cmd), light, slotIndex, batchingSupported);
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// Check if StructuredBuffer is supported, if not fallback.
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if (batchingSupported)
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{
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lightBatch.AddBatch(light, lightMaterial, light.GetMatrix(), lightMesh, 0, lightHash, light.batchSlotIndex);
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}
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else
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{
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cmd.DrawMesh(lightMesh, light.GetMatrix(), lightMaterial);
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}
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}
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private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, ref LayerBatch layer, RenderTargetIdentifier renderTexture, List<Light2D> lights)
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{
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var maxShadowLightCount = ShadowRendering.maxTextureCount;
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var requiresRTInit = true;
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// This case should never happen, but if it does it may cause an infinite loop later.
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if (maxShadowLightCount < 1)
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{
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Debug.LogError("maxShadowTextureCount cannot be less than 1");
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return;
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}
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NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
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// Break up light rendering into batches for the purpose of shadow casting
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var lightIndex = 0;
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while (lightIndex < lights.Count)
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{
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var remainingLights = (uint)lights.Count - lightIndex;
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var batchedLights = 0;
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// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
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int shadowLightCount = 0;
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while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
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{
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int curLightIndex = lightIndex + batchedLights;
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var light = lights[curLightIndex];
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if (CanCastShadows(light, layer.startLayerID))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = false;
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if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, ref layer, light, shadowLightCount, light.shadowIntensity))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = true;
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shadowLightCount++;
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}
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}
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batchedLights++;
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}
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// Set the current RT to the light RT
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if (shadowLightCount > 0 || requiresRTInit)
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{
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cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
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requiresRTInit = false;
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}
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// Render all the lights.
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shadowLightCount = 0;
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for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
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{
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var arrayIndex = (int)(lightIndex + lightIndexOffset);
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RenderLight(pass, cmd, lights[arrayIndex], false, blendStyleIndex, layer.startLayerID, doesLightAtIndexHaveShadows[arrayIndex], LightBatch.isBatchingSupported, ref shadowLightCount);
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}
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lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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// Release all of the temporary shadow textures
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for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
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ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
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lightIndex += batchedLights;
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}
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doesLightAtIndexHaveShadows.Dispose();
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}
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public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, ref LayerBatch layer,
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RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, RenderBufferStoreAction intermediateStoreAction,
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RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List<Light2D> lights)
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{
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var maxShadowLightCount = ShadowRendering.maxTextureCount; // Now encodes shadows into RG,BA as well as seperate textures
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NativeArray<bool> doesLightAtIndexHaveShadows = new NativeArray<bool>(lights.Count, Allocator.Temp);
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// This case should never happen, but if it does it may cause an infinite loop later.
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if (maxShadowLightCount < 1)
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{
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Debug.LogError("maxShadowLightCount cannot be less than 1");
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return;
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}
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// Determine last light with volumetric shadows to be rendered if we want to use a different store action after using rendering its volumetric shadows
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int useFinalStoreActionAfter = lights.Count;
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if (intermediateStoreAction != finalStoreAction)
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{
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for (int i = lights.Count - 1; i >= 0; i--)
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{
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if (lights[i].renderVolumetricShadows)
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{
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useFinalStoreActionAfter = i;
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break;
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}
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}
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}
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// Break up light rendering into batches for the purpose of shadow casting
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var lightIndex = 0;
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while (lightIndex < lights.Count)
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{
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var remainingLights = (uint)lights.Count - lightIndex;
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var batchedLights = 0;
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// Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount
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var shadowLightCount = 0;
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while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount)
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{
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int curLightIndex = lightIndex + batchedLights;
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var light = lights[curLightIndex];
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if (CanCastVolumetricShadows(light, layer.endLayerValue))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = false;
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if (ShadowRendering.PrerenderShadows(pass, renderingData, cmd, ref layer, light, shadowLightCount, light.shadowVolumeIntensity))
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{
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doesLightAtIndexHaveShadows[curLightIndex] = true;
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shadowLightCount++;
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}
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}
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batchedLights++;
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}
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// Set the current RT to the light RT
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if (shadowLightCount > 0 || requiresRTInit)
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{
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var storeAction = lightIndex + batchedLights >= useFinalStoreActionAfter ? finalStoreAction : intermediateStoreAction;
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cmd.SetRenderTarget(renderTexture, RenderBufferLoadAction.Load, storeAction, depthTexture, RenderBufferLoadAction.Load, storeAction);
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requiresRTInit = false;
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}
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// Render all the lights.
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shadowLightCount = 0;
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for (var lightIndexOffset = 0; lightIndexOffset < batchedLights; lightIndexOffset++)
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{
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var arrayIndex = (int)(lightIndex + lightIndexOffset);
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var light = lights[arrayIndex];
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if (light.volumeIntensity <= 0.0f || !light.volumetricEnabled)
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continue;
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if (layer.endLayerValue == light.GetTopMostLitLayer()) // this implies the layer is correct
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RenderLight(pass, cmd, light, true, light.blendStyleIndex, layer.startLayerID, doesLightAtIndexHaveShadows[arrayIndex], LightBatch.isBatchingSupported, ref shadowLightCount);
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}
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lightBatch.Flush(CommandBufferHelpers.GetRasterCommandBuffer(cmd));
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// Release all of the temporary shadow textures
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for (var releaseIndex = shadowLightCount - 1; releaseIndex >= 0; releaseIndex--)
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ShadowRendering.ReleaseShadowRenderTexture(cmd, releaseIndex);
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lightIndex += batchedLights;
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}
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doesLightAtIndexHaveShadows.Dispose();
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}
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// TODO: Remove once Rendergraph becomes default pipeline
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internal static void SetLightShaderGlobals(Renderer2DData rendererData, RasterCommandBuffer cmd)
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{
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for (var i = 0; i < rendererData.lightBlendStyles.Length; i++)
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{
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var blendStyle = rendererData.lightBlendStyles[i];
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if (i >= k_BlendFactorsPropIDs.Length)
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break;
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cmd.SetGlobalVector(k_BlendFactorsPropIDs[i], blendStyle.blendFactors);
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cmd.SetGlobalVector(k_MaskFilterPropIDs[i], blendStyle.maskTextureChannelFilter.mask);
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cmd.SetGlobalVector(k_InvertedFilterPropIDs[i], blendStyle.maskTextureChannelFilter.inverted);
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}
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}
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internal static void SetLightShaderGlobals(RasterCommandBuffer cmd, Light2DBlendStyle[] lightBlendStyles, int[] blendStyleIndices)
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{
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for (var i = 0; i < blendStyleIndices.Length; i++)
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{
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var blendStyleIndex = blendStyleIndices[i];
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if (blendStyleIndex >= k_BlendFactorsPropIDs.Length)
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break;
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var blendStyle = lightBlendStyles[blendStyleIndex];
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cmd.SetGlobalVector(k_BlendFactorsPropIDs[blendStyleIndex], blendStyle.blendFactors);
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cmd.SetGlobalVector(k_MaskFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.mask);
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cmd.SetGlobalVector(k_InvertedFilterPropIDs[blendStyleIndex], blendStyle.maskTextureChannelFilter.inverted);
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}
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}
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private static float GetNormalizedInnerRadius(Light2D light)
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{
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return light.pointLightInnerRadius / light.pointLightOuterRadius;
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}
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private static float GetNormalizedAngle(float angle)
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{
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return (angle / 360.0f);
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}
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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;
|
|
}
|
|
}
|
|
}
|