Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /RendererFeatures /ScreenSpaceShadows.cs
| using System; | |
| using UnityEngine.Experimental.Rendering; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| [] | |
| internal class ScreenSpaceShadowsSettings | |
| { | |
| } | |
| [] | |
| [] | |
| [] | |
| [] | |
| internal class ScreenSpaceShadows : ScriptableRendererFeature | |
| { | |
| [] | |
| private const bool k_RequiresScreenSpaceShadowsKeyword = true; | |
| // Serialized Fields | |
| [] private Shader m_Shader = null; | |
| [] private ScreenSpaceShadowsSettings m_Settings = new ScreenSpaceShadowsSettings(); | |
| // Private Fields | |
| private Material m_Material; | |
| private ScreenSpaceShadowsPass m_SSShadowsPass = null; | |
| private ScreenSpaceShadowsPostPass m_SSShadowsPostPass = null; | |
| // Constants | |
| private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceShadows"; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| if (m_SSShadowsPass == null) | |
| m_SSShadowsPass = new ScreenSpaceShadowsPass(); | |
| if (m_SSShadowsPostPass == null) | |
| m_SSShadowsPostPass = new ScreenSpaceShadowsPostPass(); | |
| LoadMaterial(); | |
| m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingGbuffer; | |
| m_SSShadowsPostPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; | |
| } | |
| /// <inheritdoc/> | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| if (UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) | |
| return; | |
| if (!LoadMaterial()) | |
| { | |
| Debug.LogErrorFormat( | |
| "{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.", | |
| GetType().Name, name); | |
| return; | |
| } | |
| bool allowMainLightShadows = renderingData.shadowData.supportsMainLightShadows && renderingData.lightData.mainLightIndex != -1; | |
| bool shouldEnqueue = allowMainLightShadows && m_SSShadowsPass.Setup(m_Settings, m_Material); | |
| if (shouldEnqueue) | |
| { | |
| bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingModeRequested == RenderingMode.Deferred; | |
| m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode | |
| ? RenderPassEvent.AfterRenderingGbuffer | |
| : RenderPassEvent.AfterRenderingPrePasses + 1; // We add 1 to ensure this happens after depth priming depth copy pass that might be scheduled | |
| renderer.EnqueuePass(m_SSShadowsPass); | |
| renderer.EnqueuePass(m_SSShadowsPostPass); | |
| } | |
| } | |
| /// <inheritdoc/> | |
| protected override void Dispose(bool disposing) | |
| { | |
| m_SSShadowsPass?.Dispose(); | |
| m_SSShadowsPass = null; | |
| CoreUtils.Destroy(m_Material); | |
| } | |
| private bool LoadMaterial() | |
| { | |
| if (m_Material != null) | |
| { | |
| return true; | |
| } | |
| if (m_Shader == null) | |
| { | |
| m_Shader = Shader.Find(k_ShaderName); | |
| if (m_Shader == null) | |
| { | |
| return false; | |
| } | |
| } | |
| m_Material = CoreUtils.CreateEngineMaterial(m_Shader); | |
| return m_Material != null; | |
| } | |
| private class ScreenSpaceShadowsPass : ScriptableRenderPass | |
| { | |
| // Private Variables | |
| private Material m_Material; | |
| private ScreenSpaceShadowsSettings m_CurrentSettings; | |
| private RTHandle m_RenderTarget; | |
| private int m_ScreenSpaceShadowmapTextureID; | |
| private PassData m_PassData; | |
| internal ScreenSpaceShadowsPass() | |
| { | |
| profilingSampler = new ProfilingSampler("Blit Screen Space Shadows"); | |
| m_CurrentSettings = new ScreenSpaceShadowsSettings(); | |
| m_ScreenSpaceShadowmapTextureID = Shader.PropertyToID("_ScreenSpaceShadowmapTexture"); | |
| m_PassData = new PassData(); | |
| } | |
| public void Dispose() | |
| { | |
| m_RenderTarget?.Release(); | |
| } | |
| internal bool Setup(ScreenSpaceShadowsSettings featureSettings, Material material) | |
| { | |
| m_CurrentSettings = featureSettings; | |
| m_Material = material; | |
| ConfigureInput(ScriptableRenderPassInput.Depth); | |
| return m_Material != null; | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) | |
| { | |
| var desc = renderingData.cameraData.cameraTargetDescriptor; | |
| desc.depthStencilFormat = GraphicsFormat.None; | |
| desc.msaaSamples = 1; | |
| // UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend` | |
| // For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated | |
| desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, GraphicsFormatUsage.Blend) | |
| ? GraphicsFormat.R8_UNorm | |
| : GraphicsFormat.B8G8R8A8_UNorm; | |
| RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderTarget, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScreenSpaceShadowmapTexture"); | |
| cmd.SetGlobalTexture(m_RenderTarget.name, m_RenderTarget.nameID); | |
| // Disable obsolete warning for internal usage | |
| ConfigureTarget(m_RenderTarget); | |
| ConfigureClear(ClearFlag.None, Color.white); | |
| } | |
| private class PassData | |
| { | |
| internal TextureHandle target; | |
| internal Material material; | |
| internal int shadowmapID; | |
| } | |
| /// <summary> | |
| /// Initialize the shared pass data. | |
| /// </summary> | |
| /// <param name="passData"></param> | |
| private void InitPassData(ref PassData passData) | |
| { | |
| passData.material = m_Material; | |
| passData.shadowmapID = m_ScreenSpaceShadowmapTextureID; | |
| } | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| if (m_Material == null) | |
| { | |
| Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name); | |
| return; | |
| } | |
| UniversalCameraData cameraData = frameData.Get<UniversalCameraData>(); | |
| var desc = cameraData.cameraTargetDescriptor; | |
| desc.depthStencilFormat = GraphicsFormat.None; | |
| desc.msaaSamples = 1; | |
| // UUM-41070: We require `Linear | Render` but with the deprecated FormatUsage this was checking `Blend` | |
| // For now, we keep checking for `Blend` until the performance hit of doing the correct checks is evaluated | |
| desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, GraphicsFormatUsage.Blend) | |
| ? GraphicsFormat.R8_UNorm | |
| : GraphicsFormat.B8G8R8A8_UNorm; | |
| TextureHandle color = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ScreenSpaceShadowmapTexture", true); | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| passData.target = color; | |
| builder.SetRenderAttachment(color, 0, AccessFlags.Write); | |
| InitPassData(ref passData); | |
| builder.AllowGlobalStateModification(true); | |
| if (color.IsValid()) | |
| builder.SetGlobalTextureAfterPass(color, m_ScreenSpaceShadowmapTextureID); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => | |
| { | |
| ExecutePass(rgContext.cmd, data, data.target); | |
| }); | |
| } | |
| } | |
| private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle target) | |
| { | |
| Blitter.BlitTexture(cmd, target, Vector2.one, data.material, 0); | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadows, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowCascades, false); | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowScreen, true); | |
| } | |
| /// <inheritdoc/> | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| if (m_Material == null) | |
| { | |
| Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name); | |
| return; | |
| } | |
| InitPassData(ref m_PassData); | |
| var cmd = renderingData.commandBuffer; | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, m_RenderTarget); | |
| } | |
| } | |
| } | |
| private class ScreenSpaceShadowsPostPass : ScriptableRenderPass | |
| { | |
| private static readonly RTHandle k_CurrentActive = RTHandles.Alloc(BuiltinRenderTextureType.CurrentActive); | |
| internal ScreenSpaceShadowsPostPass() | |
| { | |
| profilingSampler = new ProfilingSampler("Set Screen Space Shadow Keywords"); | |
| } | |
| [] | |
| public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) | |
| { | |
| // Disable obsolete warning for internal usage | |
| ConfigureTarget(k_CurrentActive); | |
| } | |
| private static void ExecutePass(RasterCommandBuffer cmd, UniversalShadowData shadowData) | |
| { | |
| int cascadesCount = shadowData.mainLightShadowCascadesCount; | |
| bool mainLightShadows = shadowData.supportsMainLightShadows; | |
| bool receiveShadowsNoCascade = mainLightShadows && cascadesCount == 1; | |
| bool receiveShadowsCascades = mainLightShadows && cascadesCount > 1; | |
| // Before transparent object pass, force to disable screen space shadow of main light | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowScreen, false); | |
| // then enable main light shadows with or without cascades | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadows, receiveShadowsNoCascade); | |
| cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowCascades, receiveShadowsCascades); | |
| } | |
| [] | |
| public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) | |
| { | |
| var cmd = renderingData.commandBuffer; | |
| UniversalShadowData shadowData = renderingData.frameData.Get<UniversalShadowData>(); | |
| using (new ProfilingScope(cmd, profilingSampler)) | |
| { | |
| ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), shadowData); | |
| } | |
| } | |
| internal class PassData | |
| { | |
| internal ScreenSpaceShadowsPostPass pass; | |
| internal UniversalShadowData shadowData; | |
| } | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler)) | |
| { | |
| UniversalResourceData resourceData = frameData.Get<UniversalResourceData>(); | |
| TextureHandle color = resourceData.activeColorTexture; | |
| builder.SetRenderAttachment(color, 0, AccessFlags.Write); | |
| passData.shadowData = frameData.Get<UniversalShadowData>(); | |
| passData.pass = this; | |
| builder.AllowGlobalStateModification(true); | |
| builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) => | |
| { | |
| ExecutePass(rgContext.cmd, data.shadowData); | |
| }); | |
| } | |
| } | |
| } | |
| } | |
| } | |