834 lines
37 KiB
C#
834 lines
37 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using UnityEngine.Experimental.Rendering;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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internal class LightCookieManager : IDisposable
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{
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static class ShaderProperty
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{
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public static readonly int mainLightTexture = Shader.PropertyToID("_MainLightCookieTexture");
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public static readonly int mainLightWorldToLight = Shader.PropertyToID("_MainLightWorldToLight");
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public static readonly int mainLightCookieTextureFormat = Shader.PropertyToID("_MainLightCookieTextureFormat");
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public static readonly int additionalLightsCookieAtlasTexture = Shader.PropertyToID("_AdditionalLightsCookieAtlasTexture");
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public static readonly int additionalLightsCookieAtlasTextureFormat = Shader.PropertyToID("_AdditionalLightsCookieAtlasTextureFormat");
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public static readonly int additionalLightsCookieEnableBits = Shader.PropertyToID("_AdditionalLightsCookieEnableBits");
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public static readonly int additionalLightsCookieAtlasUVRectBuffer = Shader.PropertyToID("_AdditionalLightsCookieAtlasUVRectBuffer");
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public static readonly int additionalLightsCookieAtlasUVRects = Shader.PropertyToID("_AdditionalLightsCookieAtlasUVRects");
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// TODO: these should be generic light property
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public static readonly int additionalLightsWorldToLightBuffer = Shader.PropertyToID("_AdditionalLightsWorldToLightBuffer");
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public static readonly int additionalLightsLightTypeBuffer = Shader.PropertyToID("_AdditionalLightsLightTypeBuffer");
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public static readonly int additionalLightsWorldToLights = Shader.PropertyToID("_AdditionalLightsWorldToLights");
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public static readonly int additionalLightsLightTypes = Shader.PropertyToID("_AdditionalLightsLightTypes");
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}
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private enum LightCookieShaderFormat
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{
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None = -1,
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RGB = 0,
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Alpha = 1,
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Red = 2
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}
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public struct Settings
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{
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public struct AtlasSettings
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{
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public Vector2Int resolution;
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public GraphicsFormat format;
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public bool isPow2 => Mathf.IsPowerOfTwo(resolution.x) && Mathf.IsPowerOfTwo(resolution.y);
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public bool isSquare => resolution.x == resolution.y;
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}
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public AtlasSettings atlas;
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public int maxAdditionalLights; // UniversalRenderPipeline.maxVisibleAdditionalLights;
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public float cubeOctahedralSizeScale; // Cube octahedral projection size scale.
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public bool useStructuredBuffer; // RenderingUtils.useStructuredBuffer
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public static Settings Create()
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{
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Settings s;
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s.atlas.resolution = new Vector2Int(1024, 1024);
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s.atlas.format = GraphicsFormat.R8G8B8A8_SRGB;
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s.maxAdditionalLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
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// (Scale * W * Scale * H) / (6 * WH) == (Scale^2 / 6)
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// 1: 1/6 = 16%, 2: 4/6 = 66%, 4: 16/6 == 266% of cube pixels
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// 100% cube pixels == sqrt(6) ~= 2.45f --> 2.5;
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s.cubeOctahedralSizeScale = 2.5f;
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s.useStructuredBuffer = RenderingUtils.useStructuredBuffer;
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return s;
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}
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}
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private struct LightCookieMapping
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{
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public ushort visibleLightIndex; // Index into visible light (src)
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public ushort lightBufferIndex; // Index into light shader data buffer(s) (dst) (matches ForwardLights.SetupAdditionalLightConstants())
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public Light light; // Cached built-in light for the visibleLightIndex. Avoids multiple copies on all the gets from native array.
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public static Func<LightCookieMapping, LightCookieMapping, int> s_CompareByCookieSize = (LightCookieMapping a, LightCookieMapping b) =>
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{
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var alc = a.light.cookie;
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var blc = b.light.cookie;
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int a2 = alc.width * alc.height;
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int b2 = blc.width * blc.height;
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int d = b2 - a2;
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if (d == 0)
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{
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// Sort by texture ID if "undecided" to batch fetches to the same cookie texture.
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int ai = alc.GetInstanceID();
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int bi = blc.GetInstanceID();
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return ai - bi;
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}
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return d;
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};
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public static Func<LightCookieMapping, LightCookieMapping, int> s_CompareByBufferIndex = (LightCookieMapping a, LightCookieMapping b) =>
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{
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return a.lightBufferIndex - b.lightBufferIndex;
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};
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}
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private readonly struct WorkSlice<T>
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{
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private readonly T[] m_Data;
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private readonly int m_Start;
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private readonly int m_Length;
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public WorkSlice(T[] src, int srcLen = -1) : this(src, 0, srcLen) { }
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public WorkSlice(T[] src, int srcStart, int srcLen = -1)
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{
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m_Data = src;
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m_Start = srcStart;
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m_Length = (srcLen < 0) ? src.Length : Math.Min(srcLen, src.Length);
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Assertions.Assert.IsTrue(m_Start + m_Length <= capacity);
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}
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public T this[int index]
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{
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get => m_Data[m_Start + index];
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set => m_Data[m_Start + index] = value;
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}
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public int length => m_Length;
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public int capacity => m_Data.Length;
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public void Sort(Func<T, T, int> compare)
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{
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if (m_Length > 1)
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Sorting.QuickSort(m_Data, m_Start, m_Start + m_Length - 1, compare);
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}
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}
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// Persistent work/temp memory of [] data.
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private class WorkMemory
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{
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public LightCookieMapping[] lightMappings;
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public Vector4[] uvRects;
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public void Resize(int size)
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{
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if (size <= lightMappings?.Length)
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return;
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// Avoid allocs on every tiny size change.
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size = Math.Max(size, ((size + 15) / 16) * 16);
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lightMappings = new LightCookieMapping[size];
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uvRects = new Vector4[size];
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}
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}
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/// Must match light data layout.
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private class LightCookieShaderData : IDisposable
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{
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int m_Size = 0;
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bool m_UseStructuredBuffer;
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// Shader data CPU arrays, used to upload the data to GPU
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Matrix4x4[] m_WorldToLightCpuData;
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Vector4[] m_AtlasUVRectCpuData;
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float[] m_LightTypeCpuData;
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ShaderBitArray m_CookieEnableBitsCpuData;
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// Compute buffer counterparts for the CPU data
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ComputeBuffer m_WorldToLightBuffer; // TODO: WorldToLight matrices should be general property of lights!!
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ComputeBuffer m_AtlasUVRectBuffer;
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ComputeBuffer m_LightTypeBuffer;
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public Matrix4x4[] worldToLights => m_WorldToLightCpuData;
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public ShaderBitArray cookieEnableBits => m_CookieEnableBitsCpuData;
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public Vector4[] atlasUVRects => m_AtlasUVRectCpuData;
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public float[] lightTypes => m_LightTypeCpuData;
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public bool isUploaded { get; set; }
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public LightCookieShaderData(int size, bool useStructuredBuffer)
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{
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m_UseStructuredBuffer = useStructuredBuffer;
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Resize(size);
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}
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public void Dispose()
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{
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if (m_UseStructuredBuffer)
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{
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m_WorldToLightBuffer?.Dispose();
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m_AtlasUVRectBuffer?.Dispose();
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m_LightTypeBuffer?.Dispose();
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}
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}
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public void Resize(int size)
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{
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if (size <= m_Size)
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return;
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if (m_Size > 0)
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Dispose();
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m_WorldToLightCpuData = new Matrix4x4[size];
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m_AtlasUVRectCpuData = new Vector4[size];
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m_LightTypeCpuData = new float[size];
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m_CookieEnableBitsCpuData.Resize(size);
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if (m_UseStructuredBuffer)
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{
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m_WorldToLightBuffer = new ComputeBuffer(size, Marshal.SizeOf<Matrix4x4>());
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m_AtlasUVRectBuffer = new ComputeBuffer(size, Marshal.SizeOf<Vector4>());
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m_LightTypeBuffer = new ComputeBuffer(size, Marshal.SizeOf<float>());
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}
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m_Size = size;
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}
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public void Upload(CommandBuffer cmd)
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{
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if (m_UseStructuredBuffer)
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{
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m_WorldToLightBuffer.SetData(m_WorldToLightCpuData);
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m_AtlasUVRectBuffer.SetData(m_AtlasUVRectCpuData);
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m_LightTypeBuffer.SetData(m_LightTypeCpuData);
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cmd.SetGlobalBuffer(ShaderProperty.additionalLightsWorldToLightBuffer, m_WorldToLightBuffer);
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cmd.SetGlobalBuffer(ShaderProperty.additionalLightsCookieAtlasUVRectBuffer, m_AtlasUVRectBuffer);
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cmd.SetGlobalBuffer(ShaderProperty.additionalLightsLightTypeBuffer, m_LightTypeBuffer);
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}
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else
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{
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cmd.SetGlobalMatrixArray(ShaderProperty.additionalLightsWorldToLights, m_WorldToLightCpuData);
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cmd.SetGlobalVectorArray(ShaderProperty.additionalLightsCookieAtlasUVRects, m_AtlasUVRectCpuData);
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cmd.SetGlobalFloatArray(ShaderProperty.additionalLightsLightTypes, m_LightTypeCpuData);
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}
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cmd.SetGlobalFloatArray(ShaderProperty.additionalLightsCookieEnableBits, m_CookieEnableBitsCpuData.data);
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isUploaded = true;
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}
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public void Clear(CommandBuffer cmd)
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{
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if (isUploaded)
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{
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// Set all lights to disabled/invalid state
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m_CookieEnableBitsCpuData.Clear();
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cmd.SetGlobalFloatArray(ShaderProperty.additionalLightsCookieEnableBits, m_CookieEnableBitsCpuData.data);
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isUploaded = false;
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}
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}
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}
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// Unity defines directional light UVs over a unit box centered at light.
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// i.e. (0, 1) uv == (-0.5, 0.5) world area instead of the (0,1) world area.
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static readonly Matrix4x4 s_DirLightProj = Matrix4x4.Ortho(-0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f);
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Texture2DAtlas m_AdditionalLightsCookieAtlas;
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LightCookieShaderData m_AdditionalLightsCookieShaderData;
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readonly Settings m_Settings;
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WorkMemory m_WorkMem;
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// Mapping: map[visibleLightIndex] = ShaderDataIndex
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// Mostly used by deferred rendering.
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int[] m_VisibleLightIndexToShaderDataIndex;
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// Parameters for rescaling cookies to fit into the atlas.
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const int k_MaxCookieSizeDivisor = 16;
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int m_CookieSizeDivisor = 1;
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uint m_PrevCookieRequestPixelCount = 0xFFFFFFFF;
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// TODO: replace with a proper error system
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// Frame "timestamp" of last warning to throttle warn messages.
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int m_PrevWarnFrame = -1;
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internal bool IsKeywordLightCookieEnabled { get; private set; }
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internal RTHandle AdditionalLightsCookieAtlasTexture => m_AdditionalLightsCookieAtlas?.AtlasTexture;
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public LightCookieManager(ref Settings settings)
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{
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m_Settings = settings;
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m_WorkMem = new WorkMemory();
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}
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void InitAdditionalLights(int size)
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{
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// No mip padding support.
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m_AdditionalLightsCookieAtlas = new Texture2DAtlas(
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m_Settings.atlas.resolution.x,
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m_Settings.atlas.resolution.y,
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m_Settings.atlas.format,
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FilterMode.Bilinear,
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false,
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"Universal Light Cookie Atlas",
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false); // to support mips, use Pow2Atlas
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m_AdditionalLightsCookieShaderData = new LightCookieShaderData(size, m_Settings.useStructuredBuffer);
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const int mainLightCount = 1;
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m_VisibleLightIndexToShaderDataIndex = new int[m_Settings.maxAdditionalLights + mainLightCount];
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m_CookieSizeDivisor = 1;
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m_PrevCookieRequestPixelCount = 0xFFFFFFFF;
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}
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public bool isInitialized() => m_AdditionalLightsCookieAtlas != null && m_AdditionalLightsCookieShaderData != null;
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/// <summary>
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/// Release LightCookieManager resources.
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/// </summary>
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public void Dispose()
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{
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m_AdditionalLightsCookieAtlas?.Release();
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m_AdditionalLightsCookieShaderData?.Dispose();
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}
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// -1 on invalid/disabled cookie.
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public int GetLightCookieShaderDataIndex(int visibleLightIndex)
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{
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if (!isInitialized())
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return -1;
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return m_VisibleLightIndexToShaderDataIndex[visibleLightIndex];
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}
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public void Setup(CommandBuffer cmd, UniversalLightData lightData)
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{
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using var profScope = new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.LightCookies));
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// Main light, 1 directional, bound directly
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bool isMainLightAvailable = lightData.mainLightIndex >= 0;
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if (isMainLightAvailable)
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{
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var mainLight = lightData.visibleLights[lightData.mainLightIndex];
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isMainLightAvailable = SetupMainLight(cmd, ref mainLight);
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}
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// Additional lights, N spot and point lights in atlas
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bool isAdditionalLightsAvailable = lightData.additionalLightsCount > 0;
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if (isAdditionalLightsAvailable)
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{
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isAdditionalLightsAvailable = SetupAdditionalLights(cmd, lightData);
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}
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// Ensure cookies are disabled if no cookies are available.
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if (!isAdditionalLightsAvailable)
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{
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// ..on the CPU (for deferred)
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if (m_VisibleLightIndexToShaderDataIndex != null &&
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m_AdditionalLightsCookieShaderData.isUploaded)
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{
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int len = m_VisibleLightIndexToShaderDataIndex.Length;
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for (int i = 0; i < len; i++)
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m_VisibleLightIndexToShaderDataIndex[i] = -1;
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}
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// ..on the GPU
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m_AdditionalLightsCookieShaderData?.Clear(cmd);
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}
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// Main and additional lights are merged into one keyword to reduce variants.
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IsKeywordLightCookieEnabled = isMainLightAvailable || isAdditionalLightsAvailable;
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cmd.SetKeyword(ShaderGlobalKeywords.LightCookies, IsKeywordLightCookieEnabled);
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}
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bool SetupMainLight(CommandBuffer cmd, ref VisibleLight visibleMainLight)
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{
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var mainLight = visibleMainLight.light;
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var cookieTexture = mainLight.cookie;
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bool isMainLightCookieEnabled = cookieTexture != null;
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if (isMainLightCookieEnabled)
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{
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Matrix4x4 cookieUVTransform = Matrix4x4.identity;
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float cookieFormat = (float)GetLightCookieShaderFormat(cookieTexture.graphicsFormat);
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if (mainLight.TryGetComponent(out UniversalAdditionalLightData additionalLightData))
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GetLightUVScaleOffset(ref additionalLightData, ref cookieUVTransform);
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Matrix4x4 cookieMatrix = s_DirLightProj * cookieUVTransform *
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visibleMainLight.localToWorldMatrix.inverse;
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cmd.SetGlobalTexture(ShaderProperty.mainLightTexture, cookieTexture);
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cmd.SetGlobalMatrix(ShaderProperty.mainLightWorldToLight, cookieMatrix);
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cmd.SetGlobalFloat(ShaderProperty.mainLightCookieTextureFormat, cookieFormat);
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}
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else
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{
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// Make sure we erase stale data in case the main light is disabled but cookie system is enabled (for additional lights).
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cmd.SetGlobalTexture(ShaderProperty.mainLightTexture, Texture2D.whiteTexture);
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cmd.SetGlobalMatrix(ShaderProperty.mainLightWorldToLight, Matrix4x4.identity);
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cmd.SetGlobalFloat(ShaderProperty.mainLightCookieTextureFormat, (float)LightCookieShaderFormat.None);
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}
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return isMainLightCookieEnabled;
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}
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private LightCookieShaderFormat GetLightCookieShaderFormat(GraphicsFormat cookieFormat)
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{
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// TODO: convert this to use GraphicsFormatUtility
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switch (cookieFormat)
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{
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default:
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return LightCookieShaderFormat.RGB;
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// A8, A16 GraphicsFormat does not expose yet.
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case (GraphicsFormat)54:
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case (GraphicsFormat)55:
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return LightCookieShaderFormat.Alpha;
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case GraphicsFormat.R8_SRGB:
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case GraphicsFormat.R8_UNorm:
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case GraphicsFormat.R8_UInt:
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case GraphicsFormat.R8_SNorm:
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case GraphicsFormat.R8_SInt:
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case GraphicsFormat.R16_UNorm:
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case GraphicsFormat.R16_UInt:
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case GraphicsFormat.R16_SNorm:
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case GraphicsFormat.R16_SInt:
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case GraphicsFormat.R16_SFloat:
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case GraphicsFormat.R32_UInt:
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case GraphicsFormat.R32_SInt:
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case GraphicsFormat.R32_SFloat:
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case GraphicsFormat.R_BC4_SNorm:
|
||
|
case GraphicsFormat.R_BC4_UNorm:
|
||
|
case GraphicsFormat.R_EAC_SNorm:
|
||
|
case GraphicsFormat.R_EAC_UNorm:
|
||
|
return LightCookieShaderFormat.Red;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void GetLightUVScaleOffset(ref UniversalAdditionalLightData additionalLightData, ref Matrix4x4 uvTransform)
|
||
|
{
|
||
|
Vector2 uvScale = Vector2.one / additionalLightData.lightCookieSize;
|
||
|
Vector2 uvOffset = additionalLightData.lightCookieOffset;
|
||
|
|
||
|
if (Mathf.Abs(uvScale.x) < half.MinValue)
|
||
|
uvScale.x = Mathf.Sign(uvScale.x) * half.MinValue;
|
||
|
if (Mathf.Abs(uvScale.y) < half.MinValue)
|
||
|
uvScale.y = Mathf.Sign(uvScale.y) * half.MinValue;
|
||
|
|
||
|
uvTransform = Matrix4x4.Scale(new Vector3(uvScale.x, uvScale.y, 1));
|
||
|
uvTransform.SetColumn(3, new Vector4(-uvOffset.x * uvScale.x, -uvOffset.y * uvScale.y, 0, 1));
|
||
|
}
|
||
|
|
||
|
bool SetupAdditionalLights(CommandBuffer cmd, UniversalLightData lightData)
|
||
|
{
|
||
|
int maxLightCount = Math.Min(m_Settings.maxAdditionalLights, lightData.visibleLights.Length);
|
||
|
m_WorkMem.Resize(maxLightCount);
|
||
|
|
||
|
int validLightCount = FilterAndValidateAdditionalLights(lightData, m_WorkMem.lightMappings);
|
||
|
|
||
|
// Early exit if no valid cookie lights
|
||
|
if (validLightCount <= 0)
|
||
|
return false;
|
||
|
|
||
|
// Lazy init GPU resources
|
||
|
if (!isInitialized())
|
||
|
InitAdditionalLights(validLightCount);
|
||
|
|
||
|
// Update Atlas
|
||
|
var validLights = new WorkSlice<LightCookieMapping>(m_WorkMem.lightMappings, validLightCount);
|
||
|
int validUVRectCount = UpdateAdditionalLightsAtlas(cmd, ref validLights, m_WorkMem.uvRects);
|
||
|
|
||
|
// Upload shader data
|
||
|
var validUvRects = new WorkSlice<Vector4>(m_WorkMem.uvRects, validUVRectCount);
|
||
|
UploadAdditionalLights(cmd, lightData, ref validLights, ref validUvRects);
|
||
|
|
||
|
bool isAdditionalLightsEnabled = validUvRects.length > 0;
|
||
|
return isAdditionalLightsEnabled;
|
||
|
}
|
||
|
|
||
|
int FilterAndValidateAdditionalLights(UniversalLightData lightData, LightCookieMapping[] validLightMappings)
|
||
|
{
|
||
|
int skipMainLightIndex = lightData.mainLightIndex;
|
||
|
int lightBufferOffset = 0;
|
||
|
int validLightCount = 0;
|
||
|
|
||
|
int visibleLightCount = lightData.visibleLights.Length;
|
||
|
for (int i = 0; i < visibleLightCount; i++)
|
||
|
{
|
||
|
// Drop main light from additional lights buffer.
|
||
|
if (i == skipMainLightIndex)
|
||
|
{
|
||
|
lightBufferOffset -= 1;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
ref var visLight = ref lightData.visibleLights.UnsafeElementAtMutable(i);
|
||
|
Light light = visLight.light;
|
||
|
|
||
|
// Skip lights without a cookie texture
|
||
|
if (light.cookie == null)
|
||
|
continue;
|
||
|
|
||
|
// Only spot, point and directional lights are supported.
|
||
|
// Warn on dropped lights
|
||
|
var lightType = visLight.lightType;
|
||
|
if (!(lightType == LightType.Spot ||
|
||
|
lightType == LightType.Point ||
|
||
|
lightType == LightType.Directional))
|
||
|
{
|
||
|
Debug.LogWarning($"Additional {lightType.ToString()} light called '{light.name}' has a light cookie which will not be visible.", light);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Assertions.Assert.IsTrue(i < ushort.MaxValue);
|
||
|
|
||
|
LightCookieMapping lp;
|
||
|
lp.visibleLightIndex = (ushort)i;
|
||
|
lp.lightBufferIndex = (ushort)(i + lightBufferOffset); // Matching FowardLights.SetupAdditionalLightConstants
|
||
|
lp.light = light;
|
||
|
|
||
|
// Drop lights if we have too many lights or too many cookies to fit ForwardLight data.
|
||
|
if (lp.lightBufferIndex >= validLightMappings.Length || validLightCount + 1 >= validLightMappings.Length)
|
||
|
{
|
||
|
// TODO: Better error system
|
||
|
if (visibleLightCount > m_Settings.maxAdditionalLights &&
|
||
|
Time.frameCount - m_PrevWarnFrame > 60 * 60) // warn throttling: ~60 FPS * 60 secs ~= 1 min
|
||
|
{
|
||
|
m_PrevWarnFrame = Time.frameCount;
|
||
|
Debug.LogWarning($"Max light cookies ({validLightMappings.Length.ToString()}) reached. Some visible lights ({(visibleLightCount - i - 1).ToString()}) might skip light cookie rendering.");
|
||
|
}
|
||
|
|
||
|
// Always break, buffer full.
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
validLightMappings[validLightCount++] = lp;
|
||
|
}
|
||
|
|
||
|
return validLightCount;
|
||
|
}
|
||
|
|
||
|
int UpdateAdditionalLightsAtlas(CommandBuffer cmd, ref WorkSlice<LightCookieMapping> validLightMappings, Vector4[] textureAtlasUVRects)
|
||
|
{
|
||
|
// Sort in-place by cookie size for better atlas allocation efficiency (and deduplication)
|
||
|
validLightMappings.Sort(LightCookieMapping.s_CompareByCookieSize);
|
||
|
|
||
|
uint cookieRequestPixelCount = ComputeCookieRequestPixelCount(ref validLightMappings);
|
||
|
var atlasSize = m_AdditionalLightsCookieAtlas.AtlasTexture.referenceSize;
|
||
|
float requestAtlasRatio = cookieRequestPixelCount / (float)(atlasSize.x * atlasSize.y);
|
||
|
int cookieSizeDivisorApprox = ApproximateCookieSizeDivisor(requestAtlasRatio);
|
||
|
|
||
|
// Try to recover resolution and scale the cookies back up.
|
||
|
// If the cookies "should fit" and
|
||
|
// If we have less requested pixels than the last time we found the correct divisor (a guard against retrying every frame).
|
||
|
if (cookieSizeDivisorApprox < m_CookieSizeDivisor &&
|
||
|
cookieRequestPixelCount < m_PrevCookieRequestPixelCount)
|
||
|
{
|
||
|
m_AdditionalLightsCookieAtlas.ResetAllocator();
|
||
|
m_CookieSizeDivisor = cookieSizeDivisorApprox;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Get cached atlas uv rectangles.
|
||
|
// If there's new cookies, first try to add at current scaling level.
|
||
|
// (This can result in suboptimal packing & scaling (additions aren't sorted), but reduces rebuilds.)
|
||
|
// If it doesn't fit, scale down and rebuild the atlas until it fits.
|
||
|
int uvRectCount = 0;
|
||
|
while (uvRectCount <= 0)
|
||
|
{
|
||
|
uvRectCount = FetchUVRects(cmd, ref validLightMappings, textureAtlasUVRects, m_CookieSizeDivisor);
|
||
|
|
||
|
if (uvRectCount <= 0)
|
||
|
{
|
||
|
// Uv rect fetching failed, reset and try again.
|
||
|
m_AdditionalLightsCookieAtlas.ResetAllocator();
|
||
|
|
||
|
// Reduce cookie size to approximate value try to rebuild the atlas.
|
||
|
m_CookieSizeDivisor = Mathf.Max(m_CookieSizeDivisor + 1, cookieSizeDivisorApprox);
|
||
|
m_PrevCookieRequestPixelCount = cookieRequestPixelCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return uvRectCount;
|
||
|
}
|
||
|
|
||
|
int FetchUVRects(CommandBuffer cmd, ref WorkSlice<LightCookieMapping> validLightMappings, Vector4[] textureAtlasUVRects, int cookieSizeDivisor)
|
||
|
{
|
||
|
int uvRectCount = 0;
|
||
|
for (int i = 0; i < validLightMappings.length; i++)
|
||
|
{
|
||
|
var lcm = validLightMappings[i];
|
||
|
|
||
|
Light light = lcm.light;
|
||
|
Texture cookie = light.cookie;
|
||
|
|
||
|
// NOTE: Currently we blit directly on addition (on atlas fetch cache miss).
|
||
|
// This can be costly if there are many resize rebuilds (in case "out-of-space", which shouldn't be a common case).
|
||
|
// If rebuilds become a problem, we could try to just allocate and blit only when we have a fully valid allocation.
|
||
|
// It would also make sense to do atlas operations only for unique textures and then reuse the results for similar cookies.
|
||
|
Vector4 uvScaleOffset = Vector4.zero;
|
||
|
if (cookie.dimension == TextureDimension.Cube)
|
||
|
{
|
||
|
Assertions.Assert.IsTrue(light.type == LightType.Point);
|
||
|
uvScaleOffset = FetchCube(cmd, cookie, cookieSizeDivisor);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Assertions.Assert.IsTrue(light.type == LightType.Spot || light.type == LightType.Directional, "Light type needs 2D texture!");
|
||
|
uvScaleOffset = Fetch2D(cmd, cookie, cookieSizeDivisor);
|
||
|
}
|
||
|
|
||
|
bool isCached = uvScaleOffset != Vector4.zero;
|
||
|
if (!isCached)
|
||
|
{
|
||
|
if (cookieSizeDivisor > k_MaxCookieSizeDivisor)
|
||
|
{
|
||
|
Debug.LogWarning($"Light cookies atlas is extremely full! Some of the light cookies were discarded. Increase light cookie atlas space or reduce the amount of unique light cookies.");
|
||
|
// Complete fail, return what we have.
|
||
|
return uvRectCount;
|
||
|
}
|
||
|
|
||
|
// Failed to get uv rect for each cookie, fail and try again.
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Adjust atlas UVs for OpenGL
|
||
|
if (!SystemInfo.graphicsUVStartsAtTop)
|
||
|
uvScaleOffset.w = 1.0f - uvScaleOffset.w - uvScaleOffset.y;
|
||
|
|
||
|
textureAtlasUVRects[uvRectCount++] = uvScaleOffset;
|
||
|
}
|
||
|
|
||
|
return uvRectCount;
|
||
|
}
|
||
|
|
||
|
uint ComputeCookieRequestPixelCount(ref WorkSlice<LightCookieMapping> validLightMappings)
|
||
|
{
|
||
|
uint requestPixelCount = 0;
|
||
|
int prevCookieID = 0;
|
||
|
for (int i = 0; i < validLightMappings.length; i++)
|
||
|
{
|
||
|
var lcm = validLightMappings[i];
|
||
|
Texture cookie = lcm.light.cookie;
|
||
|
int cookieID = cookie.GetInstanceID();
|
||
|
|
||
|
// Consider only unique textures as atlas request pixels
|
||
|
// NOTE: relies on same cookies being sorted together
|
||
|
// (we need sorting for good atlas packing anyway)
|
||
|
if (cookieID == prevCookieID)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
prevCookieID = cookieID;
|
||
|
|
||
|
int pixelCookieCount = cookie.width * cookie.height;
|
||
|
requestPixelCount += (uint)pixelCookieCount;
|
||
|
}
|
||
|
|
||
|
return requestPixelCount;
|
||
|
}
|
||
|
|
||
|
int ApproximateCookieSizeDivisor(float requestAtlasRatio)
|
||
|
{
|
||
|
// (Edge / N)^2 == 1/N^2 of area.
|
||
|
// Ratio/N^2 == 1, sqrt(Ratio) == N, for "1:1" ratio.
|
||
|
return (int)Mathf.Max(Mathf.Ceil(Mathf.Sqrt(requestAtlasRatio)), 1);
|
||
|
}
|
||
|
|
||
|
Vector4 Fetch2D(CommandBuffer cmd, Texture cookie, int cookieSizeDivisor = 1)
|
||
|
{
|
||
|
Assertions.Assert.IsTrue(cookie != null);
|
||
|
Assertions.Assert.IsTrue(cookie.dimension == TextureDimension.Tex2D);
|
||
|
|
||
|
Vector4 uvScaleOffset = Vector4.zero;
|
||
|
|
||
|
var scaledWidth = Mathf.Max(cookie.width / cookieSizeDivisor, 4);
|
||
|
var scaledHeight = Mathf.Max(cookie.height / cookieSizeDivisor, 4);
|
||
|
Vector2 scaledCookieSize = new Vector2(scaledWidth, scaledHeight);
|
||
|
|
||
|
bool isCached = m_AdditionalLightsCookieAtlas.IsCached(out uvScaleOffset, cookie);
|
||
|
if (isCached)
|
||
|
{
|
||
|
// Update contents IF required
|
||
|
m_AdditionalLightsCookieAtlas.UpdateTexture(cmd, cookie, ref uvScaleOffset);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_AdditionalLightsCookieAtlas.AllocateTexture(cmd, ref uvScaleOffset, cookie, scaledWidth, scaledHeight);
|
||
|
}
|
||
|
|
||
|
AdjustUVRect(ref uvScaleOffset, cookie, ref scaledCookieSize);
|
||
|
return uvScaleOffset;
|
||
|
}
|
||
|
|
||
|
Vector4 FetchCube(CommandBuffer cmd, Texture cookie, int cookieSizeDivisor = 1)
|
||
|
{
|
||
|
Assertions.Assert.IsTrue(cookie != null);
|
||
|
Assertions.Assert.IsTrue(cookie.dimension == TextureDimension.Cube);
|
||
|
|
||
|
Vector4 uvScaleOffset = Vector4.zero;
|
||
|
|
||
|
// Scale octahedral projection, so that cube -> oct2D pixel count match better.
|
||
|
int scaledOctCookieSize = Mathf.Max(ComputeOctahedralCookieSize(cookie) / cookieSizeDivisor, 4);
|
||
|
|
||
|
bool isCached = m_AdditionalLightsCookieAtlas.IsCached(out uvScaleOffset, cookie);
|
||
|
if (isCached)
|
||
|
{
|
||
|
// Update contents IF required
|
||
|
m_AdditionalLightsCookieAtlas.UpdateTexture(cmd, cookie, ref uvScaleOffset);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_AdditionalLightsCookieAtlas.AllocateTexture(cmd, ref uvScaleOffset, cookie, scaledOctCookieSize, scaledOctCookieSize);
|
||
|
}
|
||
|
|
||
|
// Cookie size in the atlas might not match CookieTexture size.
|
||
|
// UVRect adjustment must be done with size in atlas.
|
||
|
var scaledCookieSize = Vector2.one * scaledOctCookieSize;
|
||
|
AdjustUVRect(ref uvScaleOffset, cookie, ref scaledCookieSize);
|
||
|
return uvScaleOffset;
|
||
|
}
|
||
|
|
||
|
int ComputeOctahedralCookieSize(Texture cookie)
|
||
|
{
|
||
|
// Map 6*WxH pixels into 2W*2H pixels, so 4/6 ratio or 66% of cube pixels.
|
||
|
int octCookieSize = Math.Max(cookie.width, cookie.height);
|
||
|
if (m_Settings.atlas.isPow2)
|
||
|
octCookieSize = octCookieSize * Mathf.NextPowerOfTwo((int)m_Settings.cubeOctahedralSizeScale);
|
||
|
else
|
||
|
octCookieSize = (int)(octCookieSize * m_Settings.cubeOctahedralSizeScale + 0.5f);
|
||
|
return octCookieSize;
|
||
|
}
|
||
|
|
||
|
private void AdjustUVRect(ref Vector4 uvScaleOffset, Texture cookie, ref Vector2 cookieSize)
|
||
|
{
|
||
|
if (uvScaleOffset != Vector4.zero)
|
||
|
{
|
||
|
// Shrink by 0.5px to clamp the bilinear sampling to exclude atlas neighbors (no padding)
|
||
|
ShrinkUVRect(ref uvScaleOffset, 0.5f, ref cookieSize);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void ShrinkUVRect(ref Vector4 uvScaleOffset, float amountPixels, ref Vector2 cookieSize)
|
||
|
{
|
||
|
var shrinkOffset = Vector2.one * amountPixels / cookieSize;
|
||
|
var shrinkScale = (cookieSize - Vector2.one * (amountPixels * 2)) / cookieSize;
|
||
|
uvScaleOffset.z += uvScaleOffset.x * shrinkOffset.x;
|
||
|
uvScaleOffset.w += uvScaleOffset.y * shrinkOffset.y;
|
||
|
uvScaleOffset.x *= shrinkScale.x;
|
||
|
uvScaleOffset.y *= shrinkScale.y;
|
||
|
}
|
||
|
|
||
|
void UploadAdditionalLights(CommandBuffer cmd, UniversalLightData lightData, ref WorkSlice<LightCookieMapping> validLightMappings, ref WorkSlice<Vector4> validUvRects)
|
||
|
{
|
||
|
Assertions.Assert.IsTrue(m_AdditionalLightsCookieAtlas != null);
|
||
|
Assertions.Assert.IsTrue(m_AdditionalLightsCookieShaderData != null);
|
||
|
|
||
|
cmd.SetGlobalTexture(ShaderProperty.additionalLightsCookieAtlasTexture, m_AdditionalLightsCookieAtlas.AtlasTexture);
|
||
|
cmd.SetGlobalFloat(ShaderProperty.additionalLightsCookieAtlasTextureFormat, (float)GetLightCookieShaderFormat(m_AdditionalLightsCookieAtlas.AtlasTexture.rt.graphicsFormat));
|
||
|
|
||
|
// Resize and clear visible light to shader data mapping
|
||
|
if (m_VisibleLightIndexToShaderDataIndex.Length < lightData.visibleLights.Length)
|
||
|
m_VisibleLightIndexToShaderDataIndex = new int[lightData.visibleLights.Length];
|
||
|
|
||
|
// Clear
|
||
|
int len = Math.Min(m_VisibleLightIndexToShaderDataIndex.Length, lightData.visibleLights.Length);
|
||
|
for (int i = 0; i < len; i++)
|
||
|
m_VisibleLightIndexToShaderDataIndex[i] = -1;
|
||
|
|
||
|
// Resize or init shader data.
|
||
|
m_AdditionalLightsCookieShaderData.Resize(m_Settings.maxAdditionalLights);
|
||
|
|
||
|
var worldToLights = m_AdditionalLightsCookieShaderData.worldToLights;
|
||
|
var cookieEnableBits = m_AdditionalLightsCookieShaderData.cookieEnableBits;
|
||
|
var atlasUVRects = m_AdditionalLightsCookieShaderData.atlasUVRects;
|
||
|
var lightTypes = m_AdditionalLightsCookieShaderData.lightTypes;
|
||
|
|
||
|
// Set all rects to "Invalid" zero area (Vector4.zero), just in case they're accessed.
|
||
|
Array.Clear(atlasUVRects, 0, atlasUVRects.Length);
|
||
|
// Set all cookies disabled
|
||
|
cookieEnableBits.Clear();
|
||
|
|
||
|
// NOTE: technically, we don't need to upload constants again if we knew the lights, atlas (rects) or visible order haven't changed.
|
||
|
// But detecting that, might be as time consuming as just doing the work.
|
||
|
|
||
|
// Fill shader data. Layout should match primary light data for additional lights.
|
||
|
// Currently it's the same as visible lights, but main light(s) dropped.
|
||
|
for (int i = 0; i < validUvRects.length; i++)
|
||
|
{
|
||
|
int visIndex = validLightMappings[i].visibleLightIndex;
|
||
|
int bufIndex = validLightMappings[i].lightBufferIndex;
|
||
|
|
||
|
// Update the mapping
|
||
|
m_VisibleLightIndexToShaderDataIndex[visIndex] = bufIndex;
|
||
|
|
||
|
ref var visLight = ref lightData.visibleLights.UnsafeElementAtMutable(visIndex);
|
||
|
|
||
|
// Update the (cpu) data
|
||
|
lightTypes[bufIndex] = (int)visLight.lightType;
|
||
|
worldToLights[bufIndex] = visLight.localToWorldMatrix.inverse;
|
||
|
atlasUVRects[bufIndex] = validUvRects[i];
|
||
|
cookieEnableBits[bufIndex] = true;
|
||
|
|
||
|
// Spot projection
|
||
|
if (visLight.lightType == LightType.Spot)
|
||
|
{
|
||
|
// VisibleLight.localToWorldMatrix only contains position & rotation.
|
||
|
// Multiply projection for spot light.
|
||
|
float spotAngle = visLight.spotAngle;
|
||
|
float spotRange = visLight.range;
|
||
|
var perp = Matrix4x4.Perspective(spotAngle, 1, 0.001f, spotRange);
|
||
|
|
||
|
// Cancel embedded camera view axis flip (https://docs.unity3d.com/2021.1/Documentation/ScriptReference/Matrix4x4.Perspective.html)
|
||
|
perp.SetColumn(2, perp.GetColumn(2) * -1);
|
||
|
|
||
|
// world -> light local -> light perspective
|
||
|
worldToLights[bufIndex] = perp * worldToLights[bufIndex];
|
||
|
}
|
||
|
|
||
|
// Directional projection
|
||
|
else if (visLight.lightType == LightType.Directional)
|
||
|
{
|
||
|
Light light = visLight.light;
|
||
|
light.TryGetComponent<UniversalAdditionalLightData>(out var additionalLightData);
|
||
|
{
|
||
|
Matrix4x4 cookieUVTransform = Matrix4x4.identity;
|
||
|
GetLightUVScaleOffset(ref additionalLightData, ref cookieUVTransform);
|
||
|
|
||
|
Matrix4x4 cookieMatrix = s_DirLightProj * cookieUVTransform *
|
||
|
visLight.localToWorldMatrix.inverse;
|
||
|
|
||
|
worldToLights[bufIndex] = cookieMatrix;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Apply changes and upload to GPU
|
||
|
m_AdditionalLightsCookieShaderData.Upload(cmd);
|
||
|
}
|
||
|
}
|
||
|
}
|