forked from BilalY/Rasagar
126 lines
3.9 KiB
C#
126 lines
3.9 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using Unity.Collections;
|
||
|
|
||
|
namespace UnityEngine.Rendering.Universal
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Container class for various data used for shadows in URP.
|
||
|
/// </summary>
|
||
|
public class UniversalShadowData : ContextItem
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// True if main light shadows are enabled.
|
||
|
/// </summary>
|
||
|
public bool supportsMainLightShadows;
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if additional lights shadows are enabled in the URP Asset
|
||
|
/// </summary>
|
||
|
internal bool mainLightShadowsEnabled;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The width of the main light shadow map.
|
||
|
/// </summary>
|
||
|
public int mainLightShadowmapWidth;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The height of the main light shadow map.
|
||
|
/// </summary>
|
||
|
public int mainLightShadowmapHeight;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The number of shadow cascades.
|
||
|
/// </summary>
|
||
|
public int mainLightShadowCascadesCount;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The split between cascades.
|
||
|
/// </summary>
|
||
|
public Vector3 mainLightShadowCascadesSplit;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Main light last cascade shadow fade border.
|
||
|
/// Value represents the width of shadow fade that ranges from 0 to 1.
|
||
|
/// Where value 0 is used for no shadow fade.
|
||
|
/// </summary>
|
||
|
public float mainLightShadowCascadeBorder;
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if additional lights shadows are enabled.
|
||
|
/// </summary>
|
||
|
public bool supportsAdditionalLightShadows;
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if additional lights shadows are enabled in the URP Asset
|
||
|
/// </summary>
|
||
|
internal bool additionalLightShadowsEnabled;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The width of the additional light shadow map.
|
||
|
/// </summary>
|
||
|
public int additionalLightsShadowmapWidth;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The height of the additional light shadow map.
|
||
|
/// </summary>
|
||
|
public int additionalLightsShadowmapHeight;
|
||
|
|
||
|
/// <summary>
|
||
|
/// True if soft shadows are enabled.
|
||
|
/// </summary>
|
||
|
public bool supportsSoftShadows;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The number of bits used.
|
||
|
/// </summary>
|
||
|
public int shadowmapDepthBufferBits;
|
||
|
|
||
|
/// <summary>
|
||
|
/// A list of shadow bias.
|
||
|
/// </summary>
|
||
|
public List<Vector4> bias;
|
||
|
|
||
|
/// <summary>
|
||
|
/// A list of resolution for the shadow maps.
|
||
|
/// </summary>
|
||
|
public List<int> resolution;
|
||
|
|
||
|
internal bool isKeywordAdditionalLightShadowsEnabled;
|
||
|
internal bool isKeywordSoftShadowsEnabled;
|
||
|
internal int mainLightShadowResolution;
|
||
|
internal int mainLightRenderTargetWidth;
|
||
|
internal int mainLightRenderTargetHeight;
|
||
|
|
||
|
internal NativeArray<URPLightShadowCullingInfos> visibleLightsShadowCullingInfos;
|
||
|
internal AdditionalLightsShadowAtlasLayout shadowAtlasLayout;
|
||
|
|
||
|
/// <inheritdoc/>
|
||
|
public override void Reset()
|
||
|
{
|
||
|
supportsMainLightShadows = false;
|
||
|
mainLightShadowmapWidth = 0;
|
||
|
mainLightShadowmapHeight = 0;
|
||
|
mainLightShadowCascadesCount = 0;
|
||
|
mainLightShadowCascadesSplit = Vector3.zero;
|
||
|
mainLightShadowCascadeBorder = 0.0f;
|
||
|
supportsAdditionalLightShadows = false;
|
||
|
additionalLightsShadowmapWidth = 0;
|
||
|
additionalLightsShadowmapHeight = 0;
|
||
|
supportsSoftShadows = false;
|
||
|
shadowmapDepthBufferBits = 0;
|
||
|
bias?.Clear();
|
||
|
resolution?.Clear();
|
||
|
|
||
|
isKeywordAdditionalLightShadowsEnabled = false;
|
||
|
isKeywordSoftShadowsEnabled = false;
|
||
|
mainLightShadowResolution = 0;
|
||
|
mainLightRenderTargetWidth = 0;
|
||
|
mainLightRenderTargetHeight = 0;
|
||
|
|
||
|
visibleLightsShadowCullingInfos = default;
|
||
|
shadowAtlasLayout = default;
|
||
|
}
|
||
|
}
|
||
|
}
|