forked from BilalY/Rasagar
706 lines
36 KiB
C#
706 lines
36 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Computes and submits lighting data to the GPU.
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/// </summary>
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public class ForwardLights
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{
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static class LightConstantBuffer
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{
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public static int _MainLightPosition; // DeferredLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
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public static int _MainLightColor; // DeferredLights.LightConstantBuffer also refers to the same ShaderPropertyID - TODO: move this definition to a common location shared by other UniversalRP classes
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public static int _MainLightOcclusionProbesChannel; // Deferred?
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public static int _MainLightLayerMask;
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public static int _AdditionalLightsCount;
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public static int _AdditionalLightsPosition;
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public static int _AdditionalLightsColor;
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public static int _AdditionalLightsAttenuation;
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public static int _AdditionalLightsSpotDir;
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public static int _AdditionalLightOcclusionProbeChannel;
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public static int _AdditionalLightsLayerMasks;
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}
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int m_AdditionalLightsBufferId;
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int m_AdditionalLightsIndicesId;
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const string k_SetupLightConstants = "Setup Light Constants";
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private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_SetupLightConstants);
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private static readonly ProfilingSampler m_ProfilingSamplerFPSetup = new ProfilingSampler("Forward+ Setup");
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private static readonly ProfilingSampler m_ProfilingSamplerFPComplete = new ProfilingSampler("Forward+ Complete");
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private static readonly ProfilingSampler m_ProfilingSamplerFPUpload = new ProfilingSampler("Forward+ Upload");
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MixedLightingSetup m_MixedLightingSetup;
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Vector4[] m_AdditionalLightPositions;
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Vector4[] m_AdditionalLightColors;
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Vector4[] m_AdditionalLightAttenuations;
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Vector4[] m_AdditionalLightSpotDirections;
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Vector4[] m_AdditionalLightOcclusionProbeChannels;
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float[] m_AdditionalLightsLayerMasks; // Unity has no support for binding uint arrays. We will use asuint() in the shader instead.
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bool m_UseStructuredBuffer;
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bool m_UseForwardPlus;
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int m_DirectionalLightCount;
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int m_ActualTileWidth;
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int2 m_TileResolution;
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JobHandle m_CullingHandle;
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NativeArray<uint> m_ZBins;
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GraphicsBuffer m_ZBinsBuffer;
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NativeArray<uint> m_TileMasks;
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GraphicsBuffer m_TileMasksBuffer;
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LightCookieManager m_LightCookieManager;
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ReflectionProbeManager m_ReflectionProbeManager;
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int m_WordsPerTile;
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float m_ZBinScale;
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float m_ZBinOffset;
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int m_LightCount;
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int m_BinCount;
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internal struct InitParams
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{
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public LightCookieManager lightCookieManager;
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public bool forwardPlus;
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static internal InitParams Create()
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{
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InitParams p;
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{
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var settings = LightCookieManager.Settings.Create();
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var asset = UniversalRenderPipeline.asset;
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if (asset)
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{
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settings.atlas.format = asset.additionalLightsCookieFormat;
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settings.atlas.resolution = asset.additionalLightsCookieResolution;
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}
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p.lightCookieManager = new LightCookieManager(ref settings);
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p.forwardPlus = false;
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}
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return p;
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}
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}
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/// <summary>
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/// Creates a new <c>ForwardLights</c> instance.
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/// </summary>
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public ForwardLights() : this(InitParams.Create()) { }
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internal ForwardLights(InitParams initParams)
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{
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m_UseStructuredBuffer = RenderingUtils.useStructuredBuffer;
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m_UseForwardPlus = initParams.forwardPlus;
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LightConstantBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
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LightConstantBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
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LightConstantBuffer._MainLightOcclusionProbesChannel = Shader.PropertyToID("_MainLightOcclusionProbes");
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LightConstantBuffer._MainLightLayerMask = Shader.PropertyToID("_MainLightLayerMask");
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LightConstantBuffer._AdditionalLightsCount = Shader.PropertyToID("_AdditionalLightsCount");
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if (m_UseStructuredBuffer)
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{
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m_AdditionalLightsBufferId = Shader.PropertyToID("_AdditionalLightsBuffer");
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m_AdditionalLightsIndicesId = Shader.PropertyToID("_AdditionalLightsIndices");
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}
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else
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{
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LightConstantBuffer._AdditionalLightsPosition = Shader.PropertyToID("_AdditionalLightsPosition");
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LightConstantBuffer._AdditionalLightsColor = Shader.PropertyToID("_AdditionalLightsColor");
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LightConstantBuffer._AdditionalLightsAttenuation = Shader.PropertyToID("_AdditionalLightsAttenuation");
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LightConstantBuffer._AdditionalLightsSpotDir = Shader.PropertyToID("_AdditionalLightsSpotDir");
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LightConstantBuffer._AdditionalLightOcclusionProbeChannel = Shader.PropertyToID("_AdditionalLightsOcclusionProbes");
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LightConstantBuffer._AdditionalLightsLayerMasks = Shader.PropertyToID("_AdditionalLightsLayerMasks");
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int maxLights = UniversalRenderPipeline.maxVisibleAdditionalLights;
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m_AdditionalLightPositions = new Vector4[maxLights];
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m_AdditionalLightColors = new Vector4[maxLights];
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m_AdditionalLightAttenuations = new Vector4[maxLights];
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m_AdditionalLightSpotDirections = new Vector4[maxLights];
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m_AdditionalLightOcclusionProbeChannels = new Vector4[maxLights];
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m_AdditionalLightsLayerMasks = new float[maxLights];
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}
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if (m_UseForwardPlus)
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{
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CreateForwardPlusBuffers();
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m_ReflectionProbeManager = ReflectionProbeManager.Create();
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}
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m_LightCookieManager = initParams.lightCookieManager;
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}
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void CreateForwardPlusBuffers()
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{
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m_ZBins = new NativeArray<uint>(UniversalRenderPipeline.maxZBinWords, Allocator.Persistent);
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m_ZBinsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Constant, UniversalRenderPipeline.maxZBinWords / 4, UnsafeUtility.SizeOf<float4>());
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m_ZBinsBuffer.name = "URP Z-Bin Buffer";
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m_TileMasks = new NativeArray<uint>(UniversalRenderPipeline.maxTileWords, Allocator.Persistent);
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m_TileMasksBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Constant, UniversalRenderPipeline.maxTileWords / 4, UnsafeUtility.SizeOf<float4>());
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m_TileMasksBuffer.name = "URP Tile Buffer";
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}
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internal ReflectionProbeManager reflectionProbeManager => m_ReflectionProbeManager;
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static int AlignByteCount(int count, int align) => align * ((count + align - 1) / align);
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// Calculate view planes and viewToViewportScaleBias. This handles projection center in case the projection is off-centered
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void GetViewParams(Camera camera, float4x4 viewToClip, out float viewPlaneBot, out float viewPlaneTop, out float4 viewToViewportScaleBias)
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{
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// We want to calculate `fovHalfHeight = tan(fov / 2)`
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// `projection[1][1]` contains `1 / tan(fov / 2)`
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var viewPlaneHalfSizeInv = math.float2(viewToClip[0][0], viewToClip[1][1]);
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var viewPlaneHalfSize = math.rcp(viewPlaneHalfSizeInv);
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var centerClipSpace = camera.orthographic ? -math.float2(viewToClip[3][0], viewToClip[3][1]): math.float2(viewToClip[2][0], viewToClip[2][1]);
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viewPlaneBot = centerClipSpace.y * viewPlaneHalfSize.y - viewPlaneHalfSize.y;
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viewPlaneTop = centerClipSpace.y * viewPlaneHalfSize.y + viewPlaneHalfSize.y;
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viewToViewportScaleBias = math.float4(
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viewPlaneHalfSizeInv * 0.5f,
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-centerClipSpace * 0.5f + 0.5f
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);
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}
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internal void PreSetup(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
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{
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if (m_UseForwardPlus)
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{
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using var _ = new ProfilingScope(m_ProfilingSamplerFPSetup);
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if (!m_CullingHandle.IsCompleted)
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{
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throw new InvalidOperationException("Forward+ jobs have not completed yet.");
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}
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if (m_TileMasks.Length != UniversalRenderPipeline.maxTileWords)
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{
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m_ZBins.Dispose();
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m_ZBinsBuffer.Dispose();
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m_TileMasks.Dispose();
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m_TileMasksBuffer.Dispose();
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CreateForwardPlusBuffers();
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}
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else
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{
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unsafe
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{
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UnsafeUtility.MemClear(m_ZBins.GetUnsafePtr(), m_ZBins.Length * sizeof(uint));
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UnsafeUtility.MemClear(m_TileMasks.GetUnsafePtr(), m_TileMasks.Length * sizeof(uint));
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}
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}
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var camera = cameraData.camera;
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var screenResolution = math.int2(cameraData.pixelWidth, cameraData.pixelHeight);
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#if ENABLE_VR && ENABLE_XR_MODULE
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var viewCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
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#else
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var viewCount = 1;
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#endif
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m_LightCount = lightData.visibleLights.Length;
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var lightOffset = 0;
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while (lightOffset < m_LightCount && lightData.visibleLights[lightOffset].lightType == LightType.Directional)
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{
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lightOffset++;
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}
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m_LightCount -= lightOffset;
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m_DirectionalLightCount = lightOffset;
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if (lightData.mainLightIndex != -1 && m_DirectionalLightCount != 0) m_DirectionalLightCount -= 1;
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var visibleLights = lightData.visibleLights.GetSubArray(lightOffset, m_LightCount);
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var reflectionProbes = renderingData.cullResults.visibleReflectionProbes;
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var reflectionProbeCount = math.min(reflectionProbes.Length, UniversalRenderPipeline.maxVisibleReflectionProbes);
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var itemsPerTile = visibleLights.Length + reflectionProbeCount;
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m_WordsPerTile = (itemsPerTile + 31) / 32;
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m_ActualTileWidth = 8 >> 1;
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do
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{
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m_ActualTileWidth <<= 1;
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m_TileResolution = (screenResolution + m_ActualTileWidth - 1) / m_ActualTileWidth;
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}
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while ((m_TileResolution.x * m_TileResolution.y * m_WordsPerTile * viewCount) > UniversalRenderPipeline.maxTileWords);
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if (!camera.orthographic)
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{
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// Use to calculate binIndex = log2(z) * zBinScale + zBinOffset
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m_ZBinScale = (UniversalRenderPipeline.maxZBinWords / viewCount) / ((math.log2(camera.farClipPlane) - math.log2(camera.nearClipPlane)) * (2 + m_WordsPerTile));
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m_ZBinOffset = -math.log2(camera.nearClipPlane) * m_ZBinScale;
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m_BinCount = (int)(math.log2(camera.farClipPlane) * m_ZBinScale + m_ZBinOffset);
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}
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else
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{
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// Use to calculate binIndex = z * zBinScale + zBinOffset
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m_ZBinScale = (UniversalRenderPipeline.maxZBinWords / viewCount) / ((camera.farClipPlane - camera.nearClipPlane) * (2 + m_WordsPerTile));
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m_ZBinOffset = -camera.nearClipPlane * m_ZBinScale;
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m_BinCount = (int)(camera.farClipPlane * m_ZBinScale + m_ZBinOffset);
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}
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var worldToViews = new Fixed2<float4x4>(cameraData.GetViewMatrix(0), cameraData.GetViewMatrix(math.min(1, viewCount - 1)));
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var viewToClips = new Fixed2<float4x4>(cameraData.GetProjectionMatrix(0), cameraData.GetProjectionMatrix(math.min(1, viewCount - 1)));
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// Should probe come after otherProbe?
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static bool IsProbeGreater(VisibleReflectionProbe probe, VisibleReflectionProbe otherProbe)
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{
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return probe.importance < otherProbe.importance ||
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(probe.importance == otherProbe.importance && probe.bounds.extents.sqrMagnitude > otherProbe.bounds.extents.sqrMagnitude);
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}
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for (var i = 1; i < reflectionProbeCount; i++)
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{
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var probe = reflectionProbes[i];
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var j = i - 1;
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while (j >= 0 && IsProbeGreater(reflectionProbes[j], probe))
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{
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reflectionProbes[j + 1] = reflectionProbes[j];
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j--;
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}
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reflectionProbes[j + 1] = probe;
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}
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var minMaxZs = new NativeArray<float2>(itemsPerTile * viewCount, Allocator.TempJob);
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var lightMinMaxZJob = new LightMinMaxZJob
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{
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worldToViews = worldToViews,
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lights = visibleLights,
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minMaxZs = minMaxZs.GetSubArray(0, m_LightCount * viewCount)
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};
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// Innerloop batch count of 32 is not special, just a handwavy amount to not have too much scheduling overhead nor too little parallelism.
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var lightMinMaxZHandle = lightMinMaxZJob.ScheduleParallel(m_LightCount * viewCount, 32, new JobHandle());
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var reflectionProbeMinMaxZJob = new ReflectionProbeMinMaxZJob
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{
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worldToViews = worldToViews,
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reflectionProbes = reflectionProbes,
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minMaxZs = minMaxZs.GetSubArray(m_LightCount * viewCount, reflectionProbeCount * viewCount)
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};
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var reflectionProbeMinMaxZHandle = reflectionProbeMinMaxZJob.ScheduleParallel(reflectionProbeCount * viewCount, 32, lightMinMaxZHandle);
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var zBinningBatchCount = (m_BinCount + ZBinningJob.batchSize - 1) / ZBinningJob.batchSize;
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var zBinningJob = new ZBinningJob
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{
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bins = m_ZBins,
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minMaxZs = minMaxZs,
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zBinScale = m_ZBinScale,
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zBinOffset = m_ZBinOffset,
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binCount = m_BinCount,
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wordsPerTile = m_WordsPerTile,
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lightCount = m_LightCount,
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reflectionProbeCount = reflectionProbeCount,
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batchCount = zBinningBatchCount,
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viewCount = viewCount,
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isOrthographic = camera.orthographic
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};
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var zBinningHandle = zBinningJob.ScheduleParallel(zBinningBatchCount * viewCount, 1, reflectionProbeMinMaxZHandle);
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reflectionProbeMinMaxZHandle.Complete();
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GetViewParams(camera, viewToClips[0], out float viewPlaneBottom0, out float viewPlaneTop0, out float4 viewToViewportScaleBias0);
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GetViewParams(camera, viewToClips[1], out float viewPlaneBottom1, out float viewPlaneTop1, out float4 viewToViewportScaleBias1);
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// Each light needs 1 range for Y, and a range per row. Align to 128-bytes to avoid false sharing.
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var rangesPerItem = AlignByteCount((1 + m_TileResolution.y) * UnsafeUtility.SizeOf<InclusiveRange>(), 128) / UnsafeUtility.SizeOf<InclusiveRange>();
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var tileRanges = new NativeArray<InclusiveRange>(rangesPerItem * itemsPerTile * viewCount, Allocator.TempJob);
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var tilingJob = new TilingJob
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{
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lights = visibleLights,
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reflectionProbes = reflectionProbes,
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tileRanges = tileRanges,
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itemsPerTile = itemsPerTile,
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rangesPerItem = rangesPerItem,
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worldToViews = worldToViews,
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tileScale = (float2)screenResolution / m_ActualTileWidth,
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tileScaleInv = m_ActualTileWidth / (float2)screenResolution,
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viewPlaneBottoms = new Fixed2<float>(viewPlaneBottom0, viewPlaneBottom1),
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viewPlaneTops = new Fixed2<float>(viewPlaneTop0, viewPlaneTop1),
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viewToViewportScaleBiases = new Fixed2<float4>(viewToViewportScaleBias0, viewToViewportScaleBias1),
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tileCount = m_TileResolution,
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near = camera.nearClipPlane,
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isOrthographic = camera.orthographic
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};
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var tileRangeHandle = tilingJob.ScheduleParallel(itemsPerTile * viewCount, 1, reflectionProbeMinMaxZHandle);
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var expansionJob = new TileRangeExpansionJob
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{
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tileRanges = tileRanges,
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tileMasks = m_TileMasks,
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rangesPerItem = rangesPerItem,
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itemsPerTile = itemsPerTile,
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wordsPerTile = m_WordsPerTile,
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tileResolution = m_TileResolution,
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};
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var tilingHandle = expansionJob.ScheduleParallel(m_TileResolution.y * viewCount, 1, tileRangeHandle);
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m_CullingHandle = JobHandle.CombineDependencies(
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minMaxZs.Dispose(zBinningHandle),
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tileRanges.Dispose(tilingHandle));
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JobHandle.ScheduleBatchedJobs();
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}
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}
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/// <summary>
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/// Sets up the keywords and data for forward lighting.
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/// </summary>
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/// <param name="context"></param>
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/// <param name="renderingData"></param>
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public void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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ContextContainer frameData = renderingData.frameData;
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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SetupLights(CommandBufferHelpers.GetUnsafeCommandBuffer(renderingData.commandBuffer), universalRenderingData, cameraData, lightData);
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}
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static ProfilingSampler s_SetupForwardLights = new ProfilingSampler("Setup Forward Lights");
|
||
|
private class SetupLightPassData
|
||
|
{
|
||
|
internal UniversalRenderingData renderingData;
|
||
|
internal UniversalCameraData cameraData;
|
||
|
internal UniversalLightData lightData;
|
||
|
internal ForwardLights forwardLights;
|
||
|
};
|
||
|
/// <summary>
|
||
|
/// Sets up the ForwardLight data for RenderGraph execution
|
||
|
/// </summary>
|
||
|
internal void SetupRenderGraphLights(RenderGraph renderGraph, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
|
||
|
{
|
||
|
using (var builder = renderGraph.AddUnsafePass<SetupLightPassData>(s_SetupForwardLights.name, out var passData,
|
||
|
s_SetupForwardLights))
|
||
|
{
|
||
|
passData.renderingData = renderingData;
|
||
|
passData.cameraData = cameraData;
|
||
|
passData.lightData = lightData;
|
||
|
passData.forwardLights = this;
|
||
|
|
||
|
builder.AllowPassCulling(false);
|
||
|
|
||
|
builder.SetRenderFunc((SetupLightPassData data, UnsafeGraphContext rgContext) =>
|
||
|
{
|
||
|
data.forwardLights.SetupLights(rgContext.cmd, data.renderingData, data.cameraData, data.lightData);
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void SetupLights(UnsafeCommandBuffer cmd, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
|
||
|
{
|
||
|
int additionalLightsCount = lightData.additionalLightsCount;
|
||
|
bool additionalLightsPerVertex = lightData.shadeAdditionalLightsPerVertex;
|
||
|
using (new ProfilingScope(m_ProfilingSampler))
|
||
|
{
|
||
|
if (m_UseForwardPlus)
|
||
|
{
|
||
|
m_ReflectionProbeManager.UpdateGpuData(CommandBufferHelpers.GetNativeCommandBuffer(cmd), ref renderingData.cullResults);
|
||
|
|
||
|
using (new ProfilingScope(m_ProfilingSamplerFPComplete))
|
||
|
{
|
||
|
m_CullingHandle.Complete();
|
||
|
}
|
||
|
|
||
|
using (new ProfilingScope(m_ProfilingSamplerFPUpload))
|
||
|
{
|
||
|
m_ZBinsBuffer.SetData(m_ZBins.Reinterpret<float4>(UnsafeUtility.SizeOf<uint>()));
|
||
|
m_TileMasksBuffer.SetData(m_TileMasks.Reinterpret<float4>(UnsafeUtility.SizeOf<uint>()));
|
||
|
cmd.SetGlobalConstantBuffer(m_ZBinsBuffer, "urp_ZBinBuffer", 0, UniversalRenderPipeline.maxZBinWords * 4);
|
||
|
cmd.SetGlobalConstantBuffer(m_TileMasksBuffer, "urp_TileBuffer", 0, UniversalRenderPipeline.maxTileWords * 4);
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalVector("_FPParams0", math.float4(m_ZBinScale, m_ZBinOffset, m_LightCount, m_DirectionalLightCount));
|
||
|
cmd.SetGlobalVector("_FPParams1", math.float4(cameraData.pixelRect.size / m_ActualTileWidth, m_TileResolution.x, m_WordsPerTile));
|
||
|
cmd.SetGlobalVector("_FPParams2", math.float4(m_BinCount, m_TileResolution.x * m_TileResolution.y, 0, 0));
|
||
|
}
|
||
|
|
||
|
SetupShaderLightConstants(cmd, ref renderingData.cullResults, lightData);
|
||
|
|
||
|
bool lightCountCheck = (cameraData.renderer.stripAdditionalLightOffVariants && lightData.supportsAdditionalLights) || additionalLightsCount > 0;
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsVertex, lightCountCheck && additionalLightsPerVertex && !m_UseForwardPlus);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsPixel, lightCountCheck && !additionalLightsPerVertex && !m_UseForwardPlus);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ForwardPlus, m_UseForwardPlus);
|
||
|
|
||
|
bool isShadowMask = lightData.supportsMixedLighting && m_MixedLightingSetup == MixedLightingSetup.ShadowMask;
|
||
|
bool isShadowMaskAlways = isShadowMask && QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask;
|
||
|
bool isSubtractive = lightData.supportsMixedLighting && m_MixedLightingSetup == MixedLightingSetup.Subtractive;
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.LightmapShadowMixing, isSubtractive || isShadowMaskAlways);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ShadowsShadowMask, isShadowMask);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.MixedLightingSubtractive, isSubtractive); // Backward compatibility
|
||
|
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBlending, lightData.reflectionProbeBlending);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBoxProjection, lightData.reflectionProbeBoxProjection);
|
||
|
|
||
|
var asset = UniversalRenderPipeline.asset;
|
||
|
bool apvIsEnabled = asset != null && asset.lightProbeSystem == LightProbeSystem.ProbeVolumes;
|
||
|
ProbeVolumeSHBands probeVolumeSHBands = asset.probeVolumeSHBands;
|
||
|
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ProbeVolumeL1, apvIsEnabled && probeVolumeSHBands == ProbeVolumeSHBands.SphericalHarmonicsL1);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.ProbeVolumeL2, apvIsEnabled && probeVolumeSHBands == ProbeVolumeSHBands.SphericalHarmonicsL2);
|
||
|
|
||
|
// TODO: If we can robustly detect LIGHTMAP_ON, we can skip SH logic.
|
||
|
var shMode = PlatformAutoDetect.ShAutoDetect(asset.shEvalMode);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.EVALUATE_SH_MIXED, shMode == ShEvalMode.Mixed);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.EVALUATE_SH_VERTEX, shMode == ShEvalMode.PerVertex);
|
||
|
|
||
|
var stack = VolumeManager.instance.stack;
|
||
|
bool enableProbeVolumes = ProbeReferenceVolume.instance.UpdateShaderVariablesProbeVolumes(
|
||
|
CommandBufferHelpers.GetNativeCommandBuffer(cmd),
|
||
|
stack.GetComponent<ProbeVolumesOptions>(),
|
||
|
cameraData.IsTemporalAAEnabled() ? Time.frameCount : 0,
|
||
|
lightData.supportsLightLayers);
|
||
|
|
||
|
cmd.SetGlobalInt("_EnableProbeVolumes", enableProbeVolumes ? 1 : 0);
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.LightLayers, lightData.supportsLightLayers && !CoreUtils.IsSceneLightingDisabled(cameraData.camera));
|
||
|
|
||
|
if (m_LightCookieManager != null)
|
||
|
{
|
||
|
m_LightCookieManager.Setup(CommandBufferHelpers.GetNativeCommandBuffer(cmd), lightData);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.SetKeyword(ShaderGlobalKeywords.LightCookies, false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void Cleanup()
|
||
|
{
|
||
|
if (m_UseForwardPlus)
|
||
|
{
|
||
|
m_CullingHandle.Complete();
|
||
|
m_ZBins.Dispose();
|
||
|
m_TileMasks.Dispose();
|
||
|
m_ZBinsBuffer.Dispose();
|
||
|
m_ZBinsBuffer = null;
|
||
|
m_TileMasksBuffer.Dispose();
|
||
|
m_TileMasksBuffer = null;
|
||
|
m_ReflectionProbeManager.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void InitializeLightConstants(NativeArray<VisibleLight> lights, int lightIndex, bool supportsLightLayers, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel, out uint lightLayerMask, out bool isSubtractive)
|
||
|
{
|
||
|
UniversalRenderPipeline.InitializeLightConstants_Common(lights, lightIndex, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionProbeChannel);
|
||
|
lightLayerMask = 0;
|
||
|
isSubtractive = false;
|
||
|
|
||
|
// When no lights are visible, main light will be set to -1.
|
||
|
// In this case we initialize it to default values and return
|
||
|
if (lightIndex < 0)
|
||
|
return;
|
||
|
|
||
|
ref VisibleLight lightData = ref lights.UnsafeElementAtMutable(lightIndex);
|
||
|
Light light = lightData.light;
|
||
|
var lightBakingOutput = light.bakingOutput;
|
||
|
isSubtractive = lightBakingOutput.isBaked && lightBakingOutput.lightmapBakeType == LightmapBakeType.Mixed && lightBakingOutput.mixedLightingMode == MixedLightingMode.Subtractive;
|
||
|
|
||
|
if (light == null)
|
||
|
return;
|
||
|
|
||
|
if (lightBakingOutput.lightmapBakeType == LightmapBakeType.Mixed &&
|
||
|
lightData.light.shadows != LightShadows.None &&
|
||
|
m_MixedLightingSetup == MixedLightingSetup.None)
|
||
|
{
|
||
|
switch (lightBakingOutput.mixedLightingMode)
|
||
|
{
|
||
|
case MixedLightingMode.Subtractive:
|
||
|
m_MixedLightingSetup = MixedLightingSetup.Subtractive;
|
||
|
break;
|
||
|
case MixedLightingMode.Shadowmask:
|
||
|
m_MixedLightingSetup = MixedLightingSetup.ShadowMask;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (supportsLightLayers)
|
||
|
{
|
||
|
var additionalLightData = light.GetUniversalAdditionalLightData();
|
||
|
lightLayerMask = RenderingLayerUtils.ToValidRenderingLayers(additionalLightData.renderingLayers);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void SetupShaderLightConstants(UnsafeCommandBuffer cmd, ref CullingResults cullResults, UniversalLightData lightData)
|
||
|
{
|
||
|
m_MixedLightingSetup = MixedLightingSetup.None;
|
||
|
|
||
|
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
|
||
|
// Universal pipeline also supports only a single shadow light, if available it will be the main light.
|
||
|
SetupMainLightConstants(cmd, lightData);
|
||
|
SetupAdditionalLightConstants(cmd, ref cullResults, lightData);
|
||
|
}
|
||
|
|
||
|
void SetupMainLightConstants(UnsafeCommandBuffer cmd, UniversalLightData lightData)
|
||
|
{
|
||
|
Vector4 lightPos, lightColor, lightAttenuation, lightSpotDir, lightOcclusionChannel;
|
||
|
bool supportsLightLayers = lightData.supportsLightLayers;
|
||
|
uint lightLayerMask;
|
||
|
bool isSubtractive;
|
||
|
InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, supportsLightLayers, out lightPos, out lightColor, out lightAttenuation, out lightSpotDir, out lightOcclusionChannel, out lightLayerMask, out isSubtractive);
|
||
|
lightColor.w = isSubtractive ? 0f : 1f;
|
||
|
|
||
|
cmd.SetGlobalVector(LightConstantBuffer._MainLightPosition, lightPos);
|
||
|
cmd.SetGlobalVector(LightConstantBuffer._MainLightColor, lightColor);
|
||
|
cmd.SetGlobalVector(LightConstantBuffer._MainLightOcclusionProbesChannel, lightOcclusionChannel);
|
||
|
|
||
|
if (supportsLightLayers)
|
||
|
cmd.SetGlobalInt(LightConstantBuffer._MainLightLayerMask, (int)lightLayerMask);
|
||
|
}
|
||
|
|
||
|
void SetupAdditionalLightConstants(UnsafeCommandBuffer cmd, ref CullingResults cullResults, UniversalLightData lightData)
|
||
|
{
|
||
|
bool supportsLightLayers = lightData.supportsLightLayers;
|
||
|
var lights = lightData.visibleLights;
|
||
|
int maxAdditionalLightsCount = UniversalRenderPipeline.maxVisibleAdditionalLights;
|
||
|
int additionalLightsCount = SetupPerObjectLightIndices(cullResults, lightData);
|
||
|
if (additionalLightsCount > 0)
|
||
|
{
|
||
|
if (m_UseStructuredBuffer)
|
||
|
{
|
||
|
NativeArray<ShaderInput.LightData> additionalLightsData = new NativeArray<ShaderInput.LightData>(additionalLightsCount, Allocator.Temp);
|
||
|
for (int i = 0, lightIter = 0; i < lights.Length && lightIter < maxAdditionalLightsCount; ++i)
|
||
|
{
|
||
|
if (lightData.mainLightIndex != i)
|
||
|
{
|
||
|
ShaderInput.LightData data;
|
||
|
InitializeLightConstants(lights, i, supportsLightLayers,
|
||
|
out data.position, out data.color, out data.attenuation,
|
||
|
out data.spotDirection, out data.occlusionProbeChannels,
|
||
|
out data.layerMask, out _);
|
||
|
additionalLightsData[lightIter] = data;
|
||
|
lightIter++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var lightDataBuffer = ShaderData.instance.GetLightDataBuffer(additionalLightsCount);
|
||
|
lightDataBuffer.SetData(additionalLightsData);
|
||
|
|
||
|
int lightIndices = cullResults.lightAndReflectionProbeIndexCount;
|
||
|
var lightIndicesBuffer = ShaderData.instance.GetLightIndicesBuffer(lightIndices);
|
||
|
|
||
|
cmd.SetGlobalBuffer(m_AdditionalLightsBufferId, lightDataBuffer);
|
||
|
cmd.SetGlobalBuffer(m_AdditionalLightsIndicesId, lightIndicesBuffer);
|
||
|
|
||
|
additionalLightsData.Dispose();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (int i = 0, lightIter = 0; i < lights.Length && lightIter < maxAdditionalLightsCount; ++i)
|
||
|
{
|
||
|
if (lightData.mainLightIndex != i)
|
||
|
{
|
||
|
InitializeLightConstants(
|
||
|
lights,
|
||
|
i,
|
||
|
supportsLightLayers,
|
||
|
out m_AdditionalLightPositions[lightIter],
|
||
|
out m_AdditionalLightColors[lightIter],
|
||
|
out m_AdditionalLightAttenuations[lightIter],
|
||
|
out m_AdditionalLightSpotDirections[lightIter],
|
||
|
out m_AdditionalLightOcclusionProbeChannels[lightIter],
|
||
|
out uint lightLayerMask,
|
||
|
out var isSubtractive);
|
||
|
|
||
|
if (supportsLightLayers)
|
||
|
m_AdditionalLightsLayerMasks[lightIter] = math.asfloat(lightLayerMask);
|
||
|
|
||
|
m_AdditionalLightColors[lightIter].w = isSubtractive ? 1f : 0f;
|
||
|
lightIter++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsPosition, m_AdditionalLightPositions);
|
||
|
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsColor, m_AdditionalLightColors);
|
||
|
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsAttenuation, m_AdditionalLightAttenuations);
|
||
|
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightsSpotDir, m_AdditionalLightSpotDirections);
|
||
|
cmd.SetGlobalVectorArray(LightConstantBuffer._AdditionalLightOcclusionProbeChannel, m_AdditionalLightOcclusionProbeChannels);
|
||
|
|
||
|
if (supportsLightLayers)
|
||
|
cmd.SetGlobalFloatArray(LightConstantBuffer._AdditionalLightsLayerMasks, m_AdditionalLightsLayerMasks);
|
||
|
}
|
||
|
|
||
|
cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, new Vector4(lightData.maxPerObjectAdditionalLightsCount, 0.0f, 0.0f, 0.0f));
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd.SetGlobalVector(LightConstantBuffer._AdditionalLightsCount, Vector4.zero);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int SetupPerObjectLightIndices(CullingResults cullResults, UniversalLightData lightData)
|
||
|
{
|
||
|
if (lightData.additionalLightsCount == 0 || m_UseForwardPlus)
|
||
|
return lightData.additionalLightsCount;
|
||
|
|
||
|
var perObjectLightIndexMap = cullResults.GetLightIndexMap(Allocator.Temp);
|
||
|
int globalDirectionalLightsCount = 0;
|
||
|
int additionalLightsCount = 0;
|
||
|
|
||
|
// Disable all directional lights from the perobject light indices
|
||
|
// Pipeline handles main light globally and there's no support for additional directional lights atm.
|
||
|
int maxVisibleAdditionalLightsCount = UniversalRenderPipeline.maxVisibleAdditionalLights;
|
||
|
int len = lightData.visibleLights.Length;
|
||
|
for (int i = 0; i < len; ++i)
|
||
|
{
|
||
|
if (additionalLightsCount >= maxVisibleAdditionalLightsCount)
|
||
|
break;
|
||
|
|
||
|
if (i == lightData.mainLightIndex)
|
||
|
{
|
||
|
perObjectLightIndexMap[i] = -1;
|
||
|
++globalDirectionalLightsCount;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (lightData.visibleLights[i].lightType == LightType.Directional ||
|
||
|
lightData.visibleLights[i].lightType == LightType.Spot ||
|
||
|
lightData.visibleLights[i].lightType == LightType.Point)
|
||
|
{
|
||
|
// Light type is supported
|
||
|
perObjectLightIndexMap[i] -= globalDirectionalLightsCount;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Light type is not supported. Skip the light.
|
||
|
perObjectLightIndexMap[i] = -1;
|
||
|
}
|
||
|
|
||
|
++additionalLightsCount;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Disable all remaining lights we cannot fit into the global light buffer.
|
||
|
for (int i = globalDirectionalLightsCount + additionalLightsCount; i < perObjectLightIndexMap.Length; ++i)
|
||
|
perObjectLightIndexMap[i] = -1;
|
||
|
|
||
|
cullResults.SetLightIndexMap(perObjectLightIndexMap);
|
||
|
|
||
|
if (m_UseStructuredBuffer && additionalLightsCount > 0)
|
||
|
{
|
||
|
int lightAndReflectionProbeIndices = cullResults.lightAndReflectionProbeIndexCount;
|
||
|
Assertions.Assert.IsTrue(lightAndReflectionProbeIndices > 0, "Pipelines configures additional lights but per-object light and probe indices count is zero.");
|
||
|
cullResults.FillLightAndReflectionProbeIndices(ShaderData.instance.GetLightIndicesBuffer(lightAndReflectionProbeIndices));
|
||
|
}
|
||
|
|
||
|
perObjectLightIndexMap.Dispose();
|
||
|
return additionalLightsCount;
|
||
|
}
|
||
|
}
|
||
|
}
|