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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/2D/Shadows/ShadowRendering.cs
2021-06-13 10:28:03 +02:00

182 lines
9.1 KiB
C#

using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Unity.Mathematics;
namespace UnityEngine.Experimental.Rendering.Universal
{
internal static class ShadowRendering
{
private static readonly int k_LightPosID = Shader.PropertyToID("_LightPos");
private static readonly int k_ShadowStencilGroupID = Shader.PropertyToID("_ShadowStencilGroup");
private static readonly int k_ShadowIntensityID = Shader.PropertyToID("_ShadowIntensity");
private static readonly int k_ShadowVolumeIntensityID = Shader.PropertyToID("_ShadowVolumeIntensity");
private static readonly int k_ShadowRadiusID = Shader.PropertyToID("_ShadowRadius");
private static RenderTargetHandle[] m_RenderTargets = null;
public static uint maxTextureCount { get; private set; }
public static void InitializeBudget(uint maxTextureCount)
{
if (m_RenderTargets == null || m_RenderTargets.Length != maxTextureCount)
{
m_RenderTargets = new RenderTargetHandle[maxTextureCount];
ShadowRendering.maxTextureCount = maxTextureCount;
for (int i = 0; i < maxTextureCount; i++)
{
unsafe
{
m_RenderTargets[i].id = Shader.PropertyToID($"ShadowTex_{i}");
}
}
}
}
public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex)
{
CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer);
}
public static void PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity)
{
// Render the shadows for this light
RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[shadowIndex].Identifier());
}
public static void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex)
{
cmdBuffer.SetGlobalTexture("_ShadowTex", m_RenderTargets[shadowIndex].Identifier());
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1 - light.shadowIntensity);
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1 - light.shadowVolumeIntensity);
}
public static void DisableGlobalShadowTexture(CommandBuffer cmdBuffer)
{
cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1);
cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1);
}
private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderTargetHandle rtHandle, 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.depthBufferBits = 24;
descriptor.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
descriptor.msaaSamples = 1;
descriptor.dimension = TextureDimension.Tex2D;
cmdBuffer.GetTemporaryRT(rtHandle.id, descriptor, FilterMode.Bilinear);
}
public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex)
{
cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[shadowIndex].id);
}
private static Material GetShadowMaterial(this Renderer2DData rendererData, int index)
{
var shadowMaterialIndex = index % 255;
if (rendererData.shadowMaterials[shadowMaterialIndex] == null)
{
rendererData.shadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(rendererData.shadowGroupShader);
rendererData.shadowMaterials[shadowMaterialIndex].SetFloat(k_ShadowStencilGroupID, index);
}
return rendererData.shadowMaterials[shadowMaterialIndex];
}
private static Material GetRemoveSelfShadowMaterial(this Renderer2DData rendererData, int index)
{
var shadowMaterialIndex = index % 255;
if (rendererData.removeSelfShadowMaterials[shadowMaterialIndex] == null)
{
rendererData.removeSelfShadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(rendererData.removeSelfShadowShader);
rendererData.removeSelfShadowMaterials[shadowMaterialIndex].SetFloat(k_ShadowStencilGroupID, index);
}
return rendererData.removeSelfShadowMaterials[shadowMaterialIndex];
}
public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture)
{
cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmdBuffer.ClearRenderTarget(true, true, Color.black); // clear stencil
var shadowRadius = 1.42f * light.boundingSphere.radius;
cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position);
cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius);
var shadowMaterial = pass.rendererData.GetShadowMaterial(1);
var removeSelfShadowMaterial = pass.rendererData.GetRemoveSelfShadowMaterial(1);
var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups;
if (shadowCasterGroups != null && shadowCasterGroups.Count > 0)
{
var previousShadowGroupIndex = -1;
var incrementingGroupIndex = 0;
for (var group = 0; group < shadowCasterGroups.Count; group++)
{
var shadowCasterGroup = shadowCasterGroups[group];
var shadowCasters = shadowCasterGroup.GetShadowCasters();
var shadowGroupIndex = shadowCasterGroup.GetShadowGroup();
if (LightUtility.CheckForChange(shadowGroupIndex, ref previousShadowGroupIndex) || shadowGroupIndex == 0)
{
incrementingGroupIndex++;
shadowMaterial = pass.rendererData.GetShadowMaterial(incrementingGroupIndex);
removeSelfShadowMaterial = pass.rendererData.GetRemoveSelfShadowMaterial(incrementingGroupIndex);
}
if (shadowCasters != null)
{
// Draw the shadow casting group first, then draw the silhouettes..
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.castsShadows)
cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, shadowMaterial);
}
}
for (var i = 0; i < shadowCasters.Count; i++)
{
var shadowCaster = shadowCasters[i];
if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender))
{
if (shadowCaster.useRendererSilhouette)
{
var renderer = shadowCaster.GetComponent<Renderer>();
if (renderer != null)
{
if (!shadowCaster.selfShadows)
cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial);
else
cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1);
}
}
else
{
if (!shadowCaster.selfShadows)
{
var meshMat = shadowCaster.transform.localToWorldMatrix;
cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial);
}
}
}
}
}
}
}
}
}
}