UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs
2024-10-27 10:53:47 +03:00

527 lines
25 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using Unity.Collections;
#if USING_SPRITESHAPE
using UnityEngine.U2D;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Rendering.Universal
{
// TODO: Culling of shadow casters, rotate color channels for shadow casting, check get material functions.
internal static class ShadowRendering
{
private static readonly int k_LightPosID = Shader.PropertyToID("_LightPos");
private static readonly int k_ShadowRadiusID = Shader.PropertyToID("_ShadowRadius");
private static readonly int k_ShadowColorMaskID = Shader.PropertyToID("_ShadowColorMask");
private static readonly int k_ShadowModelMatrixID = Shader.PropertyToID("_ShadowModelMatrix");
private static readonly int k_ShadowModelInvMatrixID = Shader.PropertyToID("_ShadowModelInvMatrix");
private static readonly int k_ShadowModelScaleID = Shader.PropertyToID("_ShadowModelScale");
private static readonly int k_ShadowContractionDistanceID = Shader.PropertyToID("_ShadowContractionDistance");
private static readonly int k_ShadowAlphaCutoffID = Shader.PropertyToID("_ShadowAlphaCutoff");
private static readonly int k_SoftShadowAngle = Shader.PropertyToID("_SoftShadowAngle");
private static readonly int k_ShadowSoftnessFalloffIntensityID = Shader.PropertyToID("_ShadowSoftnessFalloffIntensity");
private static readonly int k_ShadowShadowColorID = Shader.PropertyToID("_ShadowColor");
private static readonly int k_ShadowUnshadowColorID = Shader.PropertyToID("_UnshadowColor");
private static readonly ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsA = new ProfilingSampler("Draw 2D Shadows (A)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsR = new ProfilingSampler("Draw 2D Shadows (R)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsG = new ProfilingSampler("Draw 2D Shadows (G)");
private static readonly ProfilingSampler m_ProfilingSamplerShadowsB = new ProfilingSampler("Draw 2D Shadows (B)");
private static readonly float k_MaxShadowSoftnessAngle = 15;
private static readonly Color k_ShadowColorLookup = new Color(0, 0, 1, 0);
private static readonly Color k_UnshadowColorLookup = new Color(0, 1, 0, 0);
private static RTHandle[] m_RenderTargets = null;
private static int[] m_RenderTargetIds = null;
private static RenderTargetIdentifier[] m_LightInputTextures = null;
private static readonly ProfilingSampler[] m_ProfilingSamplerShadowColorsLookup = new ProfilingSampler[4] { m_ProfilingSamplerShadowsA, m_ProfilingSamplerShadowsB, m_ProfilingSamplerShadowsG, m_ProfilingSamplerShadowsR };
public static uint maxTextureCount { get; private set; }
public static RenderTargetIdentifier[] lightInputTextures { get { return m_LightInputTextures; } }
internal static void InitializeBudget(uint maxTextureCount)
{
if (m_RenderTargets == null || m_RenderTargets.Length != maxTextureCount)
{
m_RenderTargets = new RTHandle[maxTextureCount];
m_RenderTargetIds = new int[maxTextureCount];
ShadowRendering.maxTextureCount = maxTextureCount;
for (int i = 0; i < maxTextureCount; i++)
{
m_RenderTargetIds[i] = Shader.PropertyToID($"ShadowTex_{i}");
m_RenderTargets[i] = RTHandles.Alloc(m_RenderTargetIds[i], $"ShadowTex_{i}");
}
}
if (m_LightInputTextures == null || m_LightInputTextures.Length != maxTextureCount)
{
m_LightInputTextures = new RenderTargetIdentifier[maxTextureCount];
}
}
private static Material CreateMaterial(Shader shader, int offset, int pass)
{
Material material = CoreUtils.CreateEngineMaterial(shader);
material.SetInt(k_ShadowColorMaskID, 1 << (offset + 1));
material.SetPass(pass);
return material;
}
private static Material GetProjectedShadowMaterial(
Material material,
Func<Renderer2DResources, Shader> shaderFunc,
int offset, int pass)
{
#if !UNITY_EDITOR // In standalone builds, shaders are never changed. We can early exit
if (material != null)
return material;
#endif
if (!GraphicsSettings.TryGetRenderPipelineSettings<Renderer2DResources>(out var renderer2DResources))
return null;
var shader = shaderFunc(renderer2DResources);
if (material != null)
{
if (material.shader != shader)
material = null;
}
if (material == null)
{
material = CoreUtils.CreateEngineMaterial(shader);
material.SetInt(k_ShadowColorMaskID, 1 << (offset + 1));
material.SetPass(pass);
}
return material;
}
internal static Material GetProjectedShadowMaterial(this Renderer2DData rendererData)
{
rendererData.projectedShadowMaterial = GetProjectedShadowMaterial(
rendererData.projectedShadowMaterial,
r => r.projectedShadowShader,
0, 0);
return rendererData.projectedShadowMaterial;
}
internal static Material GetProjectedUnshadowMaterial(this Renderer2DData rendererData)
{
rendererData.projectedUnshadowMaterial = GetProjectedShadowMaterial(
rendererData.projectedUnshadowMaterial,
r => r.projectedShadowShader,
1, 1);
return rendererData.projectedUnshadowMaterial;
}
private static Material GetSpriteShadowMaterial(this Renderer2DData rendererData)
{
rendererData.spriteSelfShadowMaterial = GetProjectedShadowMaterial(
rendererData.spriteSelfShadowMaterial,
r => r.spriteShadowShader,
0, 0);
return rendererData.spriteSelfShadowMaterial;
}
private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData)
{
rendererData.spriteUnshadowMaterial = GetProjectedShadowMaterial(
rendererData.spriteUnshadowMaterial,
r => r.spriteUnshadowShader,
1, 0);
return rendererData.spriteUnshadowMaterial;
}
private static Material GetGeometryShadowMaterial(this Renderer2DData rendererData)
{
rendererData.geometrySelfShadowMaterial = GetProjectedShadowMaterial(
rendererData.geometrySelfShadowMaterial,
r => r.geometryShadowShader,
0, 0);
return rendererData.geometrySelfShadowMaterial;
}
private static Material GetGeometryUnshadowMaterial(this Renderer2DData rendererData)
{
rendererData.geometryUnshadowMaterial = GetProjectedShadowMaterial(
rendererData.geometryUnshadowMaterial,
r => r.geometryUnshadowShader,
1, 0);
return rendererData.geometryUnshadowMaterial;
}
private static void CalculateFrustumCornersPerspective(Camera camera, float distance, NativeArray<Vector3> corners)
{
float verticalFieldOfView = camera.fieldOfView; // This will need to be converted if user direction is allowed
float halfHeight = Mathf.Tan(0.5f * verticalFieldOfView * Mathf.Deg2Rad) * distance;
float halfWidth = halfHeight * camera.aspect;
corners[0] = new Vector3(halfWidth, halfHeight, distance);
corners[1] = new Vector3(halfWidth, -halfHeight, distance);
corners[2] = new Vector3(-halfWidth, halfHeight, distance);
corners[3] = new Vector3(-halfWidth, -halfHeight, distance);
}
private static void CalculateFrustumCornersOrthographic(Camera camera, float distance, NativeArray<Vector3> corners)
{
float halfHeight = camera.orthographicSize;
float halfWidth = halfHeight * camera.aspect;
corners[0] = new Vector3(halfWidth, halfHeight, distance);
corners[1] = new Vector3(halfWidth, -halfHeight, distance);
corners[2] = new Vector3(-halfWidth, halfHeight, distance);
corners[3] = new Vector3(-halfWidth, -halfHeight, distance);
}
private static Bounds CalculateWorldSpaceBounds(Camera camera, ILight2DCullResult cullResult)
{
// TODO: This will need to take into account on screen lights as shadows can be cast from offscreen.
const int k_Corners = 4;
NativeArray<Vector3> nearCorners = new NativeArray<Vector3>(k_Corners, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
NativeArray<Vector3> farCorners = new NativeArray<Vector3>(k_Corners, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
if (camera.orthographic)
{
CalculateFrustumCornersOrthographic(camera, camera.nearClipPlane, nearCorners);
CalculateFrustumCornersOrthographic(camera, camera.farClipPlane, farCorners);
}
else
{
CalculateFrustumCornersPerspective(camera, camera.nearClipPlane, nearCorners);
CalculateFrustumCornersPerspective(camera, camera.farClipPlane, farCorners);
}
Vector3 minCorner = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
Vector3 maxCorner = new Vector3(float.MinValue, float.MinValue, float.MinValue);
for (int i = 0; i < k_Corners; i++)
{
maxCorner = Vector3.Max(maxCorner, nearCorners[i]);
maxCorner = Vector3.Max(maxCorner, farCorners[i]);
minCorner = Vector3.Min(minCorner, nearCorners[i]);
minCorner = Vector3.Min(minCorner, farCorners[i]);
}
nearCorners.Dispose();
farCorners.Dispose();
// Transform the point from camera space to world space
maxCorner = camera.transform.TransformPoint(maxCorner);
minCorner = camera.transform.TransformPoint(minCorner);
// TODO: Iterate through the lights
for (int i = 0; i < cullResult.visibleLights.Count; i++)
{
Vector3 lightPos = cullResult.visibleLights[i].transform.position;
maxCorner = Vector3.Max(maxCorner, lightPos);
minCorner = Vector3.Min(minCorner, lightPos);
}
Vector3 center = 0.5f * (minCorner + maxCorner);
Vector3 size = maxCorner - minCorner;
return new Bounds(center, size); ;
}
internal static void CallOnBeforeRender(Camera camera, ILight2DCullResult cullResult)
{
if (ShadowCasterGroup2DManager.shadowCasterGroups != null)
{
Bounds bounds = CalculateWorldSpaceBounds(camera, cullResult);
List<ShadowCasterGroup2D> groups = ShadowCasterGroup2DManager.shadowCasterGroups;
for (int groupIndex = 0; groupIndex < groups.Count; groupIndex++)
{
ShadowCasterGroup2D group = groups[groupIndex];
List<ShadowCaster2D> shadowCasters = group.GetShadowCasters();
if (shadowCasters != null)
{
for (int shadowCasterIndex = 0; shadowCasterIndex < shadowCasters.Count; shadowCasterIndex++)
{
ShadowCaster2D shadowCaster = shadowCasters[shadowCasterIndex];
if (shadowCaster != null && shadowCaster.shadowCastingSource == ShadowCaster2D.ShadowCastingSources.ShapeProvider)
{
ShapeProviderUtility.CallOnBeforeRender(shadowCaster.shadowShape2DProvider, shadowCaster.shadowShape2DComponent, shadowCaster.m_ShadowMesh, bounds);
}
}
}
}
}
}
private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex)
{
CreateShadowRenderTexture(pass, m_RenderTargetIds[shadowIndex], renderingData, cmdBuffer);
}
internal static void PrerenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch layer, Light2D light, int shadowIndex, float shadowIntensity)
{
RenderShadows(cmdBuffer, rendererData, ref layer, light);
}
internal static bool PrerenderShadows(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, ref LayerBatch layer, Light2D light, int shadowIndex, float shadowIntensity)
{
ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, shadowIndex);
bool hadShadowsToRender = layer.shadowCasters.Count != 0;
if (hadShadowsToRender)
{
cmdBuffer.SetRenderTarget(m_RenderTargets[shadowIndex].nameID, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmdBuffer.ClearRenderTarget(RTClearFlags.All, Color.clear, 1, 0);
RenderShadows(CommandBufferHelpers.GetUnsafeCommandBuffer(cmdBuffer), pass.rendererData, ref layer, light);
}
m_LightInputTextures[shadowIndex] = m_RenderTargets[shadowIndex].nameID;
return hadShadowsToRender;
}
private static void CreateShadowRenderTexture(IRenderPass2D pass, int handleId, RenderingData renderingData, CommandBuffer cmdBuffer)
{
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.useMipMap = false;
descriptor.autoGenerateMips = false;
descriptor.depthStencilFormat = GraphicsFormatUtility.GetDepthStencilFormat(24);
descriptor.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
cmdBuffer.GetTemporaryRT(handleId, descriptor, FilterMode.Bilinear);
}
internal static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex)
{
cmdBuffer.ReleaseTemporaryRT(m_RenderTargetIds[shadowIndex]);
}
private static void SetShadowProjectionGlobals(UnsafeCommandBuffer cmdBuffer, ShadowCaster2D shadowCaster, Light2D light)
{
cmdBuffer.SetGlobalVector(k_ShadowModelScaleID, shadowCaster.m_CachedLossyScale);
cmdBuffer.SetGlobalMatrix(k_ShadowModelMatrixID, shadowCaster.m_CachedShadowMatrix);
cmdBuffer.SetGlobalMatrix(k_ShadowModelInvMatrixID, shadowCaster.m_CachedInverseShadowMatrix);
cmdBuffer.SetGlobalFloat(k_ShadowSoftnessFalloffIntensityID, light.shadowSoftnessFalloffIntensity);
if (shadowCaster.edgeProcessing == ShadowCaster2D.EdgeProcessing.None)
cmdBuffer.SetGlobalFloat(k_ShadowContractionDistanceID, shadowCaster.trimEdge);
else
cmdBuffer.SetGlobalFloat(k_ShadowContractionDistanceID, 0f);
}
internal static void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex)
{
var textureIndex = shadowIndex;
cmdBuffer.SetGlobalTexture("_ShadowTex", m_LightInputTextures[textureIndex]);
cmdBuffer.SetGlobalColor(k_ShadowShadowColorID, k_ShadowColorLookup);
cmdBuffer.SetGlobalColor(k_ShadowUnshadowColorID, k_UnshadowColorLookup);
}
internal static void SetGlobalShadowProp(IRasterCommandBuffer cmdBuffer)
{
cmdBuffer.SetGlobalColor(k_ShadowShadowColorID, k_ShadowColorLookup);
cmdBuffer.SetGlobalColor(k_ShadowUnshadowColorID, k_UnshadowColorLookup);
}
static bool ShadowCasterIsVisible(ShadowCaster2D shadowCaster)
{
#if UNITY_EDITOR
return SceneVisibilityManager.instance == null ? true : !SceneVisibilityManager.instance.IsHidden(shadowCaster.gameObject);
#else
return true;
#endif
}
static Renderer GetRendererFromCaster(ShadowCaster2D shadowCaster, Light2D light, int layerToRender)
{
Renderer renderer = null;
if (shadowCaster.IsLit(light))
{
if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender))
{
shadowCaster.TryGetComponent<Renderer>(out renderer);
}
}
return renderer;
}
private static void RenderProjectedShadows(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<ShadowCaster2D> shadowCasters, Material projectedShadowsMaterial, int pass)
{
// Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (ShadowCasterIsVisible(shadowCaster) && shadowCaster.castsShadows && shadowCaster.IsLit(light))
{
if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.shadowCastingSource != ShadowCaster2D.ShadowCastingSources.None && shadowCaster.mesh != null)
{
SetShadowProjectionGlobals(cmdBuffer, shadowCaster, light);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, pass);
}
}
}
}
}
static int GetRendererSubmeshes(Renderer renderer, ShadowCaster2D shadowCaster2D)
{
int numberOfSubmeshes;
#if USING_SPRITESHAPE
if (renderer is SpriteShapeRenderer)
{
SpriteShapeRenderer spriteShapeRenderer = (SpriteShapeRenderer)renderer;
numberOfSubmeshes = spriteShapeRenderer.GetSplineMeshCount();
}
else
{
numberOfSubmeshes = shadowCaster2D.spriteMaterialCount;
}
#else
numberOfSubmeshes = shadowCaster2D.spriteMaterialCount;
#endif
return numberOfSubmeshes;
}
private static void RenderSelfShadowOption(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<ShadowCaster2D> shadowCasters, Material projectedUnshadowMaterial, Material spriteShadowMaterial, Material spriteUnshadowMaterial, Material geometryShadowMaterial, Material geometryUnshadowMaterial)
{
// Draw the sprites, either as self shadowing or unshadowing
for (var i = 0; i < shadowCasters.Count; i++)
{
ShadowCaster2D shadowCaster = shadowCasters[i];
if (!shadowCaster.IsLit(light))
continue;
Renderer renderer = GetRendererFromCaster(shadowCaster, light, layerToRender);
cmdBuffer.SetGlobalFloat(k_ShadowAlphaCutoffID, shadowCaster.alphaCutoff);
if (renderer != null)
{
if (ShadowCasterIsVisible(shadowCaster) && shadowCaster.selfShadows)
{
int numberOfSubmeshes = GetRendererSubmeshes(renderer, shadowCaster);
for (int submeshIndex = 0; submeshIndex < numberOfSubmeshes; submeshIndex++)
cmdBuffer.DrawRenderer(renderer, spriteShadowMaterial, submeshIndex, 0);
}
else
{
int numberOfSubmeshes = GetRendererSubmeshes(renderer, shadowCaster);
for (int submeshIndex = 0; submeshIndex < numberOfSubmeshes; submeshIndex++)
{
cmdBuffer.DrawRenderer(renderer, spriteUnshadowMaterial, submeshIndex, 0);
}
}
}
else
{
if (shadowCaster.mesh != null)
{
if (ShadowCasterIsVisible(shadowCaster) && shadowCaster.selfShadows)
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, geometryShadowMaterial, 0, 0);
else
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, geometryUnshadowMaterial, 0, 0);
}
}
}
// Draw a masked projected shadow that is inside the sprite to remove the shadow (on different channel)
for (var i = 0; i < shadowCasters.Count; i++)
{
ShadowCaster2D shadowCaster = shadowCasters[i];
if (ShadowCasterIsVisible(shadowCaster) && shadowCaster.IsLit(light) && shadowCaster.castingOption == ShadowCaster2D.ShadowCastingOptions.CastShadow && shadowCaster.mesh != null)
{
SetShadowProjectionGlobals(cmdBuffer, shadowCaster, light);
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedUnshadowMaterial, 0, 1);
}
}
// Fix up shadow removal with transparency
for (var i = 0; i < shadowCasters.Count; i++)
{
ShadowCaster2D shadowCaster = shadowCasters[i];
if (ShadowCasterIsVisible(shadowCaster) && !shadowCaster.selfShadows && shadowCaster.IsLit(light))
{
Renderer renderer = GetRendererFromCaster(shadowCaster, light, layerToRender);
if (renderer != null)
{
int numberOfSubmeshes = GetRendererSubmeshes(renderer, shadowCaster);
for (int submeshIndex = 0; submeshIndex < numberOfSubmeshes; submeshIndex++)
{
cmdBuffer.DrawRenderer(renderer, spriteUnshadowMaterial, submeshIndex, 1);
}
}
else
{
if(shadowCaster.mesh != null)
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, geometryUnshadowMaterial, 0, 1);
}
}
}
}
private static void RenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch layer, Light2D light)
{
using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows))
{
var shadowRadius = light.boundingSphere.radius + (light.transform.position - light.boundingSphere.position).magnitude;
cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position);
cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius);
cmdBuffer.SetGlobalFloat(k_SoftShadowAngle, Mathf.Deg2Rad * light.shadowSoftness * k_MaxShadowSoftnessAngle);
var projectedShadowMaterial = rendererData.GetProjectedShadowMaterial();
var projectedUnshadowMaterial = rendererData.GetProjectedUnshadowMaterial();
var spriteShadowMaterial = rendererData.GetSpriteShadowMaterial();
var spriteUnshadowMaterial = rendererData.GetSpriteUnshadowMaterial();
var geometryShadowMaterial = rendererData.GetGeometryShadowMaterial();
var geometryUnshadowMaterial = rendererData.GetGeometryUnshadowMaterial();
for (var group = 0; group < layer.shadowCasters.Count; group++)
{
var shadowCasters = layer.shadowCasters[group].GetShadowCasters();
// Draw the projected shadows for the shadow caster group. Only writes the composite stencil bit
RenderProjectedShadows(cmdBuffer, layer.startLayerID, light, shadowCasters, projectedShadowMaterial, 0);
// Render self shadowing or non self shadowing
RenderSelfShadowOption(cmdBuffer, layer.startLayerID, light, shadowCasters, projectedUnshadowMaterial, spriteShadowMaterial, spriteUnshadowMaterial, geometryShadowMaterial, geometryUnshadowMaterial);
}
}
}
}
}