mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-14 02:35:36 +01:00
158 lines
5.0 KiB
C#
158 lines
5.0 KiB
C#
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using UnityEngine;
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using UnityEngine.Rendering;
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public partial class FogLight : LightOverride
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{
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CommandBuffer m_BufGrabShadowmap;
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CommandBuffer m_BufGrabShadowParams;
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RenderTexture m_Shadowmap;
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ComputeBuffer m_ShadowParamsCB;
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//[HideInInspector]
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public Shader m_BlurShadowmapShader;
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Material m_BlurShadowmapMaterial;
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public Shader m_CopyShadowParamsShader;
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Material m_CopyShadowParamsMaterial;
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bool directionalShadow {get{ return m_Shadows && type == Type.Directional; }}
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void InitDirectionalShadowmap()
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{
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if (m_BufGrabShadowmap != null || !directionalShadow)
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return;
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Light light = GetComponent<Light>();
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m_BufGrabShadowmap = new CommandBuffer();
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m_BufGrabShadowmap.name = "Grab shadowmap for Volumetric Fog";
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light.AddCommandBuffer(LightEvent.AfterShadowMap, m_BufGrabShadowmap);
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m_BufGrabShadowParams = new CommandBuffer();
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m_BufGrabShadowParams.name = "Grab shadow params for Volumetric Fog";
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light.AddCommandBuffer(LightEvent.BeforeScreenspaceMask, m_BufGrabShadowParams);
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m_BlurShadowmapMaterial = new Material(m_BlurShadowmapShader);
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m_BlurShadowmapMaterial.hideFlags = HideFlags.HideAndDontSave;
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m_CopyShadowParamsMaterial = new Material(m_CopyShadowParamsShader);
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m_CopyShadowParamsMaterial.hideFlags = HideFlags.HideAndDontSave;
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}
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int[] temp;
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public void UpdateDirectionalShadowmap()
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{
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InitDirectionalShadowmap();
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if (m_BufGrabShadowmap != null)
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m_BufGrabShadowmap.Clear();
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if (m_BufGrabShadowParams != null)
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m_BufGrabShadowParams.Clear();
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if (!directionalShadow)
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return;
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// Copy directional shadowmap params - they're only set for regular shaders, but we need them in compute
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if (m_ShadowParamsCB == null)
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m_ShadowParamsCB = new ComputeBuffer(1, 336);
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Graphics.SetRandomWriteTarget(2, m_ShadowParamsCB);
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m_BufGrabShadowParams.DrawProcedural(Matrix4x4.identity, m_CopyShadowParamsMaterial, 0, MeshTopology.Points, 1);
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// TODO: get the real size of the shadowmap
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int startRes = 4096;
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// To make things easier, blurred shadowmap is at most half the size of the regular.
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int targetRes = Mathf.Min((int)m_ShadowmapRes, startRes/2);
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int downsampleSteps = (int)Mathf.Log(startRes / targetRes, 2);
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RenderTargetIdentifier shadowmap = BuiltinRenderTextureType.CurrentActive;
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m_BufGrabShadowmap.SetShadowSamplingMode(shadowmap, ShadowSamplingMode.RawDepth);
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// RFloat for ESM, RGHalf for VSM
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RenderTextureFormat format = RenderTextureFormat.RGHalf;
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ReleaseTemporary(ref m_Shadowmap);
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m_Shadowmap = RenderTexture.GetTemporary(targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
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m_Shadowmap.filterMode = FilterMode.Bilinear;
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m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
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if (temp == null || temp.Length != downsampleSteps - 1)
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temp = new int[downsampleSteps - 1];
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for (int i = 0, currentRes = startRes/2; i < downsampleSteps; i++)
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{
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m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
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RenderTargetIdentifier targetRT;
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if (i < downsampleSteps - 1)
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{
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temp[i] = Shader.PropertyToID("ShadowmapDownscaleTemp" + i);
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m_BufGrabShadowmap.GetTemporaryRT(temp[i], currentRes, currentRes, 0, FilterMode.Bilinear, format, RenderTextureReadWrite.Linear);
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targetRT = new RenderTargetIdentifier(temp[i]);
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}
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else
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{
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// Last step: write into the shadowmap texture
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targetRT = new RenderTargetIdentifier(m_Shadowmap);
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}
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if (i == 0)
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{
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// This step should convert to ESM/VSM
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// m_BufGrabShadowmap.Blit(shadowmap, targetRT);
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m_BufGrabShadowmap.SetGlobalTexture("_DirShadowmap", shadowmap);
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m_BufGrabShadowmap.Blit(null, targetRT, m_BlurShadowmapMaterial, /*sample & convert to VSM*/ 4);
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}
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else
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{
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m_BufGrabShadowmap.Blit(temp[i - 1], targetRT, m_BlurShadowmapMaterial, /*regular sample*/ 5);
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}
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currentRes /= 2;
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}
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//var directionalShadowmapBlurred = Shader.PropertyToID("_DirectionalShadowmapBlurred");
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//m_BufGrabShadowmap.GetTemporaryRT(directionalShadowmapBlurred, 1024, 1024, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear);
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//m_BufGrabShadowmap.Blit(shadowmap, m_Shadowmap);
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//m_BufGrabShadowmap.SetGlobalTexture(directionalShadowmapBlurred, directionalShadowmapBlurred);
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}
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void CleanupDirectionalShadowmap()
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{
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if (m_BufGrabShadowmap != null)
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m_BufGrabShadowmap.Clear();
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if (m_BufGrabShadowParams != null)
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m_BufGrabShadowParams.Clear();
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if(m_ShadowParamsCB != null)
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m_ShadowParamsCB.Release();
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m_ShadowParamsCB = null;
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}
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public bool SetUpDirectionalShadowmapForSampling(bool shadows, ComputeShader cs, int kernel)
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{
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if (!shadows || m_ShadowParamsCB == null || m_Shadowmap == null)
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{
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cs.SetFloat("_DirLightShadows", 0);
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return false;
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}
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cs.SetFloat("_DirLightShadows", 1);
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cs.SetBuffer(kernel, "_ShadowParams", m_ShadowParamsCB);
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cs.SetTexture(kernel, "_DirectionalShadowmap", m_Shadowmap);
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return true;
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}
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void ReleaseTemporary(ref RenderTexture rt)
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{
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if (rt == null)
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return;
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RenderTexture.ReleaseTemporary(rt);
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rt = null;
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}
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}
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