mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
144 lines
4.0 KiB
C#
144 lines
4.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using System.Collections.Generic;
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public partial class AreaLight : MonoBehaviour
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{
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[HideInInspector]
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public Mesh m_Cube;
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[HideInInspector]
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public Shader m_ProxyShader;
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Material m_ProxyMaterial;
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static Texture2D s_TransformInvTexture_Specular;
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static Texture2D s_TransformInvTexture_Diffuse;
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static Texture2D s_AmpDiffAmpSpecFresnel;
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Dictionary<Camera, CommandBuffer> m_Cameras = new Dictionary<Camera, CommandBuffer>();
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static CameraEvent kCameraEvent = CameraEvent.AfterLighting;
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bool InitDirect()
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{
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if (m_ProxyShader == null || m_Cube == null)
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return false;
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// Proxy
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m_ProxyMaterial = new Material(m_ProxyShader);
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m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
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return true;
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}
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void SetUpLUTs()
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{
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if (s_TransformInvTexture_Diffuse == null)
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s_TransformInvTexture_Diffuse = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_DisneyDiffuse);
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if (s_TransformInvTexture_Specular == null)
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s_TransformInvTexture_Specular = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_GGX);
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if (s_AmpDiffAmpSpecFresnel == null)
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s_AmpDiffAmpSpecFresnel = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.AmpDiffAmpSpecFresnel);
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m_ProxyMaterial.SetTexture("_TransformInv_Diffuse", s_TransformInvTexture_Diffuse);
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m_ProxyMaterial.SetTexture("_TransformInv_Specular", s_TransformInvTexture_Specular);
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m_ProxyMaterial.SetTexture("_AmpDiffAmpSpecFresnel", s_AmpDiffAmpSpecFresnel);
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}
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void Cleanup()
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{
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for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
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{
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var cam = e.Current;
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if (cam.Key != null && cam.Value != null)
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{
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cam.Key.RemoveCommandBuffer (kCameraEvent, cam.Value);
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}
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}
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m_Cameras.Clear();
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}
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static readonly float[,] offsets = new float[4,2] {{1, 1}, {1, -1}, {-1, -1}, {-1, 1}};
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CommandBuffer GetOrCreateCommandBuffer(Camera cam)
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{
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if(cam == null)
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return null;
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CommandBuffer buf = null;
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if(!m_Cameras.ContainsKey(cam)) {
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buf = new CommandBuffer();
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buf.name = /*"Area light: " +*/ gameObject.name;
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m_Cameras[cam] = buf;
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cam.AddCommandBuffer(kCameraEvent, buf);
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cam.depthTextureMode |= DepthTextureMode.Depth;
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} else {
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buf = m_Cameras[cam];
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buf.Clear();
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}
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return buf;
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}
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public void SetUpCommandBuffer()
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{
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if (InsideShadowmapCameraRender())
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return;
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Camera cam = Camera.current;
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CommandBuffer buf = GetOrCreateCommandBuffer(cam);
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buf.SetGlobalVector("_LightPos", transform.position);
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buf.SetGlobalVector("_LightColor", GetColor());
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SetUpLUTs();
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// Needed as we're using the vert_deferred vertex shader from UnityDeferredLibrary.cginc
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// TODO: Make the light render as quad if it intersects both near and far plane.
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// (Also missing: rendering as front faces when near doesn't intersect, stencil optimisations)
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buf.SetGlobalFloat("_LightAsQuad", 0);
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// A little bit of bias to prevent the light from lighting itself - the source quad
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float z = 0.01f;
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Transform t = transform;
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Matrix4x4 lightVerts = new Matrix4x4();
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for (int i = 0; i < 4; i++)
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lightVerts.SetRow(i, t.TransformPoint(new Vector3(m_Size.x * offsets[i,0], m_Size.y * offsets[i,1], z) * 0.5f));
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buf.SetGlobalMatrix("_LightVerts", lightVerts);
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if (m_Shadows)
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SetUpShadowmapForSampling(buf);
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Matrix4x4 m = Matrix4x4.TRS(new Vector3(0, 0, 10.0f), Quaternion.identity, Vector3.one * 20);
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buf.DrawMesh(m_Cube, t.localToWorldMatrix * m, m_ProxyMaterial, 0, m_Shadows ? /*shadows*/ 0 : /*no shadows*/ 1);
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}
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void SetKeyword(string keyword, bool on)
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{
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if (on)
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m_ProxyMaterial.EnableKeyword(keyword);
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else
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m_ProxyMaterial.DisableKeyword(keyword);
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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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Color GetColor()
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{
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if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
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return m_Color * m_Intensity;
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return new Color(
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Mathf.GammaToLinearSpace(m_Color.r * m_Intensity),
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Mathf.GammaToLinearSpace(m_Color.g * m_Intensity),
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Mathf.GammaToLinearSpace(m_Color.b * m_Intensity),
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1.0f
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);
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}
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}
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