using System; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal { [Serializable] internal class ScreenSpaceShadowsSettings { } [DisallowMultipleRendererFeature("Screen Space Shadows")] [Tooltip("Screen Space Shadows")] [URPHelpURL("renderer-feature-screen-space-shadows")] internal class ScreenSpaceShadows : ScriptableRendererFeature { #if UNITY_EDITOR [UnityEditor.ShaderKeywordFilter.ApplyRulesIfNotGraphicsAPI(GraphicsDeviceType.OpenGLES2)] [UnityEditor.ShaderKeywordFilter.SelectIf(true, keywordNames: ShaderKeywordStrings.MainLightShadowScreen)] private const bool k_RequiresScreenSpaceShadowsKeyword = true; #endif // Serialized Fields [SerializeField, HideInInspector] private Shader m_Shader = null; [SerializeField] private ScreenSpaceShadowsSettings m_Settings = new ScreenSpaceShadowsSettings(); // Private Fields private Material m_Material; private ScreenSpaceShadowsPass m_SSShadowsPass = null; private ScreenSpaceShadowsPostPass m_SSShadowsPostPass = null; // Constants private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceShadows"; /// public override void Create() { if (m_SSShadowsPass == null) m_SSShadowsPass = new ScreenSpaceShadowsPass(); if (m_SSShadowsPostPass == null) m_SSShadowsPostPass = new ScreenSpaceShadowsPostPass(); LoadMaterial(); m_SSShadowsPass.renderPassEvent = RenderPassEvent.AfterRenderingGbuffer; m_SSShadowsPostPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; } /// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (!LoadMaterial()) { Debug.LogErrorFormat( "{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.", GetType().Name, name); return; } bool allowMainLightShadows = renderingData.shadowData.supportsMainLightShadows && renderingData.lightData.mainLightIndex != -1; bool shouldEnqueue = allowMainLightShadows && m_SSShadowsPass.Setup(m_Settings, m_Material); if (shouldEnqueue) { bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingModeRequested == RenderingMode.Deferred; m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingPrePasses; renderer.EnqueuePass(m_SSShadowsPass); renderer.EnqueuePass(m_SSShadowsPostPass); } } /// protected override void Dispose(bool disposing) { m_SSShadowsPass?.Dispose(); m_SSShadowsPass = null; CoreUtils.Destroy(m_Material); } private bool LoadMaterial() { if (m_Material != null) { return true; } if (m_Shader == null) { m_Shader = Shader.Find(k_ShaderName); if (m_Shader == null) { return false; } } m_Material = CoreUtils.CreateEngineMaterial(m_Shader); return m_Material != null; } private class ScreenSpaceShadowsPass : ScriptableRenderPass { // Profiling tag private static string m_ProfilerTag = "ScreenSpaceShadows"; private static ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag); // Private Variables private Material m_Material; private ScreenSpaceShadowsSettings m_CurrentSettings; private RTHandle m_RenderTarget; internal ScreenSpaceShadowsPass() { m_CurrentSettings = new ScreenSpaceShadowsSettings(); } public void Dispose() { m_RenderTarget?.Release(); } internal bool Setup(ScreenSpaceShadowsSettings featureSettings, Material material) { m_CurrentSettings = featureSettings; m_Material = material; ConfigureInput(ScriptableRenderPassInput.Depth); return m_Material != null; } /// public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var desc = renderingData.cameraData.cameraTargetDescriptor; desc.depthBufferBits = 0; desc.msaaSamples = 1; desc.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render) ? GraphicsFormat.R8_UNorm : GraphicsFormat.B8G8R8A8_UNorm; RenderingUtils.ReAllocateIfNeeded(ref m_RenderTarget, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScreenSpaceShadowmapTexture"); cmd.SetGlobalTexture(m_RenderTarget.name, m_RenderTarget.nameID); ConfigureTarget(m_RenderTarget); ConfigureClear(ClearFlag.None, Color.white); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (m_Material == null) { Debug.LogErrorFormat("{0}.Execute(): Missing material. ScreenSpaceShadows pass will not execute. Check for missing reference in the renderer resources.", GetType().Name); return; } Camera camera = renderingData.cameraData.camera; var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSampler)) { Blitter.BlitCameraTexture(cmd, m_RenderTarget, m_RenderTarget, m_Material, 0); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, false); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, true); } } } private class ScreenSpaceShadowsPostPass : ScriptableRenderPass { // Profiling tag private static string m_ProfilerTag = "ScreenSpaceShadows Post"; private static ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag); private static readonly RTHandle k_CurrentActive = RTHandles.Alloc(BuiltinRenderTextureType.CurrentActive); public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { ConfigureTarget(k_CurrentActive); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSampler)) { ShadowData shadowData = renderingData.shadowData; int cascadesCount = shadowData.mainLightShadowCascadesCount; bool mainLightShadows = renderingData.shadowData.supportsMainLightShadows; bool receiveShadowsNoCascade = mainLightShadows && cascadesCount == 1; bool receiveShadowsCascades = mainLightShadows && cascadesCount > 1; // Before transparent object pass, force to disable screen space shadow of main light CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, false); // then enable main light shadows with or without cascades CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, receiveShadowsNoCascade); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, receiveShadowsCascades); } } } } }