Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Runtime /Tiling /LightMinMaxZJob.cs
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| namespace UnityEngine.Rendering.Universal | |
| { | |
| [] | |
| struct LightMinMaxZJob : IJobFor | |
| { | |
| public Fixed2<float4x4> worldToViews; | |
| [] | |
| public NativeArray<VisibleLight> lights; | |
| public NativeArray<float2> minMaxZs; | |
| public void Execute(int index) | |
| { | |
| var lightIndex = index % lights.Length; | |
| var light = lights[lightIndex]; | |
| var lightToWorld = (float4x4)light.localToWorldMatrix; | |
| var originWS = lightToWorld.c3.xyz; | |
| var viewIndex = index / lights.Length; | |
| var worldToView = worldToViews[viewIndex]; | |
| var originVS = math.mul(worldToView, math.float4(originWS, 1)).xyz; | |
| originVS.z *= -1; | |
| var minMax = math.float2(originVS.z - light.range, originVS.z + light.range); | |
| if (light.lightType == LightType.Spot) | |
| { | |
| // Based on https://iquilezles.org/www/articles/diskbbox/diskbbox.htm | |
| var angleA = math.radians(light.spotAngle) * 0.5f; | |
| float cosAngleA = math.cos(angleA); | |
| float coneHeight = light.range * cosAngleA; | |
| float3 spotDirectionWS = lightToWorld.c2.xyz; | |
| var endPointWS = originWS + spotDirectionWS * coneHeight; | |
| var endPointVS = math.mul(worldToView, math.float4(endPointWS, 1)).xyz; | |
| endPointVS.z *= -1; | |
| var angleB = math.PI * 0.5f - angleA; | |
| var coneRadius = light.range * cosAngleA * math.sin(angleA) / math.sin(angleB); | |
| var a = endPointVS - originVS; | |
| var e = math.sqrt(1.0f - a.z * a.z / math.dot(a, a)); | |
| // `-a.z` and `a.z` is `dot(a, {0, 0, -1}).z` and `dot(a, {0, 0, 1}).z` optimized | |
| // `cosAngleA` is multiplied by `coneHeight` to avoid normalizing `a`, which we know has length `coneHeight` | |
| if (-a.z < coneHeight * cosAngleA) minMax.x = math.min(originVS.z, endPointVS.z - e * coneRadius); | |
| if (a.z < coneHeight * cosAngleA) minMax.y = math.max(originVS.z, endPointVS.z + e * coneRadius); | |
| } | |
| else if (light.lightType != LightType.Point) | |
| { | |
| // Currently we support only spot, point and directional lights in URP. This job only deals with the | |
| // first two. If any other light type is found, skip that light. | |
| minMax.x = float.MaxValue; | |
| minMax.y = float.MinValue; | |
| } | |
| minMax.x = math.max(minMax.x, 0); | |
| minMax.y = math.max(minMax.y, 0); | |
| minMaxZs[index] = minMax; | |
| } | |
| } | |
| } | |