From 94e008a120c1d7d9493ebae5b8df65de3316abae Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sat, 16 Jan 2021 15:56:32 +0800 Subject: [PATCH 01/31] In progress shadow refactor --- .../Runtime/2D/Renderer2DData.cs | 28 +-- .../Runtime/2D/Shadows/ShadowRendering.cs | 190 +++++++++++------- .../Shaders/2D/Include/LightingUtility.hlsl | 18 +- .../2D/Include/ShadowProjectVertex.hlsl | 59 ++++++ .../ShadowProjectVertex.hlsl.meta} | 3 +- .../Shaders/2D/Shadow2D-Projected.shader | 84 ++++++++ ...er.meta => Shadow2D-Projected.shader.meta} | 3 +- ...f.shader => Shadow2D-Shadow-Sprite.shader} | 23 +-- .../2D/Shadow2D-Shadow-Sprite.shader.meta | 10 + .../2D/Shadow2D-Unshadow-Sprite.shader | 68 +++++++ .../2D/Shadow2D-Unshadow-Sprite.shader.meta | 10 + .../Shaders/2D/ShadowGroup2D.shader | 169 ---------------- 12 files changed, 391 insertions(+), 274 deletions(-) create mode 100644 com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl rename com.unity.render-pipelines.universal/Shaders/2D/{Shadow2DRemoveSelf.shader.meta => Include/ShadowProjectVertex.hlsl.meta} (71%) create mode 100644 com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader rename com.unity.render-pipelines.universal/Shaders/2D/{ShadowGroup2D.shader.meta => Shadow2D-Projected.shader.meta} (71%) rename com.unity.render-pipelines.universal/Shaders/2D/{Shadow2DRemoveSelf.shader => Shadow2D-Shadow-Sprite.shader} (74%) create mode 100644 com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader.meta create mode 100644 com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader create mode 100644 com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader.meta delete mode 100644 com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs index b917618a735..0897e839a8e 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; @@ -135,18 +139,14 @@ 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]; } // 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/ShadowRendering.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs index d6013d2e652..e8525eea250 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -7,10 +7,14 @@ namespace UnityEngine.Experimental.Rendering.Universal 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 ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture"); private static RenderTargetHandle[] m_RenderTargets = null; public static uint maxTextureCount { get; private set; } @@ -32,6 +36,56 @@ public static void InitializeBudget(uint maxTextureCount) } } + private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorMask) + { + //if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial.shader) + { + var material = CoreUtils.CreateEngineMaterial(rendererData.projectedShadowShader); + material.SetInt(k_ShadowColorMaskID, colorMask); + material.SetPass(0); + rendererData.projectedShadowMaterial = material; + } + + return rendererData.projectedShadowMaterial; + } + + private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorMask) + { + //if (rendererData.stencilOnlyShadowMaterial == null || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial.shader) + { + var material = CoreUtils.CreateEngineMaterial(rendererData.projectedShadowShader); + material.SetInt(k_ShadowColorMaskID, colorMask); + material.SetPass(1); + rendererData.stencilOnlyShadowMaterial = material; + } + + return rendererData.stencilOnlyShadowMaterial; + } + + private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorMask) + { + //if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial.shader) + { + Material material = CoreUtils.CreateEngineMaterial(rendererData.spriteShadowShader); + material.SetInt(k_ShadowColorMaskID, colorMask); + rendererData.spriteSelfShadowMaterial = material; + } + + return rendererData.spriteSelfShadowMaterial; + } + + private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData, int colorMask) + { + //if (rendererData.spriteUnshadowMaterial == null || rendererData.spriteUnshadowShader != rendererData.spriteUnshadowMaterial.shader) + { + Material material = CoreUtils.CreateEngineMaterial(rendererData.spriteUnshadowShader); + material.SetInt(k_ShadowColorMaskID, colorMask); + rendererData.spriteUnshadowMaterial = material; + } + + return rendererData.spriteUnshadowMaterial; + } + public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex) { CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer); @@ -78,100 +132,92 @@ public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shado 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); - } - - return rendererData.shadowMaterials[shadowMaterialIndex]; - } - - private static Material GetRemoveSelfShadowMaterial(this Renderer2DData rendererData, int index) + public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture) { - var shadowMaterialIndex = index % 255; - if (rendererData.removeSelfShadowMaterials[shadowMaterialIndex] == null) + using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) { - rendererData.removeSelfShadowMaterials[shadowMaterialIndex] = CoreUtils.CreateEngineMaterial(rendererData.removeSelfShadowShader); - rendererData.removeSelfShadowMaterials[shadowMaterialIndex].SetFloat(k_ShadowStencilGroupID, index); - } + cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); + cmdBuffer.ClearRenderTarget(true, true, Color.black); // clear stencil - return rendererData.removeSelfShadowMaterials[shadowMaterialIndex]; - } - - public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture) - { - 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; - var shadowRadius = 1.42f * light.boundingSphere.radius; + cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); + cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); - cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); + // TODO: replace 0 with a color mask value. We should have a colormask passed in to this function + int colorMask = 0; + var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); + var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); + var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); + var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); - var shadowMaterial = pass.rendererData.GetShadowMaterial(1); - var removeSelfShadowMaterial = pass.rendererData.GetRemoveSelfShadowMaterial(1); - var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; - if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) - { - var previousShadowGroupIndex = -1; - var incrementingGroupIndex = 0; - for (var group = 0; group < shadowCasterGroups.Count; group++) + 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) + var previousShadowGroupIndex = -1; + var incrementingGroupIndex = 0; + 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]; - for (var i = 0; i < shadowCasters.Count; i++) - { - var shadowCaster = shadowCasters[i]; + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } + } - if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + // Draw the sprites, either as self shadowing or unshadowing + for (var i = 0; i < shadowCasters.Count; i++) { - if (shadowCaster.useRendererSilhouette) + var shadowCaster = shadowCasters[i]; + + if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender)) { - var renderer = shadowCaster.GetComponent(); - if (renderer != null) + if (shadowCaster.useRendererSilhouette) { - if (!shadowCaster.selfShadows) - cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial); - else - cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1); + // 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 - { - if (!shadowCaster.selfShadows) + else { var meshMat = shadowCaster.transform.localToWorldMatrix; - cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial); + 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 != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + } + } } } } 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 48f431d98a1..04a7ce7c58c 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl @@ -52,18 +52,28 @@ #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));\ + #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-shadow.r; \ color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ - } - - + } #define TRANSFER_SHADOWS(output)\ output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS); 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..08524cae408 --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -0,0 +1,59 @@ +#if !defined(SHADOW_PROJECT_VERTEX) +#define SHADOW_PROJECT_VERTEX + +struct Attributes\ +{\ + float3 vertex : POSITION;\ + float4 tangent: TANGENT;\ + float4 extrusion : COLOR;\ +};\ + +struct Varyings\ +{\ + float4 vertex : SV_POSITION;\ +};\ + +uniform float3 _LightPos;\ +uniform float _ShadowRadius; + + +Varyings ProjectShadow(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); + + 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..63ba4c60c1e --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader @@ -0,0 +1,84 @@ +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] + ColorMask R + + 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..830106c3a9f 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 +11,23 @@ Shader "Hidden/Shadow2DRemoveSelf" Cull Off BlendOp Add - Blend One One + Blend SrcAlpha OneMinusSrcAlpha 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] + ColorMask R + HLSLPROGRAM #pragma vertex vert #pragma fragment frag @@ -43,8 +47,7 @@ Shader "Hidden/Shadow2DRemoveSelf" }; sampler2D _MainTex; - float4 _MainTex_ST; - float _ReceivesShadows; + float4 _MainTex_ST; Varyings vert (Attributes v) { @@ -57,13 +60,7 @@ 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(1, 1, 1, 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..1c6064b671a --- /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 SrcAlpha OneMinusSrcAlpha + ZWrite Off + + Pass + { + //Bit 0: Composite Shadow Bit, Bit 1: Global Shadow Bit + Stencil + { + Ref 1 + Comp Equal + Pass Keep + Fail Keep + } + + //ColorMask [_ShadowColorMask] + ColorMask R + + 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); + return half4(0, 0, 0, main.a); + } + 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 - } - } -} From 553f4006b1e2d99355d8102c890c446a41fa3407 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Tue, 19 Jan 2021 10:27:48 +0800 Subject: [PATCH 02/31] Fixed code to support single channel shadows --- .../Runtime/2D/Shadows/ShadowRendering.cs | 10 ++++++++-- .../Shaders/2D/Include/LightingUtility.hlsl | 3 ++- .../Shaders/2D/Shadow2D-Projected.shader | 3 +-- .../Shaders/2D/Shadow2D-Shadow-Sprite.shader | 3 +-- .../Shaders/2D/Shadow2D-Unshadow-Sprite.shader | 3 +-- 5 files changed, 13 insertions(+), 9 deletions(-) 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 e8525eea250..0f91780473a 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -17,6 +17,8 @@ internal static class ShadowRendering private static readonly ProfilingSampler m_ProfilingSamplerShadows = new ProfilingSampler("Draw 2D Shadow Texture"); 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) }; + public static uint maxTextureCount { get; private set; } public static void InitializeBudget(uint maxTextureCount) @@ -144,8 +146,12 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - // TODO: replace 0 with a color mask value. We should have a colormask passed in to this function - int colorMask = 0; + // TODO: We should have colorBit passed in to this function + // Bit 0 - Alpha, 1 - Blue, 2 - Green, 3 - Red + int colorBit = 2; + int colorMask = 1 << colorBit; + + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); 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 04a7ce7c58c..39ae7749410 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl @@ -67,11 +67,12 @@ //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; \ + half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgb) ; \ color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader index 63ba4c60c1e..6cdc3716e10 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader @@ -27,8 +27,7 @@ Shader "Hidden/ShadowProjected2D" Fail Keep } - //ColorMask [_ShadowColorMask] - ColorMask R + ColorMask [_ShadowColorMask] HLSLPROGRAM #pragma vertex vert diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader index 830106c3a9f..1dc3d9f0910 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader @@ -25,8 +25,7 @@ Shader "Hidden/Shadow2DShadowSprite" Fail Keep } - //ColorMask [_ShadowColorMask] - ColorMask R + ColorMask [_ShadowColorMask] HLSLPROGRAM #pragma vertex vert 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 index 1c6064b671a..0e44ba31e76 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader @@ -25,8 +25,7 @@ Shader "Hidden/Shadow2DUnshadowSprite" Fail Keep } - //ColorMask [_ShadowColorMask] - ColorMask R + ColorMask [_ShadowColorMask] HLSLPROGRAM #pragma vertex vert From 9f879288dbe73c4ad6df05629501386a60f2e124 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Tue, 19 Jan 2021 16:21:10 +0800 Subject: [PATCH 03/31] Fixed shadows on the alpha channel --- .../Runtime/2D/Shadows/ShadowRendering.cs | 4 ++-- .../Shaders/2D/Include/LightingUtility.hlsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) 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 0f91780473a..c3a275ce7ae 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -139,7 +139,7 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) { cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); - cmdBuffer.ClearRenderTarget(true, true, Color.black); // clear stencil + cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil var shadowRadius = 1.42f * light.boundingSphere.radius; @@ -148,7 +148,7 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData // TODO: We should have colorBit passed in to this function // Bit 0 - Alpha, 1 - Blue, 2 - Green, 3 - Red - int colorBit = 2; + int colorBit = 0; int colorMask = 1 << colorBit; cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); 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 39ae7749410..8f65d630ed8 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl @@ -72,7 +72,7 @@ if(intensity < 1)\ {\ half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \ - half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgb) ; \ + half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgba) ; \ color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\ } From 81e608496cc6fbb171c6f4c21f21e8585e00d863 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Tue, 19 Jan 2021 17:13:38 +0800 Subject: [PATCH 04/31] Remaining issue with single color channel, and removed added vertex --- .../Runtime/2D/Shadows/ShadowUtility.cs | 8 ++------ .../Shaders/2D/Include/ShadowProjectVertex.hlsl | 8 +------- .../Shaders/2D/Shadow2D-Shadow-Sprite.shader | 4 ++-- .../Shaders/2D/Shadow2D-Unshadow-Sprite.shader | 5 +++-- 4 files changed, 8 insertions(+), 17 deletions(-) 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..dcfca66d63d 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -132,16 +132,12 @@ public static void GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) // Create interior geometry int pointCount = shapePath.Length; - var inputs = new ContourVertex[2 * pointCount]; + var inputs = new ContourVertex[pointCount]; for (int i = 0; i < pointCount; 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 }; + inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y, Z = 0 }, Data = extrusionData }; } Tess tessI = new Tess(); diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 08524cae408..b80cb148b7c 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -34,17 +34,11 @@ Varyings ProjectShadow(Attributes v) // 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 shadowDir = normalize(shadowDir0); float3 sharedShadowOffset = sharedShadowTest * _ShadowRadius * shadowDir; diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader index 1dc3d9f0910..c57111a0563 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Shadow-Sprite.shader @@ -11,7 +11,7 @@ Shader "Hidden/Shadow2DShadowSprite" Cull Off BlendOp Add - Blend SrcAlpha OneMinusSrcAlpha + Blend One Zero ZWrite Off Pass @@ -59,7 +59,7 @@ Shader "Hidden/Shadow2DShadowSprite" half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); - return half4(1, 1, 1, main.a); + return half4(main.a, main.a, main.a, main.a); } ENDHLSL } 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 index 0e44ba31e76..e99bf2f32ed 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Sprite.shader @@ -11,7 +11,7 @@ Shader "Hidden/Shadow2DUnshadowSprite" Cull Off BlendOp Add - Blend SrcAlpha OneMinusSrcAlpha + Blend One Zero ZWrite Off Pass @@ -59,7 +59,8 @@ Shader "Hidden/Shadow2DUnshadowSprite" half4 frag(Varyings i) : SV_Target { half4 main = tex2D(_MainTex, i.uv); - return half4(0, 0, 0, main.a); + half color = 1-main.a; + return half4(color, color, color, color); } ENDHLSL } From 36459ce30e96cfd7e6adf92c56bc48544c4dec02 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Wed, 20 Jan 2021 12:28:07 +0800 Subject: [PATCH 05/31] Initial Checkin --- .../Runtime/2D/Shadows/ShadowRendering.cs | 2 +- .../2D/Include/ShadowProjectVertex.hlsl | 36 ++++++++++--------- 2 files changed, 21 insertions(+), 17 deletions(-) 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 c3a275ce7ae..ef0017fa48e 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -141,7 +141,7 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil - var shadowRadius = 1.42f * light.boundingSphere.radius; + var shadowRadius = light.boundingSphere.radius; cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index b80cb148b7c..e13435695d4 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -21,26 +21,30 @@ Varyings ProjectShadow(Attributes v) { Varyings o; float3 vertexWS = TransformObjectToWorld(v.vertex); // This should be in world space - float3 lightDir = _LightPos - vertexWS; - lightDir.z = 0; + float3 unnormalizedLightDir = _LightPos - vertexWS; + unnormalizedLightDir.z = 0; // Start of code to see if this point should be extruded - float3 lightDirection = normalize(lightDir); - - float3 endpoint = vertexWS + (_ShadowRadius * -lightDirection); - + float3 lightDir = normalize(unnormalizedLightDir); + float3 shadowDir = -lightDir; 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 shadowDir0 = vertexWS0 - _LightPos; - shadowDir0.z = 0; - shadowDir0 = normalize(shadowDir0); - - float3 shadowDir = normalize(shadowDir0); - float3 sharedShadowOffset = sharedShadowTest * _ShadowRadius * shadowDir; + // We need to solve to make sure our length will be long enough to be in our circle. Use similar triangles. h0/d0 = h1/d1 => h1 = d1 * h0 / d0 => h1 = radius * h0 / d0 + // d0 is distance to the side (from the light) + // h0 is distance to the vertex (from the light). + // d1 is the light radius + // h1 is the length of the projection (from the light) + // shadow length = h1 - h0 + + float h0 = length(float2(unnormalizedLightDir.x, unnormalizedLightDir.y)); + float d0 = dot(unnormalizedLightDir, worldTangent); + float shadowLength = max((_ShadowRadius * h0 / d0) - d0, 0); + + // Tests to make sure the light is between 0-90 degrees to the normal. Will be one if it is, zero if not. + float sharedShadowTest = saturate(ceil(dot(lightDir, worldTangent))); + + //float3 sharedShadowOffset = sharedShadowTest * shadowLength * shadowDir; + float3 sharedShadowOffset = sharedShadowTest * shadowLength * shadowDir; float3 position; position = vertexWS + sharedShadowOffset; From 91f7f8045ba3c9ad9dbc31809aadfb40d8d58420 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Fri, 22 Jan 2021 14:24:35 +0800 Subject: [PATCH 06/31] Fixed a number of issues with shadow rendering --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 21 +- .../Runtime/2D/Shadows/ShadowRendering.cs | 19 +- .../Runtime/2D/Shadows/ShadowUtility.cs | 199 +++++------------- .../2D/Include/ShadowProjectVertex.hlsl | 63 +++--- 4 files changed, 113 insertions(+), 189 deletions(-) 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 4b6d057bb4a..3e53ead9e43 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -26,15 +26,16 @@ public class ShadowCaster2D : ShadowCasterGroup2D internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; - internal Mesh mesh => m_Mesh; - internal Vector3[] shapePath => m_ShapePath; + 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 +76,14 @@ static int[] SetDefaultSortingLayers() return allLayers; } + internal bool IsLit(Light2D light) + { + Vector3 deltaPos = light.transform.position - m_ProjectedBoundingSphere.position; + float distanceSq = deltaPos.x * deltaPos.x + deltaPos.y * deltaPos.y; + + return distanceSq <= (light.boundingSphere.radius + m_ProjectedBoundingSphere.radius); + } + internal bool IsShadowedLayer(int layer) { return m_ApplyToSortingLayers != null ? Array.IndexOf(m_ApplyToSortingLayers, layer) >= 0 : false; @@ -126,7 +135,7 @@ 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 +154,9 @@ 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); 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 ef0017fa48e..d0db4ac99c5 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -174,10 +174,13 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData { var shadowCaster = shadowCasters[i]; - if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + if (shadowCaster.IsLit(light)) { - if (shadowCaster.castsShadows) - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } } } @@ -218,10 +221,14 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData { var shadowCaster = shadowCasters[i]; - if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + if (shadowCaster.IsLit(light)) { - if (shadowCaster.castsShadows) - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + { + if (shadowCaster.castsShadows) + 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 dcfca66d63d..bc8b13b9b95 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -11,164 +11,73 @@ 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); - } + vertices.Add(shapePath[i]); + normals.Add(Vector3.zero); } - } - - 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[pointCount]; - for (int i = 0; i < pointCount; i++) + // Add extrusion vertices, normals, and triangles + int vertexCount = pathLength; + for (int i=0;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/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index e13435695d4..4e34cee9ae4 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -1,53 +1,50 @@ #if !defined(SHADOW_PROJECT_VERTEX) #define SHADOW_PROJECT_VERTEX -struct Attributes\ -{\ - float3 vertex : POSITION;\ - float4 tangent: TANGENT;\ - float4 extrusion : COLOR;\ -};\ - -struct Varyings\ -{\ - float4 vertex : SV_POSITION;\ -};\ - -uniform float3 _LightPos;\ +#define SQUARE_ROOT_2 1.4142136f + +struct Attributes +{ + float3 vertex : POSITION; + float4 tangent: TANGENT; +}; + +struct Varyings +{ + float4 vertex : SV_POSITION; +}; + +uniform float3 _LightPos; uniform float _ShadowRadius; Varyings ProjectShadow(Attributes v) { Varyings o; - float3 vertexWS = TransformObjectToWorld(v.vertex); // This should be in world space - float3 unnormalizedLightDir = _LightPos - vertexWS; - unnormalizedLightDir.z = 0; + float3 vertexWS0 = TransformObjectToWorld(float3(v.vertex.xy,0)); // This should be in world space + float3 vertexWS1 = TransformObjectToWorld(float3(v.tangent.zw,0)); // the tangent has + float3 unnormalizedLightDir0 = _LightPos - vertexWS0; + float3 unnormalizedLightDir1 = _LightPos - vertexWS1; + + float3 lightDir0 = normalize(unnormalizedLightDir0); + float3 lightDir1 = normalize(unnormalizedLightDir1); + float3 avgLightDir = normalize(lightDir0 + lightDir1); // Start of code to see if this point should be extruded - float3 lightDir = normalize(unnormalizedLightDir); - float3 shadowDir = -lightDir; - float3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz); - // We need to solve to make sure our length will be long enough to be in our circle. Use similar triangles. h0/d0 = h1/d1 => h1 = d1 * h0 / d0 => h1 = radius * h0 / d0 - // d0 is distance to the side (from the light) - // h0 is distance to the vertex (from the light). - // d1 is the light radius - // h1 is the length of the projection (from the light) - // shadow length = h1 - h0 - float h0 = length(float2(unnormalizedLightDir.x, unnormalizedLightDir.y)); - float d0 = dot(unnormalizedLightDir, worldTangent); - float shadowLength = max((_ShadowRadius * h0 / d0) - d0, 0); + float shadowLength = _ShadowRadius / dot(-lightDir0, -avgLightDir); + + float3 normalWS = TransformObjectToWorldDir(float3(v.tangent.xy, 0)); + // Tests to make sure the light is between 0-90 degrees to the normal. Will be one if it is, zero if not. - float sharedShadowTest = saturate(ceil(dot(lightDir, worldTangent))); - - //float3 sharedShadowOffset = sharedShadowTest * shadowLength * shadowDir; - float3 sharedShadowOffset = sharedShadowTest * shadowLength * shadowDir; + float3 shadowDir = -lightDir0; + float shadowTest = dot(lightDir0, normalWS) < 0; + float3 shadowOffset = shadowTest * shadowLength * shadowDir; float3 position; - position = vertexWS + sharedShadowOffset; + position = shadowTest * (_LightPos + shadowOffset) + (1-shadowTest) * vertexWS0; o.vertex = TransformWorldToHClip(position); From b439562d417fc492547e46f9a3146df87f85d6fc Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Fri, 22 Jan 2021 15:10:04 +0800 Subject: [PATCH 07/31] Added versioning code for ShadowCaster2D --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) 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 3e53ead9e43..e53c50d11e3 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -13,6 +13,9 @@ namespace UnityEngine.Experimental.Rendering.Universal [AddComponentMenu("Rendering/2D/Shadow Caster 2D (Experimental)")] public class ShadowCaster2D : ShadowCasterGroup2D { + const int k_CurrentVersion = 1; + [SerializeField] int m_Version = 0; + [SerializeField] bool m_HasRenderer = false; [SerializeField] bool m_UseRendererSilhouette = true; [SerializeField] bool m_CastsShadows = true; @@ -22,6 +25,7 @@ public class ShadowCaster2D : ShadowCasterGroup2D [SerializeField] int m_ShapePathHash = 0; [SerializeField] Mesh m_Mesh; [SerializeField] int m_InstanceId; + internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; @@ -132,11 +136,12 @@ private void Awake() protected void OnEnable() { - if (m_Mesh == null || m_InstanceId != GetInstanceID()) + if (m_Mesh == null || m_InstanceId != GetInstanceID() || m_Version != k_CurrentVersion) { m_Mesh = new Mesh(); m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); + m_Version = k_CurrentVersion; } m_ShadowCasterGroup = null; From f19d02f0a4fb5f3984b418556c3282d79d0317bf Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Tue, 26 Jan 2021 13:07:57 +0800 Subject: [PATCH 08/31] in progress work.. --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 7 +++++- .../Runtime/2D/Shadows/ShadowRendering.cs | 4 ++++ .../Runtime/2D/Shadows/ShadowUtility.cs | 13 ++++++++++- .../2D/Include/ShadowProjectVertex.hlsl | 23 ++++++++----------- 4 files changed, 31 insertions(+), 16 deletions(-) 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 e53c50d11e3..1c92daa4c5a 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -83,9 +83,14 @@ static int[] SetDefaultSortingLayers() internal bool IsLit(Light2D light) { Vector3 deltaPos = light.transform.position - m_ProjectedBoundingSphere.position; - float distanceSq = deltaPos.x * deltaPos.x + deltaPos.y * deltaPos.y; + float distanceSq = Vector3.SqrMagnitude(deltaPos); return distanceSq <= (light.boundingSphere.radius + m_ProjectedBoundingSphere.radius); + + Debug.DrawLine(light.transform.position, light.transform.position + new Vector3(distanceSq, 0), Color.magenta, 10); + Debug.DrawLine(m_ProjectedBoundingSphere.position, m_ProjectedBoundingSphere.position + new Vector3(m_ProjectedBoundingSphere.radius, 0), Color.magenta, 10); + + return true; } internal bool IsShadowedLayer(int layer) 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 d0db4ac99c5..8b939d6e012 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -4,6 +4,10 @@ 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"); 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 bc8b13b9b95..f8d29bffd56 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -29,8 +29,19 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) int pathLength = shapePath.Length; for (int i = 0; i < pathLength; i++) { - vertices.Add(shapePath[i]); + 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; } // Add extrusion vertices, normals, and triangles diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 4e34cee9ae4..b1fa44a9464 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -1,8 +1,6 @@ #if !defined(SHADOW_PROJECT_VERTEX) #define SHADOW_PROJECT_VERTEX -#define SQUARE_ROOT_2 1.4142136f - struct Attributes { float3 vertex : POSITION; @@ -17,12 +15,13 @@ struct Varyings uniform float3 _LightPos; uniform float _ShadowRadius; - Varyings ProjectShadow(Attributes v) { Varyings o; - float3 vertexWS0 = TransformObjectToWorld(float3(v.vertex.xy,0)); // This should be in world space - float3 vertexWS1 = TransformObjectToWorld(float3(v.tangent.zw,0)); // the tangent has + + // 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 vertexWS0 = TransformObjectToWorld(float3(v.vertex.xy, 0)); + float3 vertexWS1 = TransformObjectToWorld(float3(v.tangent.zw, 0)); // the tangent has the adjacent point stored in zw float3 unnormalizedLightDir0 = _LightPos - vertexWS0; float3 unnormalizedLightDir1 = _LightPos - vertexWS1; @@ -30,22 +29,18 @@ Varyings ProjectShadow(Attributes v) float3 lightDir1 = normalize(unnormalizedLightDir1); float3 avgLightDir = normalize(lightDir0 + lightDir1); - // Start of code to see if this point should be extruded - - - float shadowLength = _ShadowRadius / dot(-lightDir0, -avgLightDir); - + float shadowLength = _ShadowRadius / dot(-lightDir0, -avgLightDir); float3 normalWS = TransformObjectToWorldDir(float3(v.tangent.xy, 0)); - // 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 = dot(lightDir0, normalWS) < 0; float3 shadowOffset = shadowTest * shadowLength * shadowDir; - float3 position; - position = shadowTest * (_LightPos + shadowOffset) + (1-shadowTest) * vertexWS0; - + // If we are suppose to extrude this point, then + float3 position = shadowTest * (_LightPos + shadowOffset) + (1 - shadowTest) * vertexWS0;; + + o.vertex = TransformWorldToHClip(position); return o; From 81a6e833a4e297ece0dbf76e64374903d90f6b47 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 09:15:54 +0800 Subject: [PATCH 09/31] Revert "Added versioning code for ShadowCaster2D" This reverts commit b439562d417fc492547e46f9a3146df87f85d6fc. --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) 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 8818a2cf876..aac6e41bdca 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -13,9 +13,6 @@ namespace UnityEngine.Experimental.Rendering.Universal [AddComponentMenu("Rendering/2D/Shadow Caster 2D (Experimental)")] public class ShadowCaster2D : ShadowCasterGroup2D { - const int k_CurrentVersion = 1; - [SerializeField] int m_Version = 0; - [SerializeField] bool m_HasRenderer = false; [SerializeField] bool m_UseRendererSilhouette = true; [SerializeField] bool m_CastsShadows = true; @@ -25,7 +22,6 @@ public class ShadowCaster2D : ShadowCasterGroup2D [SerializeField] int m_ShapePathHash = 0; [SerializeField] Mesh m_Mesh; [SerializeField] int m_InstanceId; - internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; @@ -141,12 +137,11 @@ private void Awake() protected void OnEnable() { - if (m_Mesh == null || m_InstanceId != GetInstanceID() || m_Version != k_CurrentVersion) + if (m_Mesh == null || m_InstanceId != GetInstanceID()) { m_Mesh = new Mesh(); m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); - m_Version = k_CurrentVersion; } m_ShadowCasterGroup = null; From 9341272309575d65f17b67643f5d150711080a54 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 12:13:30 +0800 Subject: [PATCH 10/31] Revert "Revert "Added versioning code for ShadowCaster2D"" This reverts commit 81a6e833a4e297ece0dbf76e64374903d90f6b47. --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) 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 aac6e41bdca..8818a2cf876 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -13,6 +13,9 @@ namespace UnityEngine.Experimental.Rendering.Universal [AddComponentMenu("Rendering/2D/Shadow Caster 2D (Experimental)")] public class ShadowCaster2D : ShadowCasterGroup2D { + const int k_CurrentVersion = 1; + [SerializeField] int m_Version = 0; + [SerializeField] bool m_HasRenderer = false; [SerializeField] bool m_UseRendererSilhouette = true; [SerializeField] bool m_CastsShadows = true; @@ -22,6 +25,7 @@ public class ShadowCaster2D : ShadowCasterGroup2D [SerializeField] int m_ShapePathHash = 0; [SerializeField] Mesh m_Mesh; [SerializeField] int m_InstanceId; + internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; @@ -137,11 +141,12 @@ private void Awake() protected void OnEnable() { - if (m_Mesh == null || m_InstanceId != GetInstanceID()) + if (m_Mesh == null || m_InstanceId != GetInstanceID() || m_Version != k_CurrentVersion) { m_Mesh = new Mesh(); m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); + m_Version = k_CurrentVersion; } m_ShadowCasterGroup = null; From e2b0d06ee45c064ea7f526cdfe5af4979f049393 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 22:15:03 +0800 Subject: [PATCH 11/31] Fixed orthographic shadow projection for arbitrary rotation --- .../Runtime/2D/Shadows/ShadowRendering.cs | 19 +++++++++++ .../2D/Include/ShadowProjectVertex.hlsl | 33 +++++++++++-------- .../Shaders/2D/Shadow2D-Projected.shader | 2 ++ 3 files changed, 40 insertions(+), 14 deletions(-) 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 8b939d6e012..82252465707 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -17,6 +17,9 @@ internal static class ShadowRendering 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"); @@ -138,6 +141,16 @@ public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shado cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[shadowIndex].id); } + public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster) + { + Vector3 shadowCasterScale = shadowCaster.transform.lossyScale; + Matrix4x4 shadowMatrix = Matrix4x4.TRS(shadowCaster.transform.position, shadowCaster.transform.rotation, Vector3.one); + + 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) { using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) @@ -183,7 +196,10 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } } } } @@ -231,7 +247,10 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData 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/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index b1fa44a9464..388375e711f 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -13,36 +13,41 @@ struct Varyings }; 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 are used to bake the local scale into our local position. _ShadowModelMatrix, _ShadowModelInvMatrix are model matrices without local 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 vertexWS0 = TransformObjectToWorld(float3(v.vertex.xy, 0)); - float3 vertexWS1 = TransformObjectToWorld(float3(v.tangent.zw, 0)); // the tangent has the adjacent point stored in zw - float3 unnormalizedLightDir0 = _LightPos - vertexWS0; - float3 unnormalizedLightDir1 = _LightPos - vertexWS1; + 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,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 normalWS = TransformObjectToWorldDir(float3(v.tangent.xy, 0)); + 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 = dot(lightDir0, normalWS) < 0; - float3 shadowOffset = shadowTest * shadowLength * shadowDir; - - // If we are suppose to extrude this point, then - float3 position = shadowTest * (_LightPos + shadowOffset) + (1 - shadowTest) * vertexWS0;; + 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 = TransformWorldToHClip(position); - + o.vertex = mul(GetWorldToHClipMatrix(), mul(_ShadowModelMatrix, float4(finalVertexOS, 1.0))); return o; } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader index 6cdc3716e10..3ea1f8362bc 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader @@ -30,6 +30,7 @@ Shader "Hidden/ShadowProjected2D" ColorMask [_ShadowColorMask] HLSLPROGRAM + #pragma enable_d3d11_debug_symbols #pragma vertex vert #pragma fragment frag @@ -62,6 +63,7 @@ Shader "Hidden/ShadowProjected2D" ColorMask 0 HLSLPROGRAM + #pragma enable_d3d11_debug_symbols #pragma vertex vert #pragma fragment frag From 9429cf4a0d1eb345759cc5ab86419911612dafee Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 22:38:10 +0800 Subject: [PATCH 12/31] Fixed perspective issue for shadow --- .../Shaders/2D/Include/LightingUtility.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 fcaf09a3901..c0ec6ea2826 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl @@ -76,7 +76,7 @@ } #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);\ From e391623dc15a231dc6d73b90fbd40e4eb1532bfb Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 22:46:17 +0800 Subject: [PATCH 13/31] Fixed another perspective issue with shadows --- .../Shaders/2D/Include/ShadowProjectVertex.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 388375e711f..c29975e2498 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -27,7 +27,7 @@ Varyings ProjectShadow(Attributes v) // 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,1)).xy,0); // Transform the light into local space + float3 lightPosOS = float3(mul(_ShadowModelInvMatrix, float4(_LightPos.x, _LightPos.y, 0, 1)).xyz); // Transform the light into local space float3 unnormalizedLightDir0 = vertexOS0 - lightPosOS; float3 unnormalizedLightDir1 = vertexOS1 - lightPosOS; From 9590864250963584406f90767656e3c550de73d8 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 22:48:35 +0800 Subject: [PATCH 14/31] Updated a comment --- .../Shaders/2D/Include/ShadowProjectVertex.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index c29975e2498..0a54e77c612 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -22,7 +22,7 @@ Varyings ProjectShadow(Attributes v) { Varyings o; - // Scale really messes things up. _ShadowModelScale are used to bake the local scale into our local position. _ShadowModelMatrix, _ShadowModelInvMatrix are model matrices without local scale + // 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); From d76f961e39a63e48caaa46f970b4b89db870d226 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sun, 7 Mar 2021 22:50:44 +0800 Subject: [PATCH 15/31] Fixed a few more issues. Seems to be working pretty well again --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 6 +----- .../Runtime/2D/Shadows/ShadowRendering.cs | 2 -- 2 files changed, 1 insertion(+), 7 deletions(-) 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 8818a2cf876..03d6f7c11fb 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -85,11 +85,7 @@ internal bool IsLit(Light2D light) Vector3 deltaPos = light.transform.position - m_ProjectedBoundingSphere.position; float distanceSq = Vector3.SqrMagnitude(deltaPos); - return distanceSq <= (light.boundingSphere.radius + m_ProjectedBoundingSphere.radius); - - Debug.DrawLine(light.transform.position, light.transform.position + new Vector3(distanceSq, 0), Color.magenta, 10); - Debug.DrawLine(m_ProjectedBoundingSphere.position, m_ProjectedBoundingSphere.position + new Vector3(m_ProjectedBoundingSphere.radius, 0), Color.magenta, 10); - + //return distanceSq <= (light.boundingSphere.radius + m_ProjectedBoundingSphere.radius); return true; } 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 82252465707..741f36a0585 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -177,8 +177,6 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) { - var previousShadowGroupIndex = -1; - var incrementingGroupIndex = 0; for (var group = 0; group < shadowCasterGroups.Count; group++) { var shadowCasterGroup = shadowCasterGroups[group]; From 3738fc2002511d540673d18c19cec97ed997da12 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Wed, 10 Mar 2021 12:00:53 +0800 Subject: [PATCH 16/31] Fixed some issues with culling --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 8 +- .../Runtime/2D/Shadows/ShadowRendering.cs | 148 +++++++++++------- 2 files changed, 93 insertions(+), 63 deletions(-) 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 03d6f7c11fb..5f90890dba2 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -82,11 +82,13 @@ static int[] SetDefaultSortingLayers() internal bool IsLit(Light2D light) { - Vector3 deltaPos = light.transform.position - m_ProjectedBoundingSphere.position; + Vector3 deltaPos = light.transform.position - (m_ProjectedBoundingSphere.position + transform.position) ; float distanceSq = Vector3.SqrMagnitude(deltaPos); - //return distanceSq <= (light.boundingSphere.radius + m_ProjectedBoundingSphere.radius); - return true; + 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) 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 741f36a0585..b04bb64fd87 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -155,28 +155,11 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData { using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) { - cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); - cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil - - var shadowRadius = light.boundingSphere.radius; - - cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); - cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - - // TODO: We should have colorBit passed in to this function - // Bit 0 - Alpha, 1 - Blue, 2 - Green, 3 - Red - int colorBit = 0; - int colorMask = 1 << colorBit; - - cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); - var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); - var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); - var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); - var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); - + bool hasShadow = false; var shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; if (shadowCasterGroups != null && shadowCasterGroups.Count > 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++) { var shadowCasterGroup = shadowCasterGroups[group]; @@ -188,66 +171,111 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData 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, 0); - } - } + hasShadow = true; + break; } } + } + } - // Draw the sprites, either as self shadowing or unshadowing - for (var i = 0; i < shadowCasters.Count; i++) - { - var shadowCaster = shadowCasters[i]; + if (hasShadow) + { + cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); + cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil + + var shadowRadius = light.boundingSphere.radius; + + cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); + cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); + + // TODO: We should have colorBit passed in to this function + // Bit 0 - Alpha, 1 - Blue, 2 - Green, 3 - Red + int colorBit = 0; + int colorMask = 1 << colorBit; + + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); + var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); + var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); + var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); + var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); - if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender)) + for (var group = 0; group < shadowCasterGroups.Count; group++) + { + var shadowCasterGroup = shadowCasterGroups[group]; + var shadowCasters = shadowCasterGroup.GetShadowCasters(); + + if (shadowCasters != 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.useRendererSilhouette) - { - // Draw using the sprite renderer - var renderer = (Renderer)null; - shadowCaster.TryGetComponent(out renderer); + var shadowCaster = shadowCasters[i]; - if (renderer != null) + if (shadowCaster.IsLit(light)) + { + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { - var material = shadowCaster.selfShadows ? selfShadowMaterial : unshadowMaterial; - if (material != null) - cmdBuffer.DrawRenderer(renderer, material); + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } } } - 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 sprites, either as self shadowing or unshadowing + for (var i = 0; i < shadowCasters.Count; i++) + { + 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)) + // 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 != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + if (shadowCaster.IsLit(light)) { - if (shadowCaster.castsShadows) + + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { - SetShadowProjectionGlobals(cmdBuffer, shadowCaster); - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + } } } } From a403ab610b2d7454cfebd019b29fe047cff4956a Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Wed, 10 Mar 2021 23:04:06 +0800 Subject: [PATCH 17/31] Removed debug pragma --- .../Shaders/2D/Shadow2D-Projected.shader | 2 -- 1 file changed, 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader index 3ea1f8362bc..6cdc3716e10 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Projected.shader @@ -30,7 +30,6 @@ Shader "Hidden/ShadowProjected2D" ColorMask [_ShadowColorMask] HLSLPROGRAM - #pragma enable_d3d11_debug_symbols #pragma vertex vert #pragma fragment frag @@ -63,7 +62,6 @@ Shader "Hidden/ShadowProjected2D" ColorMask 0 HLSLPROGRAM - #pragma enable_d3d11_debug_symbols #pragma vertex vert #pragma fragment frag From 00aec05c5da0561815b401845508882e48c21aac Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Thu, 11 Mar 2021 01:02:13 +0800 Subject: [PATCH 18/31] Can now use channels when prerendering shadow casting lights --- .../2D/Passes/Utility/RendererLighting.cs | 16 ++++----- .../Runtime/2D/Shadows/ShadowRendering.cs | 34 +++++++++++++------ 2 files changed, 31 insertions(+), 19 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs index d4c31dce889..861b4d6b8ca 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs @@ -174,11 +174,11 @@ 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; @@ -193,12 +193,11 @@ 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++; } @@ -269,11 +268,11 @@ private static void RenderLightSet(IRenderPass2D pass, RenderingData renderingDa public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, int endLayerValue, RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, List lights) { - var maxShadowTextureCount = ShadowRendering.maxTextureCount; + var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures 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; @@ -288,12 +287,11 @@ 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.volumetricShadowsEnabled && light.shadowVolumeIntensity > 0) { - ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmd, shadowLightCount); ShadowRendering.PrerenderShadows(pass, renderingData, cmd, layerToRender, light, shadowLightCount, light.shadowVolumeIntensity); shadowLightCount++; } @@ -325,7 +323,7 @@ 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/Shadows/ShadowRendering.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs index b04bb64fd87..0df950a72b9 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -20,7 +20,7 @@ internal static class ShadowRendering 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 RenderTargetHandle[] m_RenderTargets = null; @@ -95,6 +95,7 @@ private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererDa return rendererData.spriteUnshadowMaterial; } + public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex) { CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer); @@ -102,13 +103,24 @@ 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; + var needNewTexture = shadowIndex == 0; + + if (needNewTexture) + 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); } @@ -138,7 +150,11 @@ private static void CreateShadowRenderTexture(IRenderPass2D pass, RenderTargetHa public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex) { - cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[shadowIndex].id); + var colorChannel = shadowIndex % 4; + var textureIndex = shadowIndex / 4; + + if(colorChannel == 0) + cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[textureIndex].id); } public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster) @@ -151,7 +167,7 @@ public static void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCas 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) { using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadows)) { @@ -183,18 +199,16 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData if (hasShadow) { cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); - cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil + + if(colorBit == 0) + cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil var shadowRadius = light.boundingSphere.radius; cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - // TODO: We should have colorBit passed in to this function - // Bit 0 - Alpha, 1 - Blue, 2 - Green, 3 - Red - int colorBit = 0; int colorMask = 1 << colorBit; - cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); From 4528b7161da1e75e02726f1a84f688e237bf66ab Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Thu, 11 Mar 2021 08:19:36 +0800 Subject: [PATCH 19/31] Fixed problem with not creating shadow texture --- .../Runtime/2D/Shadows/ShadowRendering.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) 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 0df950a72b9..28b23ef062f 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -105,9 +105,8 @@ public static void PrerenderShadows(IRenderPass2D pass, RenderingData renderingD { var colorChannel = shadowIndex % 4; var textureIndex = shadowIndex / 4; - var needNewTexture = shadowIndex == 0; - if (needNewTexture) + if (colorChannel == 0) ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex); // Render the shadows for this light From 86af676efea2318f2f4e690fac2ec9061609ca26 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Thu, 11 Mar 2021 10:41:55 +0800 Subject: [PATCH 20/31] Fixed versioning --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 33 ++++++++++++++++--- 1 file changed, 28 insertions(+), 5 deletions(-) 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 5f90890dba2..05953cd95fc 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -11,10 +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 { - const int k_CurrentVersion = 1; - [SerializeField] int m_Version = 0; + 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; @@ -30,6 +36,7 @@ public class ShadowCaster2D : ShadowCasterGroup2D internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; + [SerializeField] internal BoundingSphere m_ProjectedBoundingSphere; public Mesh mesh => m_Mesh; @@ -139,12 +146,11 @@ private void Awake() protected void OnEnable() { - if (m_Mesh == null || m_InstanceId != GetInstanceID() || m_Version != k_CurrentVersion) + if (m_Mesh == null || m_InstanceId != GetInstanceID()) { m_Mesh = new Mesh(); m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); - m_Version = k_CurrentVersion; } m_ShadowCasterGroup = null; @@ -193,6 +199,23 @@ 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() { From 93099e435fdf5b348e7ed8cccc80f9eb0edc2ad8 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Thu, 11 Mar 2021 12:13:58 +0800 Subject: [PATCH 21/31] Fixed formatting --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 4 +--- .../Runtime/2D/Shadows/ShadowRendering.cs | 9 +++------ .../Runtime/2D/Shadows/ShadowUtility.cs | 6 +++--- 3 files changed, 7 insertions(+), 12 deletions(-) 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 05953cd95fc..004699ad193 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -21,7 +21,6 @@ public enum ComponentVersions 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; @@ -31,7 +30,6 @@ public enum ComponentVersions [SerializeField] int m_ShapePathHash = 0; [SerializeField] Mesh m_Mesh; [SerializeField] int m_InstanceId; - internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; @@ -89,7 +87,7 @@ static int[] SetDefaultSortingLayers() internal bool IsLit(Light2D light) { - Vector3 deltaPos = light.transform.position - (m_ProjectedBoundingSphere.position + transform.position) ; + Vector3 deltaPos = light.transform.position - (m_ProjectedBoundingSphere.position + transform.position); float distanceSq = Vector3.SqrMagnitude(deltaPos); float lightRadiusSq = light.boundingSphere.radius * light.boundingSphere.radius; 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 28b23ef062f..a78159d5dd8 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -4,7 +4,6 @@ namespace UnityEngine.Experimental.Rendering.Universal { - // TODO: Culling of shadow casters, rotate color channels for shadow casting, check get material functions. @@ -20,7 +19,7 @@ internal static class ShadowRendering 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 RenderTargetHandle[] m_RenderTargets = null; @@ -95,7 +94,6 @@ private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererDa return rendererData.spriteUnshadowMaterial; } - public static void CreateShadowRenderTexture(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int shadowIndex) { CreateShadowRenderTexture(pass, m_RenderTargets[shadowIndex], renderingData, cmdBuffer); @@ -152,7 +150,7 @@ public static void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shado var colorChannel = shadowIndex % 4; var textureIndex = shadowIndex / 4; - if(colorChannel == 0) + if (colorChannel == 0) cmdBuffer.ReleaseTemporaryRT(m_RenderTargets[textureIndex].id); } @@ -199,7 +197,7 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData { cmdBuffer.SetRenderTarget(renderTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); - if(colorBit == 0) + if (colorBit == 0) cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil var shadowRadius = light.boundingSphere.radius; @@ -281,7 +279,6 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData if (shadowCaster.IsLit(light)) { - if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.castsShadows) 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 f8d29bffd56..614bfcdfcaa 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -46,7 +46,7 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) // Add extrusion vertices, normals, and triangles int vertexCount = pathLength; - for (int i=0;i Date: Sat, 13 Mar 2021 07:47:18 +0800 Subject: [PATCH 22/31] Added profiling sampling per channel to Shadow Rendering --- .../Runtime/2D/Shadows/ShadowRendering.cs | 126 ++++++++++-------- 1 file changed, 67 insertions(+), 59 deletions(-) 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 a78159d5dd8..f1a1378f0c7 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -21,9 +21,14 @@ internal static class ShadowRendering 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; } @@ -200,91 +205,94 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData if (colorBit == 0) cmdBuffer.ClearRenderTarget(true, true, Color.clear); // clear stencil - var shadowRadius = light.boundingSphere.radius; - - cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); - cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); + using (new ProfilingScope(cmdBuffer, m_ProfilingSamplerShadowColorsLookup[colorBit])) + { + var shadowRadius = light.boundingSphere.radius; - int colorMask = 1 << colorBit; - cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); - var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); - var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); - var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); - var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); + cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); + cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - for (var group = 0; group < shadowCasterGroups.Count; group++) - { - var shadowCasterGroup = shadowCasterGroups[group]; - var shadowCasters = shadowCasterGroup.GetShadowCasters(); + int colorMask = 1 << colorBit; + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); + var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); + var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); + var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); + var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); - if (shadowCasters != null) + for (var group = 0; group < shadowCasterGroups.Count; group++) { - // Draw the projected shadows for the shadow caster group. Writing into the group stencil buffer bit - for (var i = 0; i < shadowCasters.Count; i++) - { - var shadowCaster = shadowCasters[i]; + var shadowCasterGroup = shadowCasterGroups[group]; + var shadowCasters = shadowCasterGroup.GetShadowCasters(); - if (shadowCaster.IsLit(light)) + if (shadowCasters != 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 != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) { - if (shadowCaster.castsShadows) + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { - SetShadowProjectionGlobals(cmdBuffer, shadowCaster); - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 0); + } } } } - } - - // Draw the sprites, either as self shadowing or unshadowing - for (var i = 0; i < shadowCasters.Count; i++) - { - var shadowCaster = shadowCasters[i]; - if (shadowCaster.IsLit(light)) + // Draw the sprites, either as self shadowing or unshadowing + for (var i = 0; i < shadowCasters.Count; i++) { - if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender)) + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) { - if (shadowCaster.useRendererSilhouette) + if (shadowCaster != null && shadowCaster.IsShadowedLayer(layerToRender)) { - // Draw using the sprite renderer - var renderer = (Renderer)null; - shadowCaster.TryGetComponent(out renderer); - - if (renderer != null) + 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.DrawRenderer(renderer, material); + cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, 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)) + // 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++) { - if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) + var shadowCaster = shadowCasters[i]; + + if (shadowCaster.IsLit(light)) { - if (shadowCaster.castsShadows) + if (shadowCaster != null && projectedShadowsMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { - SetShadowProjectionGlobals(cmdBuffer, shadowCaster); - cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + if (shadowCaster.castsShadows) + { + SetShadowProjectionGlobals(cmdBuffer, shadowCaster); + cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, projectedShadowsMaterial, 0, 1); + } } } } From 42d565e13e491e87896616787dfcd4e73558e445 Mon Sep 17 00:00:00 2001 From: "chris.chu" Date: Sat, 13 Mar 2021 07:47:59 +0800 Subject: [PATCH 23/31] Fixed a bug in ShadowProjectVertex.hlsl --- .../Shaders/2D/Include/ShadowProjectVertex.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 0a54e77c612..50f33d6dc46 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -27,7 +27,7 @@ Varyings ProjectShadow(Attributes v) // We should change 0 to a z value to shorten shadows. 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TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_ShadowPrerendering/072_ShadowPrerendering.asset rename to TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_Shadow_Prerendering/072_ShadowPrerendering.asset diff --git a/TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_ShadowPrerendering/072_ShadowPrerendering.asset.meta b/TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_Shadow_Prerendering/072_ShadowPrerendering.asset.meta similarity index 100% rename from TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_ShadowPrerendering/072_ShadowPrerendering.asset.meta rename to TestProjects/UniversalGraphicsTest_2D/Assets/Scenes/072_Shadow_Prerendering/072_ShadowPrerendering.asset.meta diff --git a/TestProjects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset b/TestProjects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset index cd646ab702e..32536bdf15a 100644 --- a/TestProjects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset @@ -29,4 +29,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/070_2D_Forward_Shader_Compatibility_2D.unity guid: c8f0da7688959b142bebd1f707d6f935 + - enabled: 1 + path: Assets/Scenes/072_Shadow_Prerendering.unity + guid: 5c51bb3f8f127fd4cbfa0fbdb9221b0e m_configObjects: {} diff --git a/TestProjects/UniversalGraphicsTest_2D/UserSettings/EditorUserSettings.asset b/TestProjects/UniversalGraphicsTest_2D/UserSettings/EditorUserSettings.asset index de89b08e4cc..d55dc2a8a40 100644 --- a/TestProjects/UniversalGraphicsTest_2D/UserSettings/EditorUserSettings.asset +++ b/TestProjects/UniversalGraphicsTest_2D/UserSettings/EditorUserSettings.asset @@ -6,10 +6,16 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - value: 00015754520308025c0c557114710a44144e4d7d7e7f716979781961b1b26d3a + value: 550901035c075f5f595b5c7749720d4412151d7f7f2c75347f7b4436e3b8636e flags: 0 RecentlyUsedScenePath-1: - value: 550901035c075f5f595b5c7749720d4412151d7f7f2c75347f7b4436e3b8636e + value: 00015754520308025c0c557114710a44144e4d7d7e7f716979781961b1b26d3a + flags: 0 + RecentlyUsedScenePath-2: + value: 5b060d5706060d0a5f5f097b49710944414f4e2c2a70733229781e60b1b6633a + flags: 0 + RecentlyUsedScenePath-3: + value: 5652015707575a5d55085d7047255b4415151e2b7c2e24342f704f61b3e2643d flags: 0 vcSharedLogLevel: value: 0d5e400f0650 From 4d0710a25428cb175bf7a28e380eaf6e42d0ba06 Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 14:23:12 +0800 Subject: [PATCH 26/31] Compilation Fix --- .../Runtime/2D/Passes/Utility/RendererLighting.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs index c1699df1c40..6f85b7681cf 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs @@ -279,7 +279,6 @@ public static void RenderLightVolumes(this IRenderPass2D pass, RenderingData ren RenderBufferStoreAction finalStoreAction, bool requiresRTInit, List lights) { var maxShadowLightCount = ShadowRendering.maxTextureCount * 4; // Now encodes shadows into RGBA as well as seperate textures - var requiresRTInit = true; // This case should never happen, but if it does it may cause an infinite loop later. if (maxShadowLightCount < 1) From 83135503b727a78ee76f1578efad3fe5efd0dbd2 Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 14:27:40 +0800 Subject: [PATCH 27/31] Reverted back to the old shadow casting mesh --- .../Runtime/2D/Shadows/ShadowUtility.cs | 209 ++++++++++++++---- .../2D/Include/ShadowProjectVertex.hlsl | 60 ++--- 2 files changed, 199 insertions(+), 70 deletions(-) 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 614bfcdfcaa..13df5138aa4 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -11,15 +11,120 @@ namespace UnityEngine.Experimental.Rendering.Universal { internal class ShadowUtility { - // I need another function to generate the mesh from the outline. - public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) + internal struct Edge : IComparable { - Debug.AssertFormat(shapePath.Length > 3, "Shadow shape path must have 3 or more vertices"); + public int vertexIndex0; + public int vertexIndex1; + public Vector4 tangent; + private bool compareReversed; // This is done so that edge AB can equal edge BA - List vertices = new List(); - List triangles = new List(); - List normals = new List(); + 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)); + } + + static void SortEdges(List edgesToProcess) + { + edgesToProcess.Sort(); + } + + static void CreateShadowTriangles(List vertices, List colors, List triangles, List tangents, List edges) + { + for (int edgeIndex = 0; edgeIndex < edges.Count; edgeIndex++) + { + 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); + } + } + } + + 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); + } + + static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) + { float minX = float.MaxValue; float maxX = float.MinValue; float minY = float.MaxValue; @@ -30,8 +135,6 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) for (int i = 0; i < pathLength; i++) { Vector3 vertex = shapePath[i]; - vertices.Add(vertex); - normals.Add(Vector3.zero); if (minX > vertex.x) minX = vertex.x; @@ -44,42 +147,6 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) maxY = vertex.y; } - // Add extrusion vertices, normals, and triangles - int vertexCount = pathLength; - for (int i = 0; i < pathLength; i++) - { - 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; - } - - mesh.Clear(); - mesh.vertices = vertices.ToArray(); - mesh.triangles = triangles.ToArray(); - mesh.tangents = normals.ToArray(); - // Calculate bounding sphere (circle) Vector3 origin = new Vector2(0.5f * (minX + maxX), 0.5f * (minY + maxY)); float deltaX = maxX - minX; @@ -90,5 +157,59 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) return retSphere; } + + public static BoundingSphere 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++) + { + 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 }; + } + + 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); + + List edges = new List(); + PopulateEdgeArray(vertices, triangles, edges); + SortEdges(edges); + CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges); + + Color[] finalExtrusion = extrusion.ToArray(); + Vector3[] finalVertices = vertices.ToArray(); + int[] finalTriangles = triangles.ToArray(); + Vector4[] finalTangents = tangents.ToArray(); + + mesh.Clear(); + mesh.vertices = finalVertices; + mesh.triangles = finalTriangles; + mesh.tangents = finalTangents; + mesh.colors = finalExtrusion; + + return ComputeBoudingSphere(shapePath); + } } } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 50f33d6dc46..0afd1162e33 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -5,6 +5,7 @@ struct Attributes { float3 vertex : POSITION; float4 tangent: TANGENT; + float4 extrusion : COLOR; }; struct Varyings @@ -22,32 +23,39 @@ 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))); + 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); + return o; } From 88d1997497803fb5789ef338c5d742693e202d15 Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 15:16:04 +0800 Subject: [PATCH 28/31] Fixed up bounding sphere --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 4 +--- .../Runtime/2D/Shadows/ShadowUtility.cs | 12 +++++++----- 2 files changed, 8 insertions(+), 8 deletions(-) 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 004699ad193..8de108d48f9 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -207,9 +207,7 @@ 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); + ShadowUtility.ComputeBoundingSphere(m_ShapePath, out m_ProjectedBoundingSphere); m_ComponentVersion = ComponentVersions.Version_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 13df5138aa4..fdba6685b89 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -123,7 +123,7 @@ static void InitializeTangents(int tangentsToAdd, List tangents) tangents.Add(Vector4.zero); } - static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) + static internal void ComputeBoundingSphere(Vector3[] shapePath, out BoundingSphere boundingSphere) { float minX = float.MaxValue; float maxX = float.MinValue; @@ -153,9 +153,8 @@ static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) float deltaY = maxY - minY; float radius = 0.5f * Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY); - BoundingSphere retSphere = new BoundingSphere(origin, radius); - - return retSphere; + boundingSphere.position = origin; + boundingSphere.radius = radius; } public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) @@ -209,7 +208,10 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) mesh.tangents = finalTangents; mesh.colors = finalExtrusion; - return ComputeBoudingSphere(shapePath); + BoundingSphere retSphere; + ComputeBoundingSphere(shapePath, out retSphere); + + return retSphere; } } } From 9eb22e857cd308a78c64cd1f3ee613eca0be427a Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 18:47:33 +0800 Subject: [PATCH 29/31] Fixes to creation of shadow materials --- .../Runtime/2D/Renderer2DData.cs | 13 ++-- .../Runtime/2D/Shadows/ShadowRendering.cs | 72 +++++++++++-------- 2 files changed, 50 insertions(+), 35 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs index 0897e839a8e..9e052a2c4ec 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs @@ -139,14 +139,19 @@ protected override void OnEnable() normalsRenderTarget.Init("_NormalMap"); shadowsRenderTarget.Init("_ShadowTex"); + + spriteSelfShadowMaterial = null; + spriteUnshadowMaterial = null; + projectedShadowMaterial = null; + stencilOnlyShadowMaterial = null; } // transient data internal Dictionary lightMaterials { get; } = new Dictionary(); - internal Material spriteSelfShadowMaterial { get; set; } - internal Material spriteUnshadowMaterial { get; set; } - internal Material projectedShadowMaterial { get; set; } - internal Material stencilOnlyShadowMaterial { get; 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/ShadowRendering.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs index f1a1378f0c7..77761b82188 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowRendering.cs @@ -49,54 +49,64 @@ public static void InitializeBudget(uint maxTextureCount) } } - private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorMask) + + private static Material[] CreateMaterials(Shader shader, int pass = 0) { - //if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial.shader) + const int k_ColorChannels = 4; + Material[] materials = new Material[k_ColorChannels]; + + for (int i = 0; i < k_ColorChannels; i++) { - var material = CoreUtils.CreateEngineMaterial(rendererData.projectedShadowShader); - material.SetInt(k_ShadowColorMaskID, colorMask); - material.SetPass(0); - rendererData.projectedShadowMaterial = material; + materials[i] = CoreUtils.CreateEngineMaterial(shader); + materials[i].SetInt(k_ShadowColorMaskID, 1 << i); + materials[i].SetPass(pass); } - return rendererData.projectedShadowMaterial; + return materials; } - private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorMask) + private static Material GetProjectedShadowMaterial(this Renderer2DData rendererData, int colorIndex) { - //if (rendererData.stencilOnlyShadowMaterial == null || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial.shader) + //rendererData.projectedShadowMaterial = null; + if (rendererData.projectedShadowMaterial == null || rendererData.projectedShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.projectedShadowMaterial[0].shader) { - var material = CoreUtils.CreateEngineMaterial(rendererData.projectedShadowShader); - material.SetInt(k_ShadowColorMaskID, colorMask); - material.SetPass(1); - rendererData.stencilOnlyShadowMaterial = material; + rendererData.projectedShadowMaterial = CreateMaterials(rendererData.projectedShadowShader); } - return rendererData.stencilOnlyShadowMaterial; + return rendererData.projectedShadowMaterial[colorIndex]; } - private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorMask) + private static Material GetStencilOnlyShadowMaterial(this Renderer2DData rendererData, int colorIndex) { - //if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial.shader) + //rendererData.stencilOnlyShadowMaterial = null; + if (rendererData.stencilOnlyShadowMaterial == null || rendererData.stencilOnlyShadowMaterial.Length == 0 || rendererData.projectedShadowShader != rendererData.stencilOnlyShadowMaterial[0].shader) { - Material material = CoreUtils.CreateEngineMaterial(rendererData.spriteShadowShader); - material.SetInt(k_ShadowColorMaskID, colorMask); - rendererData.spriteSelfShadowMaterial = material; + rendererData.stencilOnlyShadowMaterial = CreateMaterials(rendererData.projectedShadowShader, 1); } - return rendererData.spriteSelfShadowMaterial; + return rendererData.stencilOnlyShadowMaterial[colorIndex]; } - private static Material GetSpriteUnshadowMaterial(this Renderer2DData rendererData, int colorMask) + private static Material GetSpriteSelfShadowMaterial(this Renderer2DData rendererData, int colorIndex) { - //if (rendererData.spriteUnshadowMaterial == null || rendererData.spriteUnshadowShader != rendererData.spriteUnshadowMaterial.shader) + //rendererData.spriteSelfShadowMaterial = null; + if (rendererData.spriteSelfShadowMaterial == null || rendererData.spriteSelfShadowMaterial.Length == 0 || rendererData.spriteShadowShader != rendererData.spriteSelfShadowMaterial[0].shader) { - Material material = CoreUtils.CreateEngineMaterial(rendererData.spriteUnshadowShader); - material.SetInt(k_ShadowColorMaskID, colorMask); - rendererData.spriteUnshadowMaterial = material; + rendererData.spriteSelfShadowMaterial = CreateMaterials(rendererData.spriteShadowShader); } - return rendererData.spriteUnshadowMaterial; + 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) @@ -212,12 +222,12 @@ public static void RenderShadows(IRenderPass2D pass, RenderingData renderingData cmdBuffer.SetGlobalVector(k_LightPosID, light.transform.position); cmdBuffer.SetGlobalFloat(k_ShadowRadiusID, shadowRadius); - int colorMask = 1 << colorBit; + cmdBuffer.SetGlobalColor(k_ShadowColorMaskID, k_ColorLookup[colorBit]); - var projectedShadowsMaterial = pass.rendererData.GetProjectedShadowMaterial(colorMask); - var selfShadowMaterial = pass.rendererData.GetSpriteSelfShadowMaterial(colorMask); - var unshadowMaterial = pass.rendererData.GetSpriteUnshadowMaterial(colorMask); - var setGlobalStencilMaterial = pass.rendererData.GetStencilOnlyShadowMaterial(colorMask); + 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++) { From 1a86c80cc2eb9f002018bbb0087eb0dbce99e8c8 Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 19:02:01 +0800 Subject: [PATCH 30/31] Revert "Fixed up bounding sphere" This reverts commit 88d1997497803fb5789ef338c5d742693e202d15. --- .../Runtime/2D/Shadows/ShadowCaster2D.cs | 4 +++- .../Runtime/2D/Shadows/ShadowUtility.cs | 12 +++++------- 2 files changed, 8 insertions(+), 8 deletions(-) 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 8de108d48f9..004699ad193 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -207,7 +207,9 @@ public void OnAfterDeserialize() // Upgrade from no serialized version if (m_ComponentVersion == ComponentVersions.Version_Unserialized) { - ShadowUtility.ComputeBoundingSphere(m_ShapePath, out m_ProjectedBoundingSphere); + // Regenerate the shadow mesh + m_Mesh = new Mesh(); + m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_ComponentVersion = ComponentVersions.Version_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 fdba6685b89..13df5138aa4 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -123,7 +123,7 @@ static void InitializeTangents(int tangentsToAdd, List tangents) tangents.Add(Vector4.zero); } - static internal void ComputeBoundingSphere(Vector3[] shapePath, out BoundingSphere boundingSphere) + static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) { float minX = float.MaxValue; float maxX = float.MinValue; @@ -153,8 +153,9 @@ static internal void ComputeBoundingSphere(Vector3[] shapePath, out BoundingSphe float deltaY = maxY - minY; float radius = 0.5f * Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY); - boundingSphere.position = origin; - boundingSphere.radius = radius; + BoundingSphere retSphere = new BoundingSphere(origin, radius); + + return retSphere; } public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) @@ -208,10 +209,7 @@ public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) mesh.tangents = finalTangents; mesh.colors = finalExtrusion; - BoundingSphere retSphere; - ComputeBoundingSphere(shapePath, out retSphere); - - return retSphere; + return ComputeBoudingSphere(shapePath); } } } From 4a12b972eaed2b84c0fb213d311e63c410dd65d6 Mon Sep 17 00:00:00 2001 From: Chris Chu Date: Thu, 22 Apr 2021 19:02:12 +0800 Subject: [PATCH 31/31] Revert "Reverted back to the old shadow casting mesh" This reverts commit 83135503b727a78ee76f1578efad3fe5efd0dbd2. --- .../Runtime/2D/Shadows/ShadowUtility.cs | 209 ++++-------------- .../2D/Include/ShadowProjectVertex.hlsl | 60 +++-- 2 files changed, 70 insertions(+), 199 deletions(-) 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 13df5138aa4..614bfcdfcaa 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -11,120 +11,15 @@ namespace UnityEngine.Experimental.Rendering.Universal { internal class ShadowUtility { - internal struct Edge : IComparable - { - public int vertexIndex0; - public int vertexIndex1; - public Vector4 tangent; - private bool compareReversed; // This is done so that edge AB can equal edge BA - - 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)); - } - - static void SortEdges(List edgesToProcess) - { - edgesToProcess.Sort(); - } - - static void CreateShadowTriangles(List vertices, List colors, List triangles, List tangents, List edges) - { - for (int edgeIndex = 0; edgeIndex < edges.Count; edgeIndex++) - { - 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); - } - } - } - - static object InterpCustomVertexData(Vec3 position, object[] data, float[] weights) + // I need another function to generate the mesh from the outline. + public static BoundingSphere GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) { - return data[0]; - } + Debug.AssertFormat(shapePath.Length > 3, "Shadow shape path must have 3 or more vertices"); - static void InitializeTangents(int tangentsToAdd, List tangents) - { - for (int i = 0; i < tangentsToAdd; i++) - tangents.Add(Vector4.zero); - } + List vertices = new List(); + List triangles = new List(); + List normals = new List(); - static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) - { float minX = float.MaxValue; float maxX = float.MinValue; float minY = float.MaxValue; @@ -135,6 +30,8 @@ static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) for (int i = 0; i < pathLength; i++) { Vector3 vertex = shapePath[i]; + vertices.Add(vertex); + normals.Add(Vector3.zero); if (minX > vertex.x) minX = vertex.x; @@ -147,6 +44,42 @@ static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) maxY = vertex.y; } + // Add extrusion vertices, normals, and triangles + int vertexCount = pathLength; + for (int i = 0; i < pathLength; i++) + { + 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; + } + + mesh.Clear(); + mesh.vertices = vertices.ToArray(); + mesh.triangles = triangles.ToArray(); + mesh.tangents = normals.ToArray(); + // Calculate bounding sphere (circle) Vector3 origin = new Vector2(0.5f * (minX + maxX), 0.5f * (minY + maxY)); float deltaX = maxX - minX; @@ -157,59 +90,5 @@ static BoundingSphere ComputeBoudingSphere(Vector3[] shapePath) return retSphere; } - - public static BoundingSphere 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++) - { - 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 }; - } - - 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); - - List edges = new List(); - PopulateEdgeArray(vertices, triangles, edges); - SortEdges(edges); - CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges); - - Color[] finalExtrusion = extrusion.ToArray(); - Vector3[] finalVertices = vertices.ToArray(); - int[] finalTriangles = triangles.ToArray(); - Vector4[] finalTangents = tangents.ToArray(); - - mesh.Clear(); - mesh.vertices = finalVertices; - mesh.triangles = finalTriangles; - mesh.tangents = finalTangents; - mesh.colors = finalExtrusion; - - return ComputeBoudingSphere(shapePath); - } } } diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl index 0afd1162e33..50f33d6dc46 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/ShadowProjectVertex.hlsl @@ -5,7 +5,6 @@ struct Attributes { float3 vertex : POSITION; float4 tangent: TANGENT; - float4 extrusion : COLOR; }; struct Varyings @@ -23,39 +22,32 @@ Varyings ProjectShadow(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); - + // 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; }