Added the project.

This commit is contained in:
Robert Cupisz
2016-11-01 13:25:56 +01:00
parent 93760b331c
commit 947b6de3a5
137 changed files with 33276 additions and 0 deletions

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using UnityEngine;
using UnityEngine.Rendering;
using System.Collections.Generic;
public partial class AreaLight : MonoBehaviour
{
[HideInInspector]
public Mesh m_Cube;
[HideInInspector]
public Shader m_ProxyShader;
Material m_ProxyMaterial;
static Texture2D s_TransformInvTexture_Specular;
static Texture2D s_TransformInvTexture_Diffuse;
static Texture2D s_AmpDiffAmpSpecFresnel;
Dictionary<Camera, CommandBuffer> m_Cameras = new Dictionary<Camera, CommandBuffer>();
static CameraEvent kCameraEvent = CameraEvent.AfterLighting;
bool InitDirect()
{
if (m_ProxyShader == null || m_Cube == null)
return false;
// Proxy
m_ProxyMaterial = new Material(m_ProxyShader);
m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
return true;
}
void SetUpLUTs()
{
if (s_TransformInvTexture_Diffuse == null)
s_TransformInvTexture_Diffuse = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_DisneyDiffuse);
if (s_TransformInvTexture_Specular == null)
s_TransformInvTexture_Specular = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_GGX);
if (s_AmpDiffAmpSpecFresnel == null)
s_AmpDiffAmpSpecFresnel = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.AmpDiffAmpSpecFresnel);
m_ProxyMaterial.SetTexture("_TransformInv_Diffuse", s_TransformInvTexture_Diffuse);
m_ProxyMaterial.SetTexture("_TransformInv_Specular", s_TransformInvTexture_Specular);
m_ProxyMaterial.SetTexture("_AmpDiffAmpSpecFresnel", s_AmpDiffAmpSpecFresnel);
}
void Cleanup()
{
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
{
var cam = e.Current;
if (cam.Key != null && cam.Value != null)
{
cam.Key.RemoveCommandBuffer (kCameraEvent, cam.Value);
}
}
m_Cameras.Clear();
}
static readonly float[,] offsets = new float[4,2] {{1, 1}, {1, -1}, {-1, -1}, {-1, 1}};
CommandBuffer GetOrCreateCommandBuffer(Camera cam)
{
if(cam == null)
return null;
CommandBuffer buf = null;
if(!m_Cameras.ContainsKey(cam)) {
buf = new CommandBuffer();
buf.name = /*"Area light: " +*/ gameObject.name;
m_Cameras[cam] = buf;
cam.AddCommandBuffer(kCameraEvent, buf);
cam.depthTextureMode |= DepthTextureMode.Depth;
} else {
buf = m_Cameras[cam];
buf.Clear();
}
return buf;
}
public void SetUpCommandBuffer()
{
if (InsideShadowmapCameraRender())
return;
Camera cam = Camera.current;
CommandBuffer buf = GetOrCreateCommandBuffer(cam);
buf.SetGlobalVector("_LightPos", transform.position);
buf.SetGlobalVector("_LightColor", GetColor());
SetUpLUTs();
// Needed as we're using the vert_deferred vertex shader from UnityDeferredLibrary.cginc
// TODO: Make the light render as quad if it intersects both near and far plane.
// (Also missing: rendering as front faces when near doesn't intersect, stencil optimisations)
buf.SetGlobalFloat("_LightAsQuad", 0);
// A little bit of bias to prevent the light from lighting itself - the source quad
float z = 0.01f;
Transform t = transform;
Matrix4x4 lightVerts = new Matrix4x4();
for (int i = 0; i < 4; i++)
lightVerts.SetRow(i, t.TransformPoint(new Vector3(m_Size.x * offsets[i,0], m_Size.y * offsets[i,1], z) * 0.5f));
buf.SetGlobalMatrix("_LightVerts", lightVerts);
if (m_Shadows)
SetUpShadowmapForSampling(buf);
Matrix4x4 m = Matrix4x4.TRS(new Vector3(0, 0, 10.0f), Quaternion.identity, Vector3.one * 20);
buf.DrawMesh(m_Cube, t.localToWorldMatrix * m, m_ProxyMaterial, 0, m_Shadows ? /*shadows*/ 0 : /*no shadows*/ 1);
}
void SetKeyword(string keyword, bool on)
{
if (on)
m_ProxyMaterial.EnableKeyword(keyword);
else
m_ProxyMaterial.DisableKeyword(keyword);
}
void ReleaseTemporary(ref RenderTexture rt)
{
if (rt == null)
return;
RenderTexture.ReleaseTemporary(rt);
rt = null;
}
Color GetColor()
{
if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
return m_Color * m_Intensity;
return new Color(
Mathf.GammaToLinearSpace(m_Color.r * m_Intensity),
Mathf.GammaToLinearSpace(m_Color.g * m_Intensity),
Mathf.GammaToLinearSpace(m_Color.b * m_Intensity),
1.0f
);
}
}

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using UnityEngine;
using UnityEngine.Rendering;
public partial class AreaLight : MonoBehaviour
{
Camera m_ShadowmapCamera;
Transform m_ShadowmapCameraTransform;
[HideInInspector]
public Shader m_ShadowmapShader;
[HideInInspector]
public Shader m_BlurShadowmapShader;
Material m_BlurShadowmapMaterial;
RenderTexture m_Shadowmap = null;
RenderTexture m_BlurredShadowmap = null;
Texture2D m_ShadowmapDummy = null;
int m_ShadowmapRenderTime = -1;
int m_BlurredShadowmapRenderTime = -1;
FogLight m_FogLight = null;
public enum TextureSize
{
x512 = 512,
x1024 = 1024,
x2048 = 2048,
x4096 = 4096,
}
void UpdateShadowmap(int res)
{
if (m_Shadowmap != null && m_ShadowmapRenderTime == Time.renderedFrameCount)
return;
// Create the camera
if (m_ShadowmapCamera == null)
{
if (m_ShadowmapShader == null)
{
Debug.LogError("AreaLight's shadowmap shader not assigned.", this);
return;
}
GameObject go = new GameObject("Shadowmap Camera");
go.AddComponent(typeof(Camera));
m_ShadowmapCamera = go.GetComponent<Camera>();
go.hideFlags = HideFlags.HideAndDontSave;
m_ShadowmapCamera.enabled = false;
m_ShadowmapCamera.clearFlags = CameraClearFlags.SolidColor;
m_ShadowmapCamera.renderingPath = RenderingPath.Forward;
// exp(EXPONENT) for ESM, white for VSM
// m_ShadowmapCamera.backgroundColor = new Color(Mathf.Exp(EXPONENT), 0, 0, 0);
m_ShadowmapCamera.backgroundColor = Color.white;
m_ShadowmapCameraTransform = go.transform;
m_ShadowmapCameraTransform.parent = transform;
m_ShadowmapCameraTransform.localRotation = Quaternion.identity;
}
if (m_Angle == 0.0f)
{
m_ShadowmapCamera.orthographic = true;
m_ShadowmapCameraTransform.localPosition = Vector3.zero;
m_ShadowmapCamera.nearClipPlane = 0;
m_ShadowmapCamera.farClipPlane = m_Size.z;
m_ShadowmapCamera.orthographicSize = 0.5f * m_Size.y;
m_ShadowmapCamera.aspect = m_Size.x / m_Size.y;
}
else
{
m_ShadowmapCamera.orthographic = false;
float near = GetNearToCenter();
m_ShadowmapCameraTransform.localPosition = -near * Vector3.forward;
m_ShadowmapCamera.nearClipPlane = near;
m_ShadowmapCamera.farClipPlane = near + m_Size.z;
m_ShadowmapCamera.fieldOfView = m_Angle;
m_ShadowmapCamera.aspect = m_Size.x / m_Size.y;
}
ReleaseTemporary(ref m_Shadowmap);
m_Shadowmap = RenderTexture.GetTemporary(res, res, 24, RenderTextureFormat.Shadowmap);
m_Shadowmap.name = "AreaLight Shadowmap";
m_Shadowmap.filterMode = FilterMode.Bilinear;
m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
m_ShadowmapCamera.targetTexture = m_Shadowmap;
// Clear. RenderWithShader() should clear too, but it doesn't.
// TODO: Check if it's a bug.
m_ShadowmapCamera.cullingMask = 0;
m_ShadowmapCamera.Render();
m_ShadowmapCamera.cullingMask = m_ShadowCullingMask;
// We might be rendering inside PlaneReflections, which invert culling. Disable temporarily.
var oldCulling = GL.invertCulling;
GL.invertCulling = false;
m_ShadowmapCamera.RenderWithShader(m_ShadowmapShader, "RenderType");
// Back to whatever was the culling mode.
GL.invertCulling = oldCulling;
m_ShadowmapRenderTime = Time.renderedFrameCount;
}
public RenderTexture GetBlurredShadowmap()
{
UpdateBlurredShadowmap();
return m_BlurredShadowmap;
}
RenderTexture[] temp;
void UpdateBlurredShadowmap()
{
if (m_BlurredShadowmap != null && m_BlurredShadowmapRenderTime == Time.renderedFrameCount)
return;
InitFogLight();
int startRes = (int)m_ShadowmapRes;
int targetRes = (int)m_FogLight.m_ShadowmapRes;
// To make things easier, blurred shadowmap is at most half the size of the regular.
if (isActiveAndEnabled && m_Shadows)
{
targetRes = Mathf.Min(targetRes, startRes/2);
}
else
{
// If the area light or the shadows on it are disabled, we can
// just get the most convenient resolution for us.
startRes = 2 * startRes;
}
UpdateShadowmap(startRes);
RenderTexture originalRT = RenderTexture.active;
// Downsample
ReleaseTemporary(ref m_BlurredShadowmap);
InitMaterial(ref m_BlurShadowmapMaterial, m_BlurShadowmapShader);
int downsampleSteps = (int)Mathf.Log(startRes / targetRes, 2);
if (temp == null || temp.Length != downsampleSteps)
temp = new RenderTexture[downsampleSteps];
// RFloat for ESM, RGHalf for VSM
RenderTextureFormat format = RenderTextureFormat.RGHalf;
for(int i = 0, currentRes = startRes/2; i < downsampleSteps; i++)
{
temp[i] = RenderTexture.GetTemporary(currentRes, currentRes, 0, format, RenderTextureReadWrite.Linear);
temp[i].name = "AreaLight Shadow Downsample";
temp[i].filterMode = FilterMode.Bilinear;
temp[i].wrapMode = TextureWrapMode.Clamp;
m_BlurShadowmapMaterial.SetVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
if (i == 0)
{
m_BlurShadowmapMaterial.SetTexture("_Shadowmap", m_Shadowmap);
InitShadowmapDummy();
m_BlurShadowmapMaterial.SetTexture("_ShadowmapDummy", m_ShadowmapDummy);
m_BlurShadowmapMaterial.SetVector("_ZParams", GetZParams());
m_BlurShadowmapMaterial.SetFloat("_ESMExponent", m_FogLight.m_ESMExponent);
Blur(m_Shadowmap, temp[i], /*sample & convert shadowmap*/ 0);
}
else
{
m_BlurShadowmapMaterial.SetTexture("_MainTex", temp[i - 1]);
Blur(temp[i - 1], temp[i], /*regular sample*/ 1);
}
currentRes /= 2;
}
for (int i = 0; i < downsampleSteps - 1; i++)
RenderTexture.ReleaseTemporary(temp[i]);
m_BlurredShadowmap = temp[downsampleSteps - 1];
// Blur
if (m_FogLight.m_BlurIterations > 0)
{
RenderTexture tempBlur = RenderTexture.GetTemporary (targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
tempBlur.name = "AreaLight Shadow Blur";
tempBlur.filterMode = FilterMode.Bilinear;
tempBlur.wrapMode = TextureWrapMode.Clamp;
m_BlurShadowmapMaterial.SetVector("_MainTex_TexelSize", new Vector4(1.0f/targetRes, 1.0f/targetRes, 0, 0));
float blurSize = m_FogLight.m_BlurSize;
for(int i = 0; i < m_FogLight.m_BlurIterations; i++)
{
m_BlurShadowmapMaterial.SetFloat ("_BlurSize", blurSize);
Blur(m_BlurredShadowmap, tempBlur, /*vertical blur*/2);
Blur(tempBlur, m_BlurredShadowmap, /*horizontal blur*/3);
blurSize *= 1.2f;
}
RenderTexture.ReleaseTemporary(tempBlur);
}
RenderTexture.active = originalRT;
m_BlurredShadowmapRenderTime = Time.renderedFrameCount;
}
// Normally would've used Graphics.Blit(), but it breaks picking in the scene view.
// TODO: bug report
void Blur(RenderTexture src, RenderTexture dst, int pass)
{
RenderTexture.active = dst;
m_BlurShadowmapMaterial.SetTexture("_MainTex", src);
m_BlurShadowmapMaterial.SetPass(pass);
RenderQuad();
}
void RenderQuad()
{
GL.Begin(GL.QUADS);
GL.TexCoord2( 0, 0);
GL.Vertex3 (-1, 1, 0);
GL.TexCoord2( 0, 1);
GL.Vertex3 (-1,-1, 0);
GL.TexCoord2( 1, 1);
GL.Vertex3 ( 1,-1, 0);
GL.TexCoord2( 1, 0);
GL.Vertex3 ( 1, 1, 0);
GL.End();
}
void SetUpShadowmapForSampling(CommandBuffer buf)
{
UpdateShadowmap((int)m_ShadowmapRes);
buf.SetGlobalTexture("_Shadowmap", m_Shadowmap);
InitShadowmapDummy();
m_ProxyMaterial.SetTexture("_ShadowmapDummy", m_ShadowmapDummy);
buf.SetGlobalMatrix("_ShadowProjectionMatrix", GetProjectionMatrix());
float texelsInMap = (int)m_ShadowmapRes;
float relativeTexelSize = texelsInMap / 2048.0f;
buf.SetGlobalFloat("_ShadowReceiverWidth", relativeTexelSize * m_ReceiverSearchDistance / texelsInMap);
buf.SetGlobalFloat("_ShadowReceiverDistanceScale", m_ReceiverDistanceScale * 0.5f / 10.0f); // 10 samples in shader
Vector2 shadowLightWidth = new Vector2(m_LightNearSize, m_LightFarSize) * relativeTexelSize / texelsInMap;
buf.SetGlobalVector("_ShadowLightWidth", shadowLightWidth);
buf.SetGlobalFloat("_ShadowBias", m_ShadowBias);
}
void InitMaterial(ref Material material, Shader shader)
{
if (material)
return;
if (!shader)
{
Debug.LogError("Missing shader");
return;
}
material = new Material(shader);
material.hideFlags = HideFlags.HideAndDontSave;
}
void InitShadowmapDummy()
{
if(m_ShadowmapDummy != null)
return;
m_ShadowmapDummy = new Texture2D(1, 1, TextureFormat.Alpha8, false, true);
m_ShadowmapDummy.filterMode = FilterMode.Point;
m_ShadowmapDummy.SetPixel(0, 0, new Color(0f, 0f, 0f, 0f));
m_ShadowmapDummy.Apply(false, true);
}
void InitFogLight()
{
if (m_FogLight != null)
return;
// It should always be here, because it triggered this code path in the first place.
m_FogLight = GetComponent<FogLight>();
}
bool InsideShadowmapCameraRender()
{
RenderTexture target = Camera.current.targetTexture;
return target != null && target.format == RenderTextureFormat.Shadowmap;
}
Vector4 GetZParams()
{
float n = GetNearToCenter();
float f = n + m_Size.z;
// linear z, 0 near, 1 far
// linearz = A * (z + 1.0) / (z + B);
// A = n/(n - f)
// B = (n + f)/(n - f)
return new Vector4(n/(n - f), (n + f)/(n - f), 0, 0);
}
}

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using UnityEngine;
[ExecuteInEditMode]
public partial class AreaLight : MonoBehaviour
{
public bool m_RenderSource = true;
public Vector3 m_Size = new Vector3(1, 1, 2);
[Range(0, 179)]
public float m_Angle = 0.0f;
[MinValue(0)]
public float m_Intensity = 0.8f;
public Color m_Color = Color.white;
[Header("Shadows")]
public bool m_Shadows = false;
public LayerMask m_ShadowCullingMask = ~0;
public TextureSize m_ShadowmapRes = TextureSize.x2048;
[MinValue(0)]
public float m_ReceiverSearchDistance = 24.0f;
[MinValue(0)]
public float m_ReceiverDistanceScale = 5.0f;
[MinValue(0)]
public float m_LightNearSize = 4.0f;
[MinValue(0)]
public float m_LightFarSize = 22.0f;
[Range(0, 0.1f)]
public float m_ShadowBias = 0.001f;
MeshRenderer m_SourceRenderer;
Mesh m_SourceMesh;
[HideInInspector]
public Mesh m_Quad;
Vector2 m_CurrentQuadSize = Vector2.zero;
Vector3 m_CurrentSize = Vector3.zero;
float m_CurrentAngle = -1.0f;
bool m_Initialized = false;
MaterialPropertyBlock m_props;
void Awake()
{
if(!Init())
return;
UpdateSourceMesh();
}
bool Init()
{
if (m_Initialized)
return true;
if (m_Quad == null || !InitDirect())
return false;
m_SourceRenderer = GetComponent<MeshRenderer>();
m_SourceRenderer.enabled = true;
m_SourceMesh = Instantiate<Mesh>(m_Quad);
m_SourceMesh.hideFlags = HideFlags.HideAndDontSave;
MeshFilter mfs = gameObject.GetComponent<MeshFilter>();
mfs.sharedMesh = m_SourceMesh;
Transform t = transform;
if (t.localScale != Vector3.one)
{
#if UNITY_EDITOR
Debug.LogError("AreaLights don't like to be scaled. Setting local scale to 1.", this);
#endif
t.localScale = Vector3.one;
}
SetUpLUTs();
m_Initialized = true;
return true;
}
void OnEnable()
{
m_props = new MaterialPropertyBlock();
if(!Init())
return;
UpdateSourceMesh();
}
void OnDisable()
{
if(!Application.isPlaying)
Cleanup();
else
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
if(e.Current.Value != null)
e.Current.Value.Clear();
}
void OnDestroy()
{
if (m_ProxyMaterial != null)
DestroyImmediate(m_ProxyMaterial);
if (m_SourceMesh != null)
DestroyImmediate(m_SourceMesh);
Cleanup();
}
static Vector3[] vertices = new Vector3[4];
void UpdateSourceMesh()
{
m_Size.x = Mathf.Max(m_Size.x, 0);
m_Size.y = Mathf.Max(m_Size.y, 0);
m_Size.z = Mathf.Max(m_Size.z, 0);
Vector2 quadSize = m_RenderSource && enabled ? new Vector2(m_Size.x, m_Size.y) : Vector2.one * 0.0001f;
if (quadSize != m_CurrentQuadSize)
{
float x = quadSize.x * 0.5f;
float y = quadSize.y * 0.5f;
// To prevent the source quad from getting into the shadowmap, offset it back a bit.
float z = -0.001f;
vertices[0].Set(-x, y, z);
vertices[1].Set( x, -y, z);
vertices[2].Set( x, y, z);
vertices[3].Set(-x, -y, z);
m_SourceMesh.vertices = vertices;
m_CurrentQuadSize = quadSize;
}
if (m_Size != m_CurrentSize || m_Angle != m_CurrentAngle)
{
// Set the bounds of the mesh to large, so that they drive rendering of the entire light
// TODO: Make the bounds tight around the shape of the light. Right now they're just tight around
// the shadow frustum, which is fine if the shadows are enable (ok, maybe far plane should be more clever),
// but doesn't make sense if shadows are disabled.
m_SourceMesh.bounds = GetFrustumBounds();
}
}
void Update()
{
if (!gameObject.activeInHierarchy || !enabled)
{
Cleanup();
return;
}
if(!Init())
return;
UpdateSourceMesh();
if(Application.isPlaying)
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
if(e.Current.Value != null)
e.Current.Value.Clear();
}
void OnWillRenderObject()
{
if(!Init())
return;
// TODO: This is just a very rough guess. Need to properly calculate the surface emission
// intensity based on light's intensity.
Color color = new Color(
Mathf.GammaToLinearSpace(m_Color.r),
Mathf.GammaToLinearSpace(m_Color.g),
Mathf.GammaToLinearSpace(m_Color.b),
1.0f);
m_props.SetVector("_EmissionColor", color * m_Intensity);
m_SourceRenderer.SetPropertyBlock(m_props);
SetUpCommandBuffer();
}
float GetNearToCenter()
{
if (m_Angle == 0.0f)
return 0;
return m_Size.y * 0.5f / Mathf.Tan(m_Angle * 0.5f * Mathf.Deg2Rad);
}
Matrix4x4 GetOffsetMatrix(float zOffset)
{
Matrix4x4 m = Matrix4x4.identity;
m.SetColumn(3, new Vector4(0, 0, zOffset, 1));
return m;
}
public Matrix4x4 GetProjectionMatrix(bool linearZ = false)
{
Matrix4x4 m;
if (m_Angle == 0.0f)
{
m = Matrix4x4.Ortho(-0.5f * m_Size.x, 0.5f * m_Size.x, -0.5f * m_Size.y, 0.5f * m_Size.y, 0, -m_Size.z);
}
else
{
float near = GetNearToCenter();
if (linearZ)
{
m = PerspectiveLinearZ(m_Angle, m_Size.x/m_Size.y, near, near + m_Size.z);
}
else
{
m = Matrix4x4.Perspective(m_Angle, m_Size.x/m_Size.y, near, near + m_Size.z);
m = m * Matrix4x4.Scale(new Vector3(1, 1, -1));
}
m = m * GetOffsetMatrix(near);
}
return m * transform.worldToLocalMatrix;
}
public Vector4 MultiplyPoint(Matrix4x4 m, Vector3 v)
{
Vector4 res;
res.x = m.m00 * v.x + m.m01 * v.y + m.m02 * v.z + m.m03;
res.y = m.m10 * v.x + m.m11 * v.y + m.m12 * v.z + m.m13;
res.z = m.m20 * v.x + m.m21 * v.y + m.m22 * v.z + m.m23;
res.w = m.m30 * v.x + m.m31 * v.y + m.m32 * v.z + m.m33;
return res;
}
Matrix4x4 PerspectiveLinearZ(float fov, float aspect, float near, float far)
{
// A vector transformed with this matrix should get perspective division on x and y only:
// Vector4 vClip = MultiplyPoint(PerspectiveLinearZ(...), vEye);
// Vector3 vNDC = Vector3(vClip.x / vClip.w, vClip.y / vClip.w, vClip.z);
// vNDC is [-1, 1]^3 and z is linear, i.e. z = 0 is half way between near and far in world space.
float rad = Mathf.Deg2Rad * fov * 0.5f;
float cotan = Mathf.Cos(rad) / Mathf.Sin(rad);
float deltainv = 1.0f / (far - near);
Matrix4x4 m;
m.m00 = cotan / aspect; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f;
m.m10 = 0.0f; m.m11 = cotan; m.m12 = 0.0f; m.m13 = 0.0f;
m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = 2.0f * deltainv; m.m23 = - (far + near) * deltainv;
m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = 1.0f; m.m33 = 0.0f;
return m;
}
public Vector4 GetPosition()
{
Transform t = transform;
if (m_Angle == 0.0f)
{
Vector3 dir = -t.forward;
return new Vector4(dir.x, dir.y, dir.z, 0);
}
Vector3 pos = t.position - GetNearToCenter() * t.forward;
return new Vector4(pos.x, pos.y, pos.z, 1);
}
Bounds GetFrustumBounds()
{
if (m_Angle == 0.0f)
return new Bounds(Vector3.zero, m_Size);
float tanhalffov = Mathf.Tan(m_Angle * 0.5f * Mathf.Deg2Rad);
float near = m_Size.y * 0.5f / tanhalffov;
float z = m_Size.z;
float y = (near + m_Size.z) * tanhalffov * 2.0f;
float x = m_Size.x * y / m_Size.y;
return new Bounds(Vector3.forward * m_Size.z * 0.5f, new Vector3(x, y, z));
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.white;
if (m_Angle == 0.0f)
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(new Vector3(0, 0, 0.5f * m_Size.z), m_Size);
return;
}
float near = GetNearToCenter();
Gizmos.matrix = transform.localToWorldMatrix * GetOffsetMatrix(-near);
Gizmos.DrawFrustum(Vector3.zero, m_Angle, near + m_Size.z, near, m_Size.x/m_Size.y);
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = Color.yellow;
Bounds bounds = GetFrustumBounds();
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}

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using UnityEngine;
public partial class AreaLightLUT
{
const int kLUTResolution = 64;
const int kLUTMatrixDim = 3;
public enum LUTType
{
TransformInv_DisneyDiffuse,
TransformInv_GGX,
AmpDiffAmpSpecFresnel
}
public static Texture2D LoadLUT(LUTType type)
{
switch(type)
{
case LUTType.TransformInv_DisneyDiffuse: return LoadLUT(s_LUTTransformInv_DisneyDiffuse);
case LUTType.TransformInv_GGX: return LoadLUT(s_LUTTransformInv_GGX);
case LUTType.AmpDiffAmpSpecFresnel: return LoadLUT(s_LUTAmplitude_DisneyDiffuse, s_LUTAmplitude_GGX, s_LUTFresnel_GGX);
}
return null;
}
static Texture2D CreateLUT(TextureFormat format, Color[] pixels)
{
Texture2D tex = new Texture2D(kLUTResolution, kLUTResolution, format, false /*mipmap*/, true /*linear*/);
tex.hideFlags = HideFlags.HideAndDontSave;
tex.wrapMode = TextureWrapMode.Clamp;
tex.SetPixels(pixels);
tex.Apply();
return tex;
}
static Texture2D LoadLUT(double[,] LUTTransformInv)
{
const int count = kLUTResolution * kLUTResolution;
Color[] pixels = new Color[count];
// transformInv
for (int i = 0; i < count; i++)
{
// Only columns 0, 2, 4 and 6 contain interesting values (at least in the case of GGX).
pixels[i] = new Color( (float)LUTTransformInv[i, 0],
(float)LUTTransformInv[i, 2],
(float)LUTTransformInv[i, 4],
(float)LUTTransformInv[i, 6]);
}
return CreateLUT(TextureFormat.RGBAHalf, pixels);
}
static Texture2D LoadLUT(float[] LUTScalar0, float[] LUTScalar1, float[] LUTScalar2)
{
const int count = kLUTResolution * kLUTResolution;
Color[] pixels = new Color[count];
// amplitude
for (int i = 0; i < count; i++)
{
pixels[i] = new Color(LUTScalar0[i], LUTScalar1[i], LUTScalar2[i], 0);
}
return CreateLUT(TextureFormat.RGBAHalf, pixels);
}
}

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// Based on 'Real-Time Polygonal-Light Shading with Linearly Transformed Cosines'
// https://labs.unity.com/article/real-time-polygonal-light-shading-linearly-transformed-cosines
#if AREA_LIGHT_ENABLE_DIFFUSE
sampler2D _TransformInv_Diffuse;
#endif
sampler2D _TransformInv_Specular;
sampler2D _AmpDiffAmpSpecFresnel;
float4x4 _LightVerts;
half IntegrateEdge(half3 v1, half3 v2)
{
half d = dot(v1,v2);
half theta = acos(max(-0.9999, dot(v1,v2)));
half theta_sintheta = theta / sin(theta);
return theta_sintheta * (v1.x*v2.y - v1.y*v2.x);
}
// Baum's equation
// Expects non-normalized vertex positions
half PolygonRadiance(half4x3 L)
{
// detect clipping config
uint config = 0;
if (L[0].z > 0) config += 1;
if (L[1].z > 0) config += 2;
if (L[2].z > 0) config += 4;
if (L[3].z > 0) config += 8;
// The fifth vertex for cases when clipping cuts off one corner.
// Due to a compiler bug, copying L into a vector array with 5 rows
// messes something up, so we need to stick with the matrix + the L4 vertex.
half3 L4 = L[3];
// This switch is surprisingly fast. Tried replacing it with a lookup array of vertices.
// Even though that replaced the switch with just some indexing and no branches, it became
// way, way slower - mem fetch stalls?
// clip
uint n = 0;
switch(config)
{
case 0: // clip all
break;
case 1: // V1 clip V2 V3 V4
n = 3;
L[1] = -L[1].z * L[0] + L[0].z * L[1];
L[2] = -L[3].z * L[0] + L[0].z * L[3];
break;
case 2: // V2 clip V1 V3 V4
n = 3;
L[0] = -L[0].z * L[1] + L[1].z * L[0];
L[2] = -L[2].z * L[1] + L[1].z * L[2];
break;
case 3: // V1 V2 clip V3 V4
n = 4;
L[2] = -L[2].z * L[1] + L[1].z * L[2];
L[3] = -L[3].z * L[0] + L[0].z * L[3];
break;
case 4: // V3 clip V1 V2 V4
n = 3;
L[0] = -L[3].z * L[2] + L[2].z * L[3];
L[1] = -L[1].z * L[2] + L[2].z * L[1];
break;
case 5: // V1 V3 clip V2 V4: impossible
break;
case 6: // V2 V3 clip V1 V4
n = 4;
L[0] = -L[0].z * L[1] + L[1].z * L[0];
L[3] = -L[3].z * L[2] + L[2].z * L[3];
break;
case 7: // V1 V2 V3 clip V4
n = 5;
L4 = -L[3].z * L[0] + L[0].z * L[3];
L[3] = -L[3].z * L[2] + L[2].z * L[3];
break;
case 8: // V4 clip V1 V2 V3
n = 3;
L[0] = -L[0].z * L[3] + L[3].z * L[0];
L[1] = -L[2].z * L[3] + L[3].z * L[2];
L[2] = L[3];
break;
case 9: // V1 V4 clip V2 V3
n = 4;
L[1] = -L[1].z * L[0] + L[0].z * L[1];
L[2] = -L[2].z * L[3] + L[3].z * L[2];
break;
case 10: // V2 V4 clip V1 V3: impossible
break;
case 11: // V1 V2 V4 clip V3
n = 5;
L[3] = -L[2].z * L[3] + L[3].z * L[2];
L[2] = -L[2].z * L[1] + L[1].z * L[2];
break;
case 12: // V3 V4 clip V1 V2
n = 4;
L[1] = -L[1].z * L[2] + L[2].z * L[1];
L[0] = -L[0].z * L[3] + L[3].z * L[0];
break;
case 13: // V1 V3 V4 clip V2
n = 5;
L[3] = L[2];
L[2] = -L[1].z * L[2] + L[2].z * L[1];
L[1] = -L[1].z * L[0] + L[0].z * L[1];
break;
case 14: // V2 V3 V4 clip V1
n = 5;
L4 = -L[0].z * L[3] + L[3].z * L[0];
L[0] = -L[0].z * L[1] + L[1].z * L[0];
break;
case 15: // V1 V2 V3 V4
n = 4;
break;
}
if (n == 0)
return 0;
// normalize
L[0] = normalize(L[0]);
L[1] = normalize(L[1]);
L[2] = normalize(L[2]);
if(n == 3)
L[3] = L[0];
else
{
L[3] = normalize(L[3]);
if (n == 4)
L4 = L[0];
else
L4 = normalize(L4);
}
// integrate
half sum = 0;
sum += IntegrateEdge(L[0], L[1]);
sum += IntegrateEdge(L[1], L[2]);
sum += IntegrateEdge(L[2], L[3]);
if(n >= 4)
sum += IntegrateEdge(L[3], L4);
if(n == 5)
sum += IntegrateEdge(L4, L[0]);
sum *= 0.15915; // 1/2pi
return max(0, sum);
}
half TransformedPolygonRadiance(half4x3 L, half2 uv, sampler2D transformInv, half amplitude)
{
// Get the inverse LTC matrix M
half3x3 Minv = 0;
Minv._m22 = 1;
Minv._m00_m02_m11_m20 = tex2D(transformInv, uv);
// Transform light vertices into diffuse configuration
half4x3 LTransformed = mul(L, Minv);
// Polygon radiance in transformed configuration - specular
return PolygonRadiance(LTransformed) * amplitude;
}
half3 CalculateLight (half3 position, half3 diffColor, half3 specColor, half oneMinusRoughness, half3 N,
half3 lightPos, half3 lightColor)
{
#if AREA_LIGHT_SHADOWS
half shadow = Shadow(position);
if (shadow == 0.0)
return 0;
#endif
// TODO: larger and smaller values cause artifacts - why?
oneMinusRoughness = clamp(oneMinusRoughness, 0.01, 0.93);
half roughness = 1 - oneMinusRoughness;
half3 V = normalize(_WorldSpaceCameraPos - position);
// Construct orthonormal basis around N, aligned with V
half3x3 basis;
basis[0] = normalize(V - N * dot(V, N));
basis[1] = normalize(cross(N, basis[0]));
basis[2] = N;
// Transform light vertices into that space
half4x3 L;
L = _LightVerts - half4x3(position, position, position, position);
L = mul(L, transpose(basis));
// UVs for sampling the LUTs
half theta = acos(dot(V, N));
half2 uv = half2(roughness, theta/1.57);
half3 AmpDiffAmpSpecFresnel = tex2D(_AmpDiffAmpSpecFresnel, uv).rgb;
half3 result = 0;
#if AREA_LIGHT_ENABLE_DIFFUSE
half diffuseTerm = TransformedPolygonRadiance(L, uv, _TransformInv_Diffuse, AmpDiffAmpSpecFresnel.x);
result = diffuseTerm * diffColor;
#endif
half specularTerm = TransformedPolygonRadiance(L, uv, _TransformInv_Specular, AmpDiffAmpSpecFresnel.y);
half fresnelTerm = specColor + (1.0 - specColor) * AmpDiffAmpSpecFresnel.z;
result += specularTerm * fresnelTerm * UNITY_PI;
#if AREA_LIGHT_SHADOWS
result *= shadow;
#endif
return result * lightColor;
}

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Shader "Hidden/AreaLight" {
SubShader {
Tags { "Queue"="Geometry-1" }
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityDeferredLibrary.cginc"
#define AREA_LIGHT_ENABLE_DIFFUSE 1
#if AREA_LIGHT_SHADOWS
#include "AreaLightShadows.cginc"
#endif
#include "AreaLight.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
void DeferredCalculateLightParams (
unity_v2f_deferred i,
out float3 outWorldPos,
out float2 outUV)
{
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth (depth);
float4 vpos = float4(i.ray * depth,1);
float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
outWorldPos = wpos;
outUV = uv;
}
half4 CalculateLightDeferred (unity_v2f_deferred i)
{
float3 worldPos;
float2 uv;
DeferredCalculateLightParams (i, worldPos, uv);
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
half3 baseColor = gbuffer0.rgb;
half3 specColor = gbuffer1.rgb;
half oneMinusRoughness = gbuffer1.a;
half3 normalWorld = gbuffer2.rgb * 2 - 1;
normalWorld = normalize(normalWorld);
return CalculateLight (worldPos, baseColor, specColor, oneMinusRoughness, normalWorld,
_LightPos.xyz, _LightColor.xyz).rgbb;
}
ENDCG
// shadows
Pass
{
Fog { Mode Off }
ZWrite Off
Blend One One
Cull Front
ZTest Always
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma exclude_renderers nomrt
// only one option, so it will always be set and before any includes
#pragma multi_compile AREA_LIGHT_SHADOWS
fixed4 frag (unity_v2f_deferred i) : SV_Target
{
return CalculateLightDeferred(i);
}
ENDCG
}
// no shadows
Pass
{
Fog { Mode Off }
ZWrite Off
Blend One One
Cull Front
ZTest Always
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma exclude_renderers nomrt
fixed4 frag (unity_v2f_deferred i) : SV_Target
{
return CalculateLightDeferred(i);
}
ENDCG
}
}
Fallback Off
}

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cbuffer POISSON_DISKS {
static half2 poisson[40] = {
half2(0.02971195f, 0.8905211f),
half2(0.2495298f, 0.732075f),
half2(-0.3469206f, 0.6437836f),
half2(-0.01878909f, 0.4827394f),
half2(-0.2725213f, 0.896188f),
half2(-0.6814336f, 0.6480481f),
half2(0.4152045f, 0.2794172f),
half2(0.1310554f, 0.2675925f),
half2(0.5344744f, 0.5624411f),
half2(0.8385689f, 0.5137348f),
half2(0.6045052f, 0.08393857f),
half2(0.4643163f, 0.8684642f),
half2(0.335507f, -0.110113f),
half2(0.03007669f, -0.0007075319f),
half2(0.8077537f, 0.2551664f),
half2(-0.1521498f, 0.2429521f),
half2(-0.2997617f, 0.0234927f),
half2(0.2587779f, -0.4226915f),
half2(-0.01448214f, -0.2720358f),
half2(-0.3937779f, -0.228529f),
half2(-0.7833176f, 0.1737299f),
half2(-0.4447537f, 0.2582748f),
half2(-0.9030743f, 0.406874f),
half2(-0.729588f, -0.2115215f),
half2(-0.5383645f, -0.6681151f),
half2(-0.07709587f, -0.5395499f),
half2(-0.3402214f, -0.4782109f),
half2(-0.5580465f, 0.01399586f),
half2(-0.105644f, -0.9191031f),
half2(-0.8343651f, -0.4750755f),
half2(-0.9959937f, -0.0540134f),
half2(0.1747736f, -0.936202f),
half2(-0.3642297f, -0.926432f),
half2(0.1719682f, -0.6798802f),
half2(0.4424475f, -0.7744268f),
half2(0.6849481f, -0.3031401f),
half2(0.5453879f, -0.5152272f),
half2(0.9634013f, -0.2050581f),
half2(0.9907925f, 0.08320642f),
half2(0.8386722f, -0.5428791f)
};
};
Texture2D _Shadowmap;
SamplerComparisonState sampler_Shadowmap;
// To get a sampler, which doesn't do comparison
Texture2D _ShadowmapDummy;
SamplerState sampler_ShadowmapDummy;
half _ShadowReceiverWidth;
half _ShadowReceiverDistanceScale;
half2 _ShadowLightWidth;
half _ShadowBias;
float4x4 _ShadowProjectionMatrix;
half EdgeSmooth(half2 xy)
{
// Magic tweaks to the shape
float corner = 0.4;
float outset = 1.0;
float smooth = 0.5;
float d = length(max(abs(xy) - 1 + corner*outset, 0.0)) - corner;
return saturate(1 - smoothstep(-smooth, 0, d));
}
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{
half4 pClip = mul(_ShadowProjectionMatrix, half4(position, 1));
half3 p = pClip.xyz/pClip.w;
if (any(step(1.0, abs(p.xy))))
return 0;
// The texture contains just 0. But we need to sample it somewhere for Unity to initialize the corresponding sampler.
float dist = _ShadowmapDummy.Sample(sampler_ShadowmapDummy, 0).a;
half edgeSmooth = EdgeSmooth(p.xy);
p = p * 0.5 + 0.5;
for(int j = 0; j < 10; ++j)
{
half2 offset = poisson[j + 24] * _ShadowReceiverWidth;
float depth = _Shadowmap.SampleLevel(sampler_ShadowmapDummy, p.xy + offset, 0).r;
dist += max(0.0, p.z - depth);
}
dist *= _ShadowReceiverDistanceScale;
p.z -= _ShadowBias/pClip.w;
half shadow = 0;
for(int i = 0; i < 32; ++i)
{
half lightWidth = lerp(_ShadowLightWidth.x, _ShadowLightWidth.y, min(1.0, dist));
const half2 offset = poisson[i] * lightWidth;
shadow += _Shadowmap.SampleCmpLevelZero(sampler_Shadowmap, p.xy + offset, p.z);
}
return shadow * edgeSmooth / 32.0;
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