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b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs @@ -182,11 +182,11 @@ public static void DrawPointLight(CommandBuffer cmd, Light2D light, Mesh lightMe private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, RenderTargetIdentifier renderTexture, List lights) { - var maxShadowTextureCount = ShadowRendering.maxTextureCount; + var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; var requiresRTInit = true; // This case should never happen, but if it does it may cause an infinite loop later. - if (maxShadowTextureCount < 1) + if (maxShadowLightCount < 1) { Debug.LogError("maxShadowTextureCount cannot be less than 1"); return; @@ -201,12 +201,11 @@ private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingDa // Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount var shadowLightCount = 0; - while (batchedLights < remainingLights && shadowLightCount < maxShadowTextureCount) + while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount) { var light = lights[lightIndex + batchedLights]; if (light.shadowsEnabled && light.shadowIntensity > 0) { - ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmd, shadowLightCount); ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowIntensity); shadowLightCount++; } @@ -279,12 +278,12 @@ public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData ren RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, RenderBufferStoreAction intermediateStoreAction, RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List lights) { - var maxShadowTextureCount = ShadowRendering.maxTextureCount; + var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures // This case should never happen, but if it does it may cause an infinite loop later. - if (maxShadowTextureCount < 1) + if (maxShadowLightCount < 1) { - Debug.LogError("maxShadowTextureCount cannot be less than 1"); + Debug.LogError("maxShadowLightCount cannot be less than 1"); return; } @@ -311,12 +310,11 @@ public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData ren // Add lights to our batch until the number of shadow textures reach the maxShadowTextureCount var shadowLightCount = 0; - while (batchedLights < remainingLights && shadowLightCount < maxShadowTextureCount) + while (batchedLights < remainingLights && shadowLightCount < maxShadowLightCount) { var light = lights[lightIndex + batchedLights]; if (light.renderVolumetricShadows) { - ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmd, shadowLightCount); ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowVolumeIntensity); shadowLightCount++; } @@ -349,7 +347,7 @@ public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData ren var lightVolumeMaterial = pass.rendererData.GetLightMaterial(light, true); var lightMesh = light.lightMesh; - // Set the shadow texture to read from + // Set the shadow texture to read from. if (light.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0) ShadowRendering.SetGlobalShadowTexture(cmd, light, shadowLightCount++); else diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs index b917618a735..9e052a2c4ec 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs @@ -75,11 +75,14 @@ public enum Renderer2DDefaultMaterialType [SerializeField, Reload("Shaders/Utils/Sampling.shader")] Shader m_SamplingShader = null; - [SerializeField, Reload("Shaders/2D/ShadowGroup2D.shader")] - Shader m_ShadowGroupShader = null; + [SerializeField, Reload("Shaders/2D/Shadow2D-Projected.shader")] + Shader m_ProjectedShadowShader = null; - [SerializeField, Reload("Shaders/2D/Shadow2DRemoveSelf.shader")] - Shader m_RemoveSelfShadowShader = null; + [SerializeField, Reload("Shaders/2D/Shadow2D-Shadow-Sprite.shader")] + Shader m_SpriteShadowShader = null; + + [SerializeField, Reload("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")] + Shader m_SpriteUnshadowShader = null; [SerializeField, Reload("Shaders/Utils/FallbackError.shader")] Shader m_FallbackErrorShader; @@ -102,9 +105,10 @@ public enum Renderer2DDefaultMaterialType internal Shader pointLightVolumeShader => m_PointLightVolumeShader; internal Shader blitShader => m_BlitShader; internal Shader samplingShader => m_SamplingShader; - internal Shader shadowGroupShader => m_ShadowGroupShader; - internal Shader removeSelfShadowShader => m_RemoveSelfShadowShader; internal PostProcessData postProcessData { get => m_PostProcessData; set { m_PostProcessData = value; } } + internal Shader spriteShadowShader => m_SpriteShadowShader; + internal Shader spriteUnshadowShader => m_SpriteUnshadowShader; + internal Shader projectedShadowShader => m_ProjectedShadowShader; internal TransparencySortMode transparencySortMode => m_TransparencySortMode; internal Vector3 transparencySortAxis => m_TransparencySortAxis; internal uint lightRenderTextureMemoryBudget => m_MaxLightRenderTextureCount; @@ -136,17 +140,18 @@ protected override void OnEnable() normalsRenderTarget.Init("_NormalMap"); shadowsRenderTarget.Init("_ShadowTex"); - const int totalMaterials = 256; - if (shadowMaterials == null || shadowMaterials.Length == 0) - shadowMaterials = new Material[totalMaterials]; - if (removeSelfShadowMaterials == null || removeSelfShadowMaterials.Length == 0) - removeSelfShadowMaterials = new Material[totalMaterials]; + spriteSelfShadowMaterial = null; + spriteUnshadowMaterial = null; + projectedShadowMaterial = null; + stencilOnlyShadowMaterial = null; } // transient data internal Dictionary lightMaterials { get; } = new Dictionary(); - internal Material[] shadowMaterials { get; private set; } - internal Material[] removeSelfShadowMaterials { get; private set; } + internal Material[] spriteSelfShadowMaterial { get; set; } + internal Material[] spriteUnshadowMaterial { get; set; } + internal Material[] projectedShadowMaterial { get; set; } + internal Material[] stencilOnlyShadowMaterial { get; set; } internal bool isNormalsRenderTargetValid { get; set; } internal float normalsRenderTargetScale { get; set; } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs index b767dceec59..004699ad193 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -11,8 +11,16 @@ namespace UnityEngine.Experimental.Rendering.Universal [ExecuteInEditMode] [DisallowMultipleComponent] [AddComponentMenu("Rendering/2D/Shadow Caster 2D (Experimental)")] - public class ShadowCaster2D : ShadowCasterGroup2D + public class ShadowCaster2D : ShadowCasterGroup2D, ISerializationCallbackReceiver { + public enum ComponentVersions + { + Version_Unserialized = 0, + Version_1 = 1 + } + const ComponentVersions k_CurrentComponentVersion = ComponentVersions.Version_1; + [SerializeField] ComponentVersions m_ComponentVersion = ComponentVersions.Version_Unserialized; + [SerializeField] bool m_HasRenderer = false; [SerializeField] bool m_UseRendererSilhouette = true; [SerializeField] bool m_CastsShadows = true; @@ -26,15 +34,17 @@ public class ShadowCaster2D : ShadowCasterGroup2D internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; - internal Mesh mesh => m_Mesh; - internal Vector3[] shapePath => m_ShapePath; + [SerializeField] + internal BoundingSphere m_ProjectedBoundingSphere; + + public Mesh mesh => m_Mesh; + public Vector3[] shapePath => m_ShapePath; internal int shapePathHash { get { return m_ShapePathHash; } set { m_ShapePathHash = value; } } int m_PreviousShadowGroup = 0; bool m_PreviousCastsShadows = true; int m_PreviousPathHash = 0; - /// /// If selfShadows is true, useRendererSilhoutte specifies that the renderer's sihouette should be considered part of the shadow. If selfShadows is false, useRendererSilhoutte specifies that the renderer's sihouette should be excluded from the shadow /// @@ -75,6 +85,17 @@ static int[] SetDefaultSortingLayers() return allLayers; } + internal bool IsLit(Light2D light) + { + Vector3 deltaPos = light.transform.position - (m_ProjectedBoundingSphere.position + transform.position); + float distanceSq = Vector3.SqrMagnitude(deltaPos); + + float lightRadiusSq = light.boundingSphere.radius * light.boundingSphere.radius; + float projectedRadiusSq = m_ProjectedBoundingSphere.radius * m_ProjectedBoundingSphere.radius; + + return distanceSq <= (lightRadiusSq + projectedRadiusSq); + } + internal bool IsShadowedLayer(int layer) { return m_ApplyToSortingLayers != null ? Array.IndexOf(m_ApplyToSortingLayers, layer) >= 0 : false; @@ -126,7 +147,7 @@ protected void OnEnable() if (m_Mesh == null || m_InstanceId != GetInstanceID()) { m_Mesh = new Mesh(); - ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); + m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); } @@ -145,7 +166,9 @@ public void Update() bool rebuildMesh = LightUtility.CheckForChange(m_ShapePathHash, ref m_PreviousPathHash); if (rebuildMesh) - ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); + { + m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); + } m_PreviousShadowCasterGroup = m_ShadowCasterGroup; bool addedToNewGroup = ShadowCasterGroup2DManager.AddToShadowCasterGroup(this, ref m_ShadowCasterGroup); @@ -174,6 +197,23 @@ public void Update() } } + public void OnBeforeSerialize() + { + m_ComponentVersion = k_CurrentComponentVersion; + } + + public void OnAfterDeserialize() + { + // Upgrade from no serialized version + if (m_ComponentVersion == ComponentVersions.Version_Unserialized) + { + // Regenerate the shadow mesh + m_Mesh = new Mesh(); + m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); + m_ComponentVersion = ComponentVersions.Version_1; + } + } + #if UNITY_EDITOR void Reset() { diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs index d6013d2e652..77761b82188 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -4,15 +4,32 @@ namespace UnityEngine.Experimental.Rendering.Universal { + // TODO: Culling of shadow casters, rotate color channels for shadow casting, check get material functions. + + internal static class ShadowRendering { private static readonly int k_LightPosID = Shader.PropertyToID("_LightPos"); + private static readonly int k_SelfShadowingID = Shader.PropertyToID("_SelfShadowing"); private static readonly int k_ShadowStencilGroupID = Shader.PropertyToID("_ShadowStencilGroup"); private static readonly int k_ShadowIntensityID = Shader.PropertyToID("_ShadowIntensity"); private static readonly int k_ShadowVolumeIntensityID = Shader.PropertyToID("_ShadowVolumeIntensity"); private static readonly int k_ShadowRadiusID = Shader.PropertyToID("_ShadowRadius"); + private static readonly int k_ShadowColorMaskID = Shader.PropertyToID("_ShadowColorMask"); + private static readonly int k_ShadowModelMatrixID = Shader.PropertyToID("_ShadowModelMatrix"); + private static readonly int k_ShadowModelInvMatrixID = Shader.PropertyToID("_ShadowModelInvMatrix"); + private static readonly int k_ShadowModelScaleID = Shader.PropertyToID("_ShadowModelScale"); + + private static readonly ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture"); + private static readonly ProfilingSampler m_ProfilingSamplerShadowsA = new ProfilingSampler("Draw 2D Shadows (A)"); + private static readonly ProfilingSampler m_ProfilingSamplerShadowsR = new ProfilingSampler("Draw 2D Shadows (R)"); + private static readonly ProfilingSampler m_ProfilingSamplerShadowsG = new ProfilingSampler("Draw 2D Shadows (G)"); + private static readonly ProfilingSampler m_ProfilingSamplerShadowsB = new ProfilingSampler("Draw 2D Shadows (B)"); private static RenderTargetHandle[] m_RenderTargets = null; + private static readonly Color[] k_ColorLookup = new Color[4] { new Color(0, 0, 0, 1), new Color(0, 0, 1, 0), new Color(0, 1, 0, 0), new Color(1, 0, 0, 0) }; + private static readonly ProfilingSampler[] m_ProfilingSamplerShadowColorsLookup = new ProfilingSampler[4] { m_ProfilingSamplerShadowsA, m_ProfilingSamplerShadowsB, m_ProfilingSamplerShadowsG, m_ProfilingSamplerShadowsR }; + public static uint maxTextureCount { get; private set; } public static void InitializeBudget(uint maxTextureCount) @@ -32,6 +49,66 @@ public static void InitializeBudget(uint maxTextureCount) } } + + private static Material[] CreateMaterials(Shader shader, int pass = 0) + { + const int k_ColorChannels = 4; + Material[] materials = new Material[k_ColorChannels]; + + for (int i = 0; i < k_ColorChannels; i++) + { + materials[i] = CoreUtils.CreateEngineMaterial(shader); + materials[i].SetInt(k_ShadowColorMaskID, 1 << i); + materials[i].SetPass(pass); + } + + return materials; + } + + private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorIndex) + { + //rendererData.projectedShadowMaterial = null; + if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial[0].shader) + { + rendererData.projectedShadowMaterial = CreateMaterials(rendererData.projectedShadowShader); + } + + return rendererData.projectedShadowMaterial[colorIndex]; + } + + private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorIndex) + { + //rendererData.stencilOnlyShadowMaterial = null; + if (rendererData.stencilOnlyShadowMaterial == null || rendererData.stencilOnlyShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial[0].shader) + { + rendererData.stencilOnlyShadowMaterial = CreateMaterials(rendererData.projectedShadowShader, 1); + } + + return rendererData.stencilOnlyShadowMaterial[colorIndex]; + } + + private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorIndex) + { + //rendererData.spriteSelfShadowMaterial = null; + if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteSelfShadowMaterial.Length == 0 || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial[0].shader) + { + rendererData.spriteSelfShadowMaterial = CreateMaterials(rendererData.spriteShadowShader); + } + + return rendererData.spriteSelfShadowMaterial[colorIndex]; + } + + private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData, int colorIndex) + { + //rendererData.spriteUnshadowMaterial = null; + if (rendererData.spriteUnshadowMaterial == null || rendererData.spriteUnshadowMaterial.Length == 0 || rendererData.spriteUnshadowShader != rendererData.spriteUnshadowMaterial[0].shader) + { + rendererData.spriteUnshadowMaterial = CreateMaterials(rendererData.spriteUnshadowShader); + } + + return rendererData.spriteUnshadowMaterial[colorIndex]; + } + public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex) { CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer); @@ -39,13 +116,23 @@ public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData r public static void PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity) { + var colorChannel = shadowIndex % 4; + var textureIndex = shadowIndex / 4; + + if (colorChannel == 0) + ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex); + // Render the shadows for this light - RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[shadowIndex].Identifier()); + RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel); } public static void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex) { - cmdBuffer.SetGlobalTexture("_ShadowTex", m_RenderTargets[shadowIndex].Identifier()); + var colorChannel = shadowIndex % 4; + var textureIndex = shadowIndex / 4; + + cmdBuffer.SetGlobalTexture("_ShadowTex", m_RenderTargets[textureIndex].Identifier()); + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorChannel]); cmdBuffer.SetGlobalFloat(k_ShadowIntensityID, 1 - light.shadowIntensity); cmdBuffer.SetGlobalFloat(k_ShadowVolumeIntensityID, 1 - light.shadowVolumeIntensity); } @@ -75,100 +162,149 @@ private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderTargetHa public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex) { - cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[shadowIndex].id); - } - - private static Material GetShadowMaterial(this Renderer2DData rendererData, int index) - { - var shadowMaterialIndex = index % 255; - if (rendererData.shadowMaterials[shadowMaterialIndex] == null) - { - rendererData.shadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(rendererData.shadowGroupShader); - rendererData.shadowMaterials[shadowMaterialIndex].SetFloat(k_ShadowStencilGroupID, index); - } + var colorChannel = shadowIndex % 4; + var textureIndex = shadowIndex / 4; - return rendererData.shadowMaterials[shadowMaterialIndex]; + if (colorChannel == 0) + cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[textureIndex].id); } - private static Material GetRemoveSelfShadowMaterial(this Renderer2DData rendererData, int index) + public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster) { - var shadowMaterialIndex = index % 255; - if (rendererData.removeSelfShadowMaterials[shadowMaterialIndex] == null) - { - rendererData.removeSelfShadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(rendererData.removeSelfShadowShader); - rendererData.removeSelfShadowMaterials[shadowMaterialIndex].SetFloat(k_ShadowStencilGroupID, index); - } + Vector3 shadowCasterScale = shadowCaster.transform.lossyScale; + Matrix4x4 shadowMatrix = Matrix4x4.TRS(shadowCaster.transform.position, shadowCaster.transform.rotation, Vector3.one); - return rendererData.removeSelfShadowMaterials[shadowMaterialIndex]; + cmdBuffer.SetGlobalVector(k_ShadowModelScaleID, new Vector3(shadowCasterScale.x, shadowCasterScale.y, shadowCasterScale.z)); + cmdBuffer.SetGlobalMatrix(k_ShadowModelMatrixID, shadowMatrix); + cmdBuffer.SetGlobalMatrix(k_ShadowModelInvMatrixID, shadowMatrix.inverse); } - public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture) + public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture, int colorBit) { - cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); - cmdBuffer.ClearRenderTarget(true, true, Color.black); // clear stencil - - var shadowRadius = 1.42f * light.boundingSphere.radius; - - cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); - cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - - var shadowMaterial = pass.rendererData.GetShadowMaterial(1); - var removeSelfShadowMaterial = pass.rendererData.GetRemoveSelfShadowMaterial(1); - var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; - if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) + using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) { - var previousShadowGroupIndex = -1; - var incrementingGroupIndex = 0; - for (var group = 0; group < shadowCasterGroups.Count; group++) + bool hasShadow = false; + var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; + if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) { - var shadowCasterGroup = shadowCasterGroups[group]; - var shadowCasters = shadowCasterGroup.GetShadowCasters(); - - var shadowGroupIndex = shadowCasterGroup.GetShadowGroup(); - if (LightUtility.CheckForChange(shadowGroupIndex, ref previousShadowGroupIndex) || shadowGroupIndex == 0) + // Before doing anything check to see if any of the shadow casters are visible to this light + for (var group = 0; group < shadowCasterGroups.Count; group++) { - incrementingGroupIndex++; - shadowMaterial = pass.rendererData.GetShadowMaterial(incrementingGroupIndex); - removeSelfShadowMaterial = pass.rendererData.GetRemoveSelfShadowMaterial(incrementingGroupIndex); - } + var shadowCasterGroup = shadowCasterGroups[group]; + var shadowCasters = shadowCasterGroup.GetShadowCasters(); - if (shadowCasters != null) - { - // Draw the shadow casting group first, then draw the silhouettes.. - for (var i = 0; i < shadowCasters.Count; i++) + if (shadowCasters != null) { - var shadowCaster = shadowCasters[i]; - - if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + // Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit + for (var i = 0; i < shadowCasters.Count; i++) { - if (shadowCaster.castsShadows) - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, shadowMaterial); + var shadowCaster = shadowCasters[i]; + if (shadowCaster.IsLit(light)) + { + hasShadow = true; + break; + } } } + } - for (var i = 0; i < shadowCasters.Count; i++) + if (hasShadow) + { + cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); + + if (colorBit == 0) + cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil + + using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadowColorsLookup[colorBit])) { - var shadowCaster = shadowCasters[i]; + var shadowRadius = light.boundingSphere.radius; + + cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); + cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); + - if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); + var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorBit); + var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorBit); + var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorBit); + var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorBit); + + for (var group = 0; group < shadowCasterGroups.Count; group++) { - if (shadowCaster.useRendererSilhouette) + var shadowCasterGroup = shadowCasterGroups[group]; + var shadowCasters = shadowCasterGroup.GetShadowCasters(); + + if (shadowCasters != null) { - var renderer = shadowCaster.GetComponent(); - if (renderer != null) + // Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit + for (var i = 0; i < shadowCasters.Count; i++) { - if (!shadowCaster.selfShadows) - cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial); - else - cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1); + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) + { + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } + } + } } - } - else - { - if (!shadowCaster.selfShadows) + + // Draw the sprites, either as self shadowing or unshadowing + for (var i = 0; i < shadowCasters.Count; i++) { - var meshMat = shadowCaster.transform.localToWorldMatrix; - cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial); + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) + { + if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.useRendererSilhouette) + { + // Draw using the sprite renderer + var renderer = (Renderer)null; + shadowCaster.TryGetComponent(out renderer); + + if (renderer != null) + { + var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial; + if (material != null) + cmdBuffer.DrawRenderer(renderer, material); + } + } + else + { + var meshMat = shadowCaster.transform.localToWorldMatrix; + var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial; + + // Draw using the shadow mesh + if (material != null) + cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, material); + } + } + } + } + + // Draw the projected shadows for the shadow caster group. Writing clearing the group stencil bit, and setting the global bit + for (var i = 0; i < shadowCasters.Count; i++) + { + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) + { + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + } + } + } } } } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs index 22173eadf46..614bfcdfcaa 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -11,168 +11,84 @@ namespace UnityEngine.Experimental.Rendering.Universal { internal class ShadowUtility { - internal struct Edge : IComparable + // I need another function to generate the mesh from the outline. + public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) { - public int vertexIndex0; - public int vertexIndex1; - public Vector4 tangent; - private bool compareReversed; // This is done so that edge AB can equal edge BA + Debug.AssertFormat(shapePath.Length > 3, "Shadow shape path must have 3 or more vertices"); - public void AssignVertexIndices(int vi0, int vi1) - { - vertexIndex0 = vi0; - vertexIndex1 = vi1; - compareReversed = vi0 > vi1; - } - - public int Compare(Edge a, Edge b) - { - int adjustedVertexIndex0A = a.compareReversed ? a.vertexIndex1 : a.vertexIndex0; - int adjustedVertexIndex1A = a.compareReversed ? a.vertexIndex0 : a.vertexIndex1; - int adjustedVertexIndex0B = b.compareReversed ? b.vertexIndex1 : b.vertexIndex0; - int adjustedVertexIndex1B = b.compareReversed ? b.vertexIndex0 : b.vertexIndex1; - - // Sort first by VI0 then by VI1 - int deltaVI0 = adjustedVertexIndex0A - adjustedVertexIndex0B; - int deltaVI1 = adjustedVertexIndex1A - adjustedVertexIndex1B; - - if (deltaVI0 == 0) - return deltaVI1; - else - return deltaVI0; - } - - public int CompareTo(Edge edgeToCompare) - { - return Compare(this, edgeToCompare); - } - } - - static Edge CreateEdge(int triangleIndexA, int triangleIndexB, List vertices, List triangles) - { - Edge retEdge = new Edge(); - - retEdge.AssignVertexIndices(triangles[triangleIndexA], triangles[triangleIndexB]); - - Vector3 vertex0 = vertices[retEdge.vertexIndex0]; - vertex0.z = 0; - Vector3 vertex1 = vertices[retEdge.vertexIndex1]; - vertex1.z = 0; - - Vector3 edgeDir = Vector3.Normalize(vertex1 - vertex0); - retEdge.tangent = Vector3.Cross(-Vector3.forward, edgeDir); - - return retEdge; - } - - static void PopulateEdgeArray(List vertices, List triangles, List edges) - { - for (int triangleIndex = 0; triangleIndex < triangles.Count; triangleIndex += 3) - { - edges.Add(CreateEdge(triangleIndex, triangleIndex + 1, vertices, triangles)); - edges.Add(CreateEdge(triangleIndex + 1, triangleIndex + 2, vertices, triangles)); - edges.Add(CreateEdge(triangleIndex + 2, triangleIndex, vertices, triangles)); - } - } - - static bool IsOutsideEdge(int edgeIndex, List edgesToProcess) - { - int previousIndex = edgeIndex - 1; - int nextIndex = edgeIndex + 1; - int numberOfEdges = edgesToProcess.Count; - Edge currentEdge = edgesToProcess[edgeIndex]; - - return (previousIndex < 0 || (currentEdge.CompareTo(edgesToProcess[edgeIndex - 1]) != 0)) && (nextIndex >= numberOfEdges || (currentEdge.CompareTo(edgesToProcess[edgeIndex + 1]) != 0)); - } + List vertices = new List(); + List triangles = new List(); + List normals = new List(); - static void SortEdges(List edgesToProcess) - { - edgesToProcess.Sort(); - } + float minX = float.MaxValue; + float maxX = float.MinValue; + float minY = float.MaxValue; + float maxY = float.MinValue; - static void CreateShadowTriangles(List vertices, List colors, List triangles, List tangents, List edges) - { - for (int edgeIndex = 0; edgeIndex < edges.Count; edgeIndex++) + // Add outline vertices + int pathLength = shapePath.Length; + for (int i = 0; i < pathLength; i++) { - if (IsOutsideEdge(edgeIndex, edges)) - { - Edge edge = edges[edgeIndex]; - tangents[edge.vertexIndex1] = -edge.tangent; - - int newVertexIndex = vertices.Count; - vertices.Add(vertices[edge.vertexIndex0]); - colors.Add(colors[edge.vertexIndex0]); - - tangents.Add(-edge.tangent); - - triangles.Add(edge.vertexIndex0); - triangles.Add(newVertexIndex); - triangles.Add(edge.vertexIndex1); - } + Vector3 vertex = shapePath[i]; + vertices.Add(vertex); + normals.Add(Vector3.zero); + + if (minX > vertex.x) + minX = vertex.x; + if (maxX < vertex.x) + maxX = vertex.x; + + if (minY > vertex.y) + minY = vertex.y; + if (maxY < vertex.y) + maxY = vertex.y; } - } - - static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights) - { - return data[0]; - } - static void InitializeTangents(int tangentsToAdd, List tangents) - { - for (int i = 0; i < tangentsToAdd; i++) - tangents.Add(Vector4.zero); - } - - public static void GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) - { - List vertices = new List(); - List triangles = new List(); - List tangents = new List(); - List extrusion = new List(); - - // Create interior geometry - int pointCount = shapePath.Length; - var inputs = new ContourVertex[2 * pointCount]; - for (int i = 0; i < pointCount; i++) + // Add extrusion vertices, normals, and triangles + int vertexCount = pathLength; + for (int i = 0; i < pathLength; i++) { - Color extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[i].x, shapePath[i].y); - int nextPoint = (i + 1) % pointCount; - inputs[2 * i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y, Z = 0 }, Data = extrusionData }; - - extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[nextPoint].x, shapePath[nextPoint].y); - Vector2 midPoint = 0.5f * (shapePath[i] + shapePath[nextPoint]); - inputs[2 * i + 1] = new ContourVertex() { Position = new Vec3() { X = midPoint.x, Y = midPoint.y, Z = 0}, Data = extrusionData }; + int startIndex = i; + int endIndex = (i + 1) % pathLength; + + Vector3 start = shapePath[startIndex]; + Vector3 end = shapePath[endIndex]; + + Vector4 normal = Vector3.Cross(Vector3.Normalize(end - start), -Vector3.forward); + normal = new Vector4(normal.x, normal.y, end.x, end.y); + normals.Add(normal); + normal = new Vector4(normal.x, normal.y, start.x, start.y); + normals.Add(normal); + + // Triangle 1 + triangles.Add(startIndex); + triangles.Add(vertexCount); + triangles.Add(vertexCount + 1); + // Triangle 2 + triangles.Add(vertexCount + 1); + triangles.Add(endIndex); + triangles.Add(startIndex); + + vertices.Add(start); + vertices.Add(end); + + vertexCount += 2; } - Tess tessI = new Tess(); - tessI.AddContour(inputs, ContourOrientation.Original); - tessI.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3, InterpCustomVertexData); - - var indicesI = tessI.Elements.Select(i => i).ToArray(); - var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray(); - var extrusionI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray(); - - vertices.AddRange(verticesI); - triangles.AddRange(indicesI); - extrusion.AddRange(extrusionI); - - InitializeTangents(vertices.Count, tangents); + mesh.Clear(); + mesh.vertices = vertices.ToArray(); + mesh.triangles = triangles.ToArray(); + mesh.tangents = normals.ToArray(); - List edges = new List(); - PopulateEdgeArray(vertices, triangles, edges); - SortEdges(edges); - CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges); + // Calculate bounding sphere (circle) + Vector3 origin = new Vector2(0.5f * (minX + maxX), 0.5f * (minY + maxY)); + float deltaX = maxX - minX; + float deltaY = maxY - minY; + float radius = 0.5f * Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY); - Color[] finalExtrusion = extrusion.ToArray(); - Vector3[] finalVertices = vertices.ToArray(); - int[] finalTriangles = triangles.ToArray(); - Vector4[] finalTangents = tangents.ToArray(); + BoundingSphere retSphere = new BoundingSphere(origin, radius); - mesh.Clear(); - mesh.vertices = finalVertices; - mesh.triangles = finalTriangles; - mesh.tangents = finalTangents; - mesh.colors = finalExtrusion; + return retSphere; } } } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl index 9eebeccf965..c0ec6ea2826 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl @@ -51,21 +51,32 @@ #define SHADOW_VARIABLES\ float _ShadowIntensity;\ float _ShadowVolumeIntensity;\ + half4 _ShadowColorMask = 1;\ TEXTURE2D(_ShadowTex);\ SAMPLER(sampler_ShadowTex); +//#define APPLY_SHADOWS(input, color, intensity)\ +// if(intensity < 1)\ +// {\ +// half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \ +// half shadowIntensity = 1 - (shadow.r * saturate(2 * (shadow.g - 0.5f * shadow.b))); \ +// color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ +// } + +//half shadowIntensity = 1-dot(_ShadowColorMask, shadow); \ +//color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ + +// Need to look at shadow caster to remove issue with shadows #define APPLY_SHADOWS(input, color, intensity)\ if(intensity < 1)\ {\ half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \ - half shadowIntensity = 1 - (shadow.r * saturate(2 * (shadow.g - 0.5f * shadow.b))); \ + half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgba) ; \ color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ - } - - + } #define TRANSFER_SHADOWS(output)\ - output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz); + output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz/output.positionCS.w); #define SHAPE_LIGHT(index)\ TEXTURE2D(_ShapeLightTexture##index);\ diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl new file mode 100644 index 00000000000..50f33d6dc46 --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -0,0 +1,54 @@ +#if !defined(SHADOW_PROJECT_VERTEX) +#define SHADOW_PROJECT_VERTEX + +struct Attributes +{ + float3 vertex : POSITION; + float4 tangent: TANGENT; +}; + +struct Varyings +{ + float4 vertex : SV_POSITION; +}; + +uniform float3 _LightPos; +uniform float4x4 _ShadowModelMatrix; // This is a custom model matrix without scaling +uniform float4x4 _ShadowModelInvMatrix; +uniform float3 _ShadowModelScale; // This is the scale +uniform float _ShadowRadius; + +Varyings ProjectShadow(Attributes v) +{ + Varyings o; + + // Scale really messes things up. _ShadowModelScale is used to bake the local scale into our local position. _ShadowModelMatrix, _ShadowModelInvMatrix are model matrices without lossy scale. + + // We should change 0 to a z value to shorten shadows. This will also require additional work for per-pixel distance as we have to overproject. + float3 vertexOS0 = float3(v.vertex.x * _ShadowModelScale.x, v.vertex.y * _ShadowModelScale.y, 0); + float3 vertexOS1 = float3(v.tangent.z * _ShadowModelScale.x, v.tangent.w * _ShadowModelScale.y, 0); // the tangent has the adjacent point stored in zw + float3 lightPosOS = float3(mul(_ShadowModelInvMatrix, float4(_LightPos.x, _LightPos.y, _LightPos.z, 1)).xy, 0); // Transform the light into local space + + float3 unnormalizedLightDir0 = vertexOS0 - lightPosOS; + float3 unnormalizedLightDir1 = vertexOS1 - lightPosOS; + + float3 lightDir0 = normalize(unnormalizedLightDir0); + float3 lightDir1 = normalize(unnormalizedLightDir1); + float3 avgLightDir = normalize(lightDir0 + lightDir1); + + float shadowLength = _ShadowRadius / dot(lightDir0, avgLightDir); + float3 normalOS = float3(v.tangent.xy, 0); // the normal is stored in xy + + // Tests to make sure the light is between 0-90 degrees to the normal. Will be one if it is, zero if not. + float3 shadowDir = lightDir0; + float shadowTest = ceil(dot(lightDir0, normalOS) < 0); + float3 shadowOffset = shadowLength * shadowDir; + + // If we are suppose to extrude this point, then + float3 finalVertexOS = shadowTest * (lightPosOS + shadowOffset) + (1 - shadowTest) * vertexOS0; + + o.vertex = mul(GetWorldToHClipMatrix(), mul(_ShadowModelMatrix, float4(finalVertexOS, 1.0))); + return o; +} + +#endif diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader.meta b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl.meta similarity index 71% rename from com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader.meta rename to com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl.meta index 2dd10ddfe1c..1b79fe81335 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader.meta +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl.meta @@ -1,9 +1,10 @@ fileFormatVersion: 2 -guid: 02e071f10b6a15d4d87dac88ce529302 +guid: 97832dc646b4fb4498bf5aa61e366c13 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader new file mode 100644 index 00000000000..6cdc3716e10 --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader @@ -0,0 +1,83 @@ +Shader "Hidden/ShadowProjected2D" +{ + Properties + { + [HideInInspector] _ShadowColorMask("__ShadowColorMask", Float) = 0 + } + + SubShader + { + Tags { "RenderType"="Opaque" } + + Cull Off + BlendOp Add + Blend One Zero + ZWrite Off + + // This pass draws the projected shadow and sets the composite shadow bit. + Pass + { + // Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit + Stencil + { + WriteMask 1 + Ref 1 + Comp NotEqual + Pass Replace + Fail Keep + } + + ColorMask [_ShadowColorMask] + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl" + + Varyings vert (Attributes v) + { + return ProjectShadow(v); + } + + half4 frag (Varyings i) : SV_Target + { + return half4(1,1,1,1); + } + ENDHLSL + } + // Sets the global shadow bit, and clears the composite shadow bit + Pass + { + // Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit + Stencil + { + Ref 2 + Comp Always + Pass Replace + } + + // We only want to change the stencil value in this pass + ColorMask 0 + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl" + + Varyings vert (Attributes v) + { + return ProjectShadow(v); + } + + half4 frag (Varyings i) : SV_Target + { + return half4(1,1,1,1); + } + ENDHLSL + } + } +} diff --git a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader.meta b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader.meta similarity index 71% rename from com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader.meta rename to com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader.meta index eb8e209d06a..5af2b3085bd 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader.meta +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader.meta @@ -1,9 +1,10 @@ fileFormatVersion: 2 -guid: d33b6d70b14697547ad0dc2d4debb009 +guid: ce09d4a80b88c5a4eb9768fab4f1ee00 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader similarity index 74% rename from com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader rename to com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader index cd239cd1af5..c57111a0563 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2DRemoveSelf.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader @@ -1,9 +1,9 @@ -Shader "Hidden/Shadow2DRemoveSelf" +Shader "Hidden/Shadow2DShadowSprite" { Properties { _MainTex ("Texture", 2D) = "white" {} - [PerRendererData][HideInInspector] _ShadowStencilGroup("__ShadowStencilGroup", Float) = 1.0 + [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 1 } SubShader { @@ -11,19 +11,22 @@ Shader "Hidden/Shadow2DRemoveSelf" Cull Off BlendOp Add - Blend One One + Blend One Zero ZWrite Off Pass { + //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit Stencil { - Ref [_ShadowStencilGroup] + Ref 0 Comp Equal Pass Keep Fail Keep } + ColorMask [_ShadowColorMask] + HLSLPROGRAM #pragma vertex vert #pragma fragment frag @@ -43,8 +46,7 @@ Shader "Hidden/Shadow2DRemoveSelf" }; sampler2D _MainTex; - float4 _MainTex_ST; - float _ReceivesShadows; + float4 _MainTex_ST; Varyings vert (Attributes v) { @@ -57,13 +59,7 @@ Shader "Hidden/Shadow2DRemoveSelf" half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); - - half4 col; - col.r = 0; - col.g = 0; - col.b = main.a; - col.a = 0; - return col; + return half4(main.a, main.a, main.a, main.a); } ENDHLSL } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader.meta b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader.meta new file mode 100644 index 00000000000..b39881e9d2a --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 44fc62292b65ab04eabcf310e799ccf6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader new file mode 100644 index 00000000000..e99bf2f32ed --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader @@ -0,0 +1,68 @@ +Shader "Hidden/Shadow2DUnshadowSprite" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + [HideInInspector] _ShadowColorMask("__ShadowColorMask", Int) = 0 + } + SubShader + { + Tags { "RenderType"="Opaque" } + + Cull Off + BlendOp Add + Blend One Zero + ZWrite Off + + Pass + { + //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit + Stencil + { + Ref 1 + Comp Equal + Pass Keep + Fail Keep + } + + ColorMask [_ShadowColorMask] + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + Varyings vert (Attributes v) + { + Varyings o; + o.vertex = TransformObjectToHClip(v.vertex.xyz); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + half4 frag(Varyings i) : SV_Target + { + half4 main = tex2D(_MainTex, i.uv); + half color = 1-main.a; + return half4(color, color, color, color); + } + ENDHLSL + } + } +} diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader.meta b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader.meta new file mode 100644 index 00000000000..9e40d48a431 --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: de02b375720b5c445afe83cd483bedf3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader b/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader deleted file mode 100644 index f7d363a30c8..00000000000 --- a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader +++ /dev/null @@ -1,169 +0,0 @@ -Shader "Hidden/ShadowGroup2D" -{ - Properties - { - _MainTex("Texture", 2D) = "white" {} - _ShadowStencilGroup("__ShadowStencilGroup", Float) = 1.0 - } - - SubShader - { - Tags { "RenderType"="Opaque" } - - Cull Off - BlendOp Add - Blend One One - ZWrite Off - - Pass - { - Stencil - { - Ref [_ShadowStencilGroup] - Comp NotEqual - Pass Replace - Fail Keep - } - - HLSLPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - - struct Attributes - { - float3 vertex : POSITION; - float4 tangent: TANGENT; - float2 uv : TEXCOORD0; - float4 extrusion : COLOR; - }; - - struct Varyings - { - float4 vertex : SV_POSITION; - float4 color : COLOR; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - uniform float3 _LightPos; - uniform float _ShadowRadius; - - Varyings vert (Attributes v) - { - Varyings o; - float3 vertexWS = TransformObjectToWorld(v.vertex); // This should be in world space - float3 lightDir = _LightPos - vertexWS; - lightDir.z = 0; - - // Start of code to see if this point should be extruded - float3 lightDirection = normalize(lightDir); - - float3 endpoint = vertexWS + (_ShadowRadius * -lightDirection); - - float3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz); - float sharedShadowTest = saturate(ceil(dot(lightDirection, worldTangent))); - - // Start of code to calculate offset - float3 vertexWS0 = TransformObjectToWorld(float3(v.extrusion.xy, 0)); - float3 vertexWS1 = TransformObjectToWorld(float3(v.extrusion.zw, 0)); - float3 shadowDir0 = vertexWS0 - _LightPos; - shadowDir0.z = 0; - shadowDir0 = normalize(shadowDir0); - - float3 shadowDir1 = vertexWS1 -_LightPos; - shadowDir1.z = 0; - shadowDir1 = normalize(shadowDir1); - - float3 shadowDir = normalize(shadowDir0 + shadowDir1); - - - float3 sharedShadowOffset = sharedShadowTest * _ShadowRadius * shadowDir; - - float3 position; - position = vertexWS + sharedShadowOffset; - - o.vertex = TransformWorldToHClip(position); - - - - // RGB - R is shadow value (to support soft shadows), G is Self Shadow Mask, B is No Shadow Mask - o.color = 1; // v.color; - o.color.g = 0.5; - o.color.b = 0; - - o.uv = TRANSFORM_TEX(v.uv, _MainTex); - - return o; - } - - float4 frag (Varyings i) : SV_Target - { - float4 main = tex2D(_MainTex, i.uv); - float4 col = i.color; - col.g = main.a * col.g; - return col; - } - ENDHLSL - } - Pass - { - Stencil - { - Ref [_ShadowStencilGroup] - Comp NotEqual - Pass Replace - Fail Keep - } - - HLSLPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - - struct Attributes - { - float3 vertex : POSITION; - float2 uv : TEXCOORD0; - }; - - struct Varyings - { - float4 vertex : SV_POSITION; - float4 color : COLOR; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - Varyings vert (Attributes v) - { - Varyings o; - o.vertex = TransformObjectToHClip(v.vertex); - - // RGB - R is shadow value (to support soft shadows), G is Self Shadow Mask, B is No Shadow Mask - o.color = 1; - o.color.g = 0.5; - o.color.b = 1; - - o.uv = TRANSFORM_TEX(v.uv, _MainTex); - return o; - } - - half4 frag (Varyings i) : SV_Target - { - half4 main = tex2D(_MainTex, i.uv); - half4 color = i.color; - color.b = 1 - main.a; - - return color; - } - ENDHLSL - } - } -}