using System; using System.Collections.Generic; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Assertions; using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Experimental.Rendering; using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping; namespace UnityEngine.Rendering.Universal { static class NativeArrayExtensions { /// /// IMPORTANT: Make sure you do not write to the value! There are no checks for this! /// public static unsafe ref T UnsafeElementAt(this NativeArray array, int index) where T : struct { return ref UnsafeUtility.ArrayElementAsRef(array.GetUnsafeReadOnlyPtr(), index); } public static unsafe ref T UnsafeElementAtMutable(this NativeArray array, int index) where T : struct { return ref UnsafeUtility.ArrayElementAsRef(array.GetUnsafePtr(), index); } } /// /// Options for mixed lighting setup. /// public enum MixedLightingSetup { /// /// Use this to disable mixed lighting. /// None, /// /// Use this to select shadow mask. /// ShadowMask, /// /// Use this to select subtractive. /// Subtractive, }; /// /// Enumeration that indicates what kind of image scaling is occurring if any /// internal enum ImageScalingMode { /// No scaling None, /// Upscaling to a larger image Upscaling, /// Downscaling to a smaller image Downscaling } /// /// Enumeration that indicates what kind of upscaling filter is being used /// internal enum ImageUpscalingFilter { /// Bilinear filtering Linear, /// Nearest-Neighbor filtering Point, /// FidelityFX Super Resolution FSR } /// /// Struct that flattens several rendering settings used to render a camera stack. /// URP builds the RenderingData settings from several places, including the pipeline asset, camera and light settings. /// The settings also might vary on different platforms and depending on if Adaptive Performance is used. /// public struct RenderingData { internal CommandBuffer commandBuffer; /// /// Returns culling results that exposes handles to visible objects, lights and probes. /// You can use this to draw objects with ScriptableRenderContext.DrawRenderers /// /// /// public CullingResults cullResults; /// /// Holds several rendering settings related to camera. /// /// public CameraData cameraData; /// /// Holds several rendering settings related to lights. /// /// public LightData lightData; /// /// Holds several rendering settings related to shadows. /// /// public ShadowData shadowData; /// /// Holds several rendering settings and resources related to the integrated post-processing stack. /// /// public PostProcessingData postProcessingData; /// /// True if the pipeline supports dynamic batching. /// This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters. /// public bool supportsDynamicBatching; /// /// Holds per-object data that are requested when drawing /// /// public PerObjectData perObjectData; /// /// True if post-processing effect is enabled while rendering the camera stack. /// public bool postProcessingEnabled; } /// /// Struct that holds settings related to lights. /// public struct LightData { /// /// Holds the main light index from the VisibleLight list returned by culling. If there's no main light in the scene, mainLightIndex is set to -1. /// The main light is the directional light assigned as Sun source in light settings or the brightest directional light. /// /// public int mainLightIndex; /// /// The number of additional lights visible by the camera. /// public int additionalLightsCount; /// /// Maximum amount of lights that can be shaded per-object. This value only affects forward rendering. /// public int maxPerObjectAdditionalLightsCount; /// /// List of visible lights returned by culling. /// public NativeArray visibleLights; /// /// True if additional lights should be shaded in vertex shader, otherwise additional lights will be shaded per pixel. /// public bool shadeAdditionalLightsPerVertex; /// /// True if mixed lighting is supported. /// public bool supportsMixedLighting; /// /// True if box projection is enabled for reflection probes. /// public bool reflectionProbeBoxProjection; /// /// True if blending is enabled for reflection probes. /// public bool reflectionProbeBlending; /// /// True if light layers are enabled. /// public bool supportsLightLayers; /// /// True if additional lights enabled. /// public bool supportsAdditionalLights; } /// /// Struct that holds settings related to camera. /// public struct CameraData { // Internal camera data as we are not yet sure how to expose View in stereo context. // We might change this API soon. Matrix4x4 m_ViewMatrix; Matrix4x4 m_ProjectionMatrix; Matrix4x4 m_JitterMatrix; internal void SetViewAndProjectionMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix) { m_ViewMatrix = viewMatrix; m_ProjectionMatrix = projectionMatrix; m_JitterMatrix = Matrix4x4.identity; } internal void SetViewProjectionAndJitterMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, Matrix4x4 jitterMatrix) { m_ViewMatrix = viewMatrix; m_ProjectionMatrix = projectionMatrix; m_JitterMatrix = jitterMatrix; } // Helper function to populate builtin stereo matricies as well as URP stereo matricies internal void PushBuiltinShaderConstantsXR(CommandBuffer cmd, bool renderIntoTexture) { #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) { cmd.SetViewProjectionMatrices(GetViewMatrix(), GetProjectionMatrix()); if (xr.singlePassEnabled) { for (int viewId = 0; viewId < xr.viewCount; viewId++) { XRBuiltinShaderConstants.UpdateBuiltinShaderConstants(GetViewMatrix(viewId), GetProjectionMatrix(viewId), renderIntoTexture, viewId); } XRBuiltinShaderConstants.SetBuiltinShaderConstants(cmd); } } #endif } /// /// Returns the camera view matrix. /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// The camera view matrix. public Matrix4x4 GetViewMatrix(int viewIndex = 0) { #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) return xr.GetViewMatrix(viewIndex); #endif return m_ViewMatrix; } /// /// Returns the camera projection matrix. Might be jittered for temporal features. /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// The camera projection matrix. public Matrix4x4 GetProjectionMatrix(int viewIndex = 0) { #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) return m_JitterMatrix * xr.GetProjMatrix(viewIndex); #endif return m_JitterMatrix * m_ProjectionMatrix; } internal Matrix4x4 GetProjectionMatrixNoJitter(int viewIndex = 0) { #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) return xr.GetProjMatrix(viewIndex); #endif return m_ProjectionMatrix; } /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Includes camera jitter if required by active features. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0) { // GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state. return m_JitterMatrix * GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped()); } /// /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. Does not include any camera jitter. /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html /// /// View index in case of stereo rendering. By default viewIndex is set to 0. /// /// public Matrix4x4 GetGPUProjectionMatrixNoJitter(int viewIndex = 0) { // GetGPUProjectionMatrix takes a projection matrix and returns a GfxAPI adjusted version, does not set or get any state. return GL.GetGPUProjectionMatrix(GetProjectionMatrixNoJitter(viewIndex), IsCameraProjectionMatrixFlipped()); } internal Matrix4x4 GetGPUProjectionMatrix(bool renderIntoTexture, int viewIndex = 0) { return m_JitterMatrix * GL.GetGPUProjectionMatrix(GetProjectionMatrix(viewIndex), renderIntoTexture); } /// /// The camera component. /// public Camera camera; /// /// The camera render type used for camera stacking. /// /// public CameraRenderType renderType; /// /// Controls the final target texture for a camera. If null camera will resolve rendering to screen. /// public RenderTexture targetTexture; /// /// Render texture settings used to create intermediate camera textures for rendering. /// public RenderTextureDescriptor cameraTargetDescriptor; internal Rect pixelRect; internal bool useScreenCoordOverride; internal Vector4 screenSizeOverride; internal Vector4 screenCoordScaleBias; internal int pixelWidth; internal int pixelHeight; internal float aspectRatio; /// /// Render scale to apply when creating camera textures. /// public float renderScale; internal ImageScalingMode imageScalingMode; internal ImageUpscalingFilter upscalingFilter; internal bool fsrOverrideSharpness; internal float fsrSharpness; internal HDRColorBufferPrecision hdrColorBufferPrecision; /// /// True if this camera should clear depth buffer. This setting only applies to cameras of type CameraRenderType.Overlay /// /// public bool clearDepth; /// /// The camera type. /// /// public CameraType cameraType; /// /// True if this camera is drawing to a viewport that maps to the entire screen. /// public bool isDefaultViewport; /// /// True if this camera should render to high dynamic range color targets. /// public bool isHdrEnabled; /// /// True if this camera allow color conversion and encoding for high dynamic range displays. /// public bool allowHDROutput; /// /// True if this camera requires to write _CameraDepthTexture. /// public bool requiresDepthTexture; /// /// True if this camera requires to copy camera color texture to _CameraOpaqueTexture. /// public bool requiresOpaqueTexture; /// /// Returns true if post processing passes require depth texture. /// public bool postProcessingRequiresDepthTexture; /// /// Returns true if XR rendering is enabled. /// public bool xrRendering; internal bool requireSrgbConversion { get { #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) return !xr.renderTargetDesc.sRGB && (QualitySettings.activeColorSpace == ColorSpace.Linear); #endif return targetTexture == null && Display.main.requiresSrgbBlitToBackbuffer; } } /// /// True if the camera rendering is for the scene window in the editor. /// public bool isSceneViewCamera => cameraType == CameraType.SceneView; /// /// True if the camera rendering is for the preview window in the editor. /// public bool isPreviewCamera => cameraType == CameraType.Preview; internal bool isRenderPassSupportedCamera => (cameraType == CameraType.Game || cameraType == CameraType.Reflection); internal bool resolveToScreen => targetTexture == null && resolveFinalTarget && (cameraType == CameraType.Game || camera.cameraType == CameraType.VR); /// /// True if the Camera should output to an HDR display. /// public bool isHDROutputActive => UniversalRenderPipeline.HDROutputIsActive() && allowHDROutput && resolveToScreen; /// /// True if the Camera should render overlay UI. /// public bool rendersOverlayUI => SupportedRenderingFeatures.active.rendersUIOverlay && resolveToScreen; /// /// True is the handle has its content flipped on the y axis. /// This happens only with certain rendering APIs. /// On those platforms, any handle will have its content flipped unless rendering to a backbuffer, however, /// the scene view will always be flipped. /// When transitioning from a flipped space to a non-flipped space - or vice-versa - the content must be flipped /// in the shader: /// shouldPerformYFlip = IsHandleYFlipped(source) != IsHandleYFlipped(target) /// /// Handle to check the flipped status on. /// True is the content is flipped in y. public bool IsHandleYFlipped(RTHandle handle) { if (!SystemInfo.graphicsUVStartsAtTop) return false; if (cameraType == CameraType.SceneView) return true; var handleID = new RenderTargetIdentifier(handle.nameID, 0, CubemapFace.Unknown, 0); bool isBackbuffer = handleID == BuiltinRenderTextureType.CameraTarget; #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) isBackbuffer |= handleID == new RenderTargetIdentifier(xr.renderTarget, 0, CubemapFace.Unknown, 0); #endif return !isBackbuffer; } /// /// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering /// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures /// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the /// matrix when rendering with for cmd.Draw* and reading from camera textures. /// /// True if the camera device projection matrix is flipped. public bool IsCameraProjectionMatrixFlipped() { if (!SystemInfo.graphicsUVStartsAtTop) return false; // Users only have access to CameraData on URP rendering scope. The current renderer should never be null. var renderer = ScriptableRenderer.current; Debug.Assert(renderer != null, "IsCameraProjectionMatrixFlipped is being called outside camera rendering scope."); if (renderer != null) { var handle = renderer.cameraColorTargetHandle; bool flipped; #pragma warning disable 0618 // Obsolete usage: Backwards compatibility for renderer using cameraColorTarget instead of cameraColorTargetHandle if (handle == null) { if (cameraType == CameraType.SceneView) { flipped = true; } else { var handleID = new RenderTargetIdentifier(renderer.cameraColorTarget, 0, CubemapFace.Unknown, 0); bool isBackbuffer = handleID == BuiltinRenderTextureType.CameraTarget; #if ENABLE_VR && ENABLE_XR_MODULE if (xr.enabled) isBackbuffer |= handleID == new RenderTargetIdentifier(xr.renderTarget, 0, CubemapFace.Unknown, 0); #endif flipped = !isBackbuffer; } } else #pragma warning restore 0618 flipped = IsHandleYFlipped(handle); return flipped || targetTexture != null; } return true; } /// /// True if the render target's projection matrix is flipped. This happens when the pipeline is rendering /// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures /// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the /// matrix when rendering with for cmd.Draw* and reading from camera textures. /// /// Color render target to check whether the matrix is flipped. /// Depth render target which is used if color is null. By default depth is set to null. /// True if the render target's projection matrix is flipped. public bool IsRenderTargetProjectionMatrixFlipped(RTHandle color, RTHandle depth = null) { if (!SystemInfo.graphicsUVStartsAtTop) return false; return targetTexture != null || IsHandleYFlipped(color ?? depth); } internal bool IsTemporalAAEnabled() { UniversalAdditionalCameraData additionalCameraData; camera.TryGetComponent(out additionalCameraData); return (antialiasing == AntialiasingMode.TemporalAntiAliasing) // Enabled && (taaPersistentData != null) // Initialized && (cameraTargetDescriptor.msaaSamples == 1) // No MSAA && !(additionalCameraData?.renderType == CameraRenderType.Overlay || additionalCameraData?.cameraStack.Count > 0) // No Camera stack && !camera.allowDynamicResolution // No Dynamic Resolution && postProcessEnabled; // No Postprocessing } /// /// The sorting criteria used when drawing opaque objects by the internal URP render passes. /// When a GPU supports hidden surface removal, URP will rely on that information to avoid sorting opaque objects front to back and /// benefit for more optimal static batching. /// /// public SortingCriteria defaultOpaqueSortFlags; /// /// XRPass holds the render target information and a list of XRView. /// XRView contains the parameters required to render (projection and view matrices, viewport, etc) /// public XRPass xr { get; internal set; } internal XRPassUniversal xrUniversal => xr as XRPassUniversal; /// /// Is XR enabled or not. /// This is obsolete, please use xr.enabled instead. /// [Obsolete("Please use xr.enabled instead.", true)] public bool isStereoEnabled; /// /// Maximum shadow distance visible to the camera. When set to zero shadows will be disable for that camera. /// public float maxShadowDistance; /// /// True if post-processing is enabled for this camera. /// public bool postProcessEnabled; /// /// Provides set actions to the renderer to be triggered at the end of the render loop for camera capture. /// public IEnumerator> captureActions; /// /// The camera volume layer mask. /// public LayerMask volumeLayerMask; /// /// The camera volume trigger. /// public Transform volumeTrigger; /// /// If set to true, the integrated post-processing stack will replace any NaNs generated by render passes prior to post-processing with black/zero. /// Enabling this option will cause a noticeable performance impact. It should be used while in development mode to identify NaN issues. /// public bool isStopNaNEnabled; /// /// If set to true a final post-processing pass will be applied to apply dithering. /// This can be combined with post-processing antialiasing. /// /// public bool isDitheringEnabled; /// /// Controls the anti-alising mode used by the integrated post-processing stack. /// When any other value other than AntialiasingMode.None is chosen, a final post-processing pass will be applied to apply anti-aliasing. /// This pass can be combined with dithering. /// /// /// public AntialiasingMode antialiasing; /// /// Controls the anti-alising quality of the anti-aliasing mode. /// /// /// public AntialiasingQuality antialiasingQuality; /// /// Returns the current renderer used by this camera. /// /// public ScriptableRenderer renderer; /// /// True if this camera is resolving rendering to the final camera render target. /// When rendering a stack of cameras only the last camera in the stack will resolve to camera target. /// public bool resolveFinalTarget; /// /// Camera position in world space. /// public Vector3 worldSpaceCameraPos; /// /// Final background color in the active color space. /// public Color backgroundColor; /// /// Persistent TAA data, primarily for the accumulation texture. /// internal TaaPersistentData taaPersistentData; // TAA settings. internal TemporalAA.Settings taaSettings; // Post-process history reset has been triggered for this camera. internal bool resetHistory { get => taaSettings.resetHistoryFrames != 0; } /// /// Camera at the top of the overlay camera stack /// public Camera baseCamera; } /// /// Container struct for various data used for shadows in URP. /// public struct ShadowData { /// /// True if main light shadows are enabled. /// public bool supportsMainLightShadows; /// /// True if additional lights shadows are enabled in the URP Asset /// internal bool mainLightShadowsEnabled; /// /// True if screen space shadows are required. /// Obsolete, this feature was replaced by new 'ScreenSpaceShadows' renderer feature /// [Obsolete("Obsolete, this feature was replaced by new 'ScreenSpaceShadows' renderer feature")] public bool requiresScreenSpaceShadowResolve; /// /// The width of the main light shadow map. /// public int mainLightShadowmapWidth; /// /// The height of the main light shadow map. /// public int mainLightShadowmapHeight; /// /// The number of shadow cascades. /// public int mainLightShadowCascadesCount; /// /// The split between cascades. /// public Vector3 mainLightShadowCascadesSplit; /// /// Main light last cascade shadow fade border. /// Value represents the width of shadow fade that ranges from 0 to 1. /// Where value 0 is used for no shadow fade. /// public float mainLightShadowCascadeBorder; /// /// True if additional lights shadows are enabled. /// public bool supportsAdditionalLightShadows; /// /// True if additional lights shadows are enabled in the URP Asset /// internal bool additionalLightShadowsEnabled; /// /// The width of the additional light shadow map. /// public int additionalLightsShadowmapWidth; /// /// The height of the additional light shadow map. /// public int additionalLightsShadowmapHeight; /// /// True if soft shadows are enabled. /// public bool supportsSoftShadows; /// /// The number of bits used. /// public int shadowmapDepthBufferBits; /// /// A list of shadow bias. /// public List bias; /// /// A list of resolution for the shadow maps. /// public List resolution; internal bool isKeywordAdditionalLightShadowsEnabled; internal bool isKeywordSoftShadowsEnabled; } /// /// Precomputed tile data. /// Tile left, right, bottom and top plane equations in view space. /// Normals are pointing out. /// public struct PreTile { /// /// The left plane. /// public Unity.Mathematics.float4 planeLeft; /// /// The right plane. /// public Unity.Mathematics.float4 planeRight; /// /// The bottom plane. /// public Unity.Mathematics.float4 planeBottom; /// /// The top plane. /// public Unity.Mathematics.float4 planeTop; } /// /// The tile data passed to the deferred shaders. /// public struct TileData { /// /// The tile ID. /// public uint tileID; // 2x 16 bits /// /// The list bit mask. /// public uint listBitMask; // 32 bits /// /// The relative light offset. /// public uint relLightOffset; // 16 bits is enough /// /// Unused variable. /// public uint unused; } /// /// The point/spot light data passed to the deferred shaders. /// public struct PunctualLightData { /// /// The world position. /// public Vector3 wsPos; /// /// The radius of the light. /// public float radius; // TODO remove? included in attenuation /// /// The color of the light. /// public Vector4 color; /// /// The attenuation of the light. /// public Vector4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights) /// /// The direction for spot lights. /// public Vector3 spotDirection; // for spotLights /// /// The flags used. /// public int flags; /// /// The occlusion probe info. /// public Vector4 occlusionProbeInfo; /// /// The layer mask used. /// public uint layerMask; } internal static class ShaderPropertyId { public static readonly int glossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor"); public static readonly int subtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor"); public static readonly int glossyEnvironmentCubeMap = Shader.PropertyToID("_GlossyEnvironmentCubeMap"); public static readonly int glossyEnvironmentCubeMapHDR = Shader.PropertyToID("_GlossyEnvironmentCubeMap_HDR"); public static readonly int ambientSkyColor = Shader.PropertyToID("unity_AmbientSky"); public static readonly int ambientEquatorColor = Shader.PropertyToID("unity_AmbientEquator"); public static readonly int ambientGroundColor = Shader.PropertyToID("unity_AmbientGround"); public static readonly int time = Shader.PropertyToID("_Time"); public static readonly int sinTime = Shader.PropertyToID("_SinTime"); public static readonly int cosTime = Shader.PropertyToID("_CosTime"); public static readonly int deltaTime = Shader.PropertyToID("unity_DeltaTime"); public static readonly int timeParameters = Shader.PropertyToID("_TimeParameters"); public static readonly int scaledScreenParams = Shader.PropertyToID("_ScaledScreenParams"); public static readonly int worldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); public static readonly int screenParams = Shader.PropertyToID("_ScreenParams"); public static readonly int alphaToMaskAvailable = Shader.PropertyToID("_AlphaToMaskAvailable"); public static readonly int projectionParams = Shader.PropertyToID("_ProjectionParams"); public static readonly int zBufferParams = Shader.PropertyToID("_ZBufferParams"); public static readonly int orthoParams = Shader.PropertyToID("unity_OrthoParams"); public static readonly int globalMipBias = Shader.PropertyToID("_GlobalMipBias"); public static readonly int screenSize = Shader.PropertyToID("_ScreenSize"); public static readonly int screenCoordScaleBias = Shader.PropertyToID("_ScreenCoordScaleBias"); public static readonly int screenSizeOverride = Shader.PropertyToID("_ScreenSizeOverride"); public static readonly int viewMatrix = Shader.PropertyToID("unity_MatrixV"); public static readonly int projectionMatrix = Shader.PropertyToID("glstate_matrix_projection"); public static readonly int viewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixVP"); public static readonly int inverseViewMatrix = Shader.PropertyToID("unity_MatrixInvV"); public static readonly int inverseProjectionMatrix = Shader.PropertyToID("unity_MatrixInvP"); public static readonly int inverseViewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixInvVP"); public static readonly int cameraProjectionMatrix = Shader.PropertyToID("unity_CameraProjection"); public static readonly int inverseCameraProjectionMatrix = Shader.PropertyToID("unity_CameraInvProjection"); public static readonly int worldToCameraMatrix = Shader.PropertyToID("unity_WorldToCamera"); public static readonly int cameraToWorldMatrix = Shader.PropertyToID("unity_CameraToWorld"); public static readonly int cameraWorldClipPlanes = Shader.PropertyToID("unity_CameraWorldClipPlanes"); public static readonly int billboardNormal = Shader.PropertyToID("unity_BillboardNormal"); public static readonly int billboardTangent = Shader.PropertyToID("unity_BillboardTangent"); public static readonly int billboardCameraParams = Shader.PropertyToID("unity_BillboardCameraParams"); public static readonly int blitTexture = Shader.PropertyToID("_BlitTexture"); public static readonly int blitScaleBias = Shader.PropertyToID("_BlitScaleBias"); public static readonly int sourceTex = Shader.PropertyToID("_SourceTex"); public static readonly int scaleBias = Shader.PropertyToID("_ScaleBias"); public static readonly int scaleBiasRt = Shader.PropertyToID("_ScaleBiasRt"); // Required for 2D Unlit Shadergraph master node as it doesn't currently support hidden properties. public static readonly int rendererColor = Shader.PropertyToID("_RendererColor"); public static readonly int ditheringTexture = Shader.PropertyToID("_DitheringTexture"); public static readonly int ditheringTextureInvSize = Shader.PropertyToID("_DitheringTextureInvSize"); public static readonly int renderingLayerMaxInt = Shader.PropertyToID("_RenderingLayerMaxInt"); public static readonly int renderingLayerRcpMaxInt = Shader.PropertyToID("_RenderingLayerRcpMaxInt"); public static readonly int overlayUITexture = Shader.PropertyToID("_OverlayUITexture"); public static readonly int hdrOutputLuminanceParams = Shader.PropertyToID("_HDROutputLuminanceParams"); public static readonly int hdrOutputGradingParams = Shader.PropertyToID("_HDROutputGradingParams"); } /// /// Settings used for Post Processing. /// public struct PostProcessingData { /// /// The ColorGradingMode to use. /// /// public ColorGradingMode gradingMode; /// /// The size of the Look Up Table (LUT) /// public int lutSize; /// /// True if fast approximation functions are used when converting between the sRGB and Linear color spaces, false otherwise. /// public bool useFastSRGBLinearConversion; } /// /// Container class for keywords used in URP shaders. /// public static class ShaderKeywordStrings { /// Keyword used for shadows without cascades. public const string MainLightShadows = "_MAIN_LIGHT_SHADOWS"; /// Keyword used for shadows with cascades. public const string MainLightShadowCascades = "_MAIN_LIGHT_SHADOWS_CASCADE"; /// Keyword used for screen space shadows. public const string MainLightShadowScreen = "_MAIN_LIGHT_SHADOWS_SCREEN"; /// Keyword used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias. public const string CastingPunctualLightShadow = "_CASTING_PUNCTUAL_LIGHT_SHADOW"; /// Keyword used for per vertex additional lights. public const string AdditionalLightsVertex = "_ADDITIONAL_LIGHTS_VERTEX"; /// Keyword used for per pixel additional lights. public const string AdditionalLightsPixel = "_ADDITIONAL_LIGHTS"; /// Keyword used for Forward+. internal const string ForwardPlus = "_FORWARD_PLUS"; /// Keyword used for shadows on additional lights. public const string AdditionalLightShadows = "_ADDITIONAL_LIGHT_SHADOWS"; /// Keyword used for Box Projection with Reflection Probes. public const string ReflectionProbeBoxProjection = "_REFLECTION_PROBE_BOX_PROJECTION"; /// Keyword used for Reflection probe blending. public const string ReflectionProbeBlending = "_REFLECTION_PROBE_BLENDING"; /// Keyword used for soft shadows. public const string SoftShadows = "_SHADOWS_SOFT"; /// Keyword used for Mixed Lights in Subtractive lighting mode. public const string MixedLightingSubtractive = "_MIXED_LIGHTING_SUBTRACTIVE"; // Backward compatibility /// Keyword used for mixing lightmap shadows. public const string LightmapShadowMixing = "LIGHTMAP_SHADOW_MIXING"; /// Keyword used for Shadowmask. public const string ShadowsShadowMask = "SHADOWS_SHADOWMASK"; /// Keyword used for Light Layers. public const string LightLayers = "_LIGHT_LAYERS"; /// Keyword used for RenderPass. public const string RenderPassEnabled = "_RENDER_PASS_ENABLED"; /// Keyword used for Billboard cameras. public const string BillboardFaceCameraPos = "BILLBOARD_FACE_CAMERA_POS"; /// Keyword used for Light Cookies. public const string LightCookies = "_LIGHT_COOKIES"; /// Keyword used for no Multi Sampling Anti-Aliasing (MSAA). public const string DepthNoMsaa = "_DEPTH_NO_MSAA"; /// Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 2 per pixel sample count. public const string DepthMsaa2 = "_DEPTH_MSAA_2"; /// Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 4 per pixel sample count. public const string DepthMsaa4 = "_DEPTH_MSAA_4"; /// Keyword used for Multi Sampling Anti-Aliasing (MSAA) with 8 per pixel sample count. public const string DepthMsaa8 = "_DEPTH_MSAA_8"; /// Keyword used for Linear to SRGB conversions. public const string LinearToSRGBConversion = "_LINEAR_TO_SRGB_CONVERSION"; /// Keyword used for less expensive Linear to SRGB conversions. internal const string UseFastSRGBLinearConversion = "_USE_FAST_SRGB_LINEAR_CONVERSION"; /// Keyword used for first target in the DBuffer. public const string DBufferMRT1 = "_DBUFFER_MRT1"; /// Keyword used for second target in the DBuffer. public const string DBufferMRT2 = "_DBUFFER_MRT2"; /// Keyword used for third target in the DBuffer. public const string DBufferMRT3 = "_DBUFFER_MRT3"; /// Keyword used for low quality normal reconstruction in Decals. public const string DecalNormalBlendLow = "_DECAL_NORMAL_BLEND_LOW"; /// Keyword used for medium quality normal reconstruction in Decals. public const string DecalNormalBlendMedium = "_DECAL_NORMAL_BLEND_MEDIUM"; /// Keyword used for high quality normal reconstruction in Decals. public const string DecalNormalBlendHigh = "_DECAL_NORMAL_BLEND_HIGH"; /// Keyword used for Decal Layers. public const string DecalLayers = "_DECAL_LAYERS"; /// Keyword used for writing Rendering Layers. public const string WriteRenderingLayers = "_WRITE_RENDERING_LAYERS"; /// Keyword used for low quality Subpixel Morphological Anti-aliasing (SMAA). public const string SmaaLow = "_SMAA_PRESET_LOW"; /// Keyword used for medium quality Subpixel Morphological Anti-aliasing (SMAA). public const string SmaaMedium = "_SMAA_PRESET_MEDIUM"; /// Keyword used for high quality Subpixel Morphological Anti-aliasing (SMAA). public const string SmaaHigh = "_SMAA_PRESET_HIGH"; /// Keyword used for generic Panini Projection. public const string PaniniGeneric = "_GENERIC"; /// Keyword used for unit distance Panini Projection. public const string PaniniUnitDistance = "_UNIT_DISTANCE"; /// Keyword used for low quality Bloom. public const string BloomLQ = "_BLOOM_LQ"; /// Keyword used for high quality Bloom. public const string BloomHQ = "_BLOOM_HQ"; /// Keyword used for low quality Bloom dirt. public const string BloomLQDirt = "_BLOOM_LQ_DIRT"; /// Keyword used for high quality Bloom dirt. public const string BloomHQDirt = "_BLOOM_HQ_DIRT"; /// Keyword used for RGBM format for Bloom. public const string UseRGBM = "_USE_RGBM"; /// Keyword used for Distortion. public const string Distortion = "_DISTORTION"; /// Keyword used for Chromatic Aberration. public const string ChromaticAberration = "_CHROMATIC_ABERRATION"; /// Keyword used for HDR Color Grading. public const string HDRGrading = "_HDR_GRADING"; /// Keyword used for ACES Tonemapping. public const string TonemapACES = "_TONEMAP_ACES"; /// Keyword used for Neutral Tonemapping. public const string TonemapNeutral = "_TONEMAP_NEUTRAL"; /// Keyword used for Film Grain. public const string FilmGrain = "_FILM_GRAIN"; /// Keyword used for Fast Approximate Anti-aliasing (FXAA). public const string Fxaa = "_FXAA"; /// Keyword used for Dithering. public const string Dithering = "_DITHERING"; /// Keyword used for Screen Space Occlusion, such as Screen Space Ambient Occlusion (SSAO). public const string ScreenSpaceOcclusion = "_SCREEN_SPACE_OCCLUSION"; /// Keyword used for Point sampling when doing upsampling. public const string PointSampling = "_POINT_SAMPLING"; /// Keyword used for Robust Contrast-Adaptive Sharpening (RCAS) when doing upsampling. public const string Rcas = "_RCAS"; /// Keyword used for Robust Contrast-Adaptive Sharpening (RCAS) when doing upsampling, after EASU has ran and with HDR Dsiplay output. public const string EasuRcasAndHDRInput = "_EASU_RCAS_AND_HDR_INPUT"; /// Keyword used for Gamma 2.0. public const string Gamma20 = "_GAMMA_20"; /// Keyword used for Gamma 2.0 with HDR_INPUT. public const string Gamma20AndHDRInput = "_GAMMA_20_AND_HDR_INPUT"; /// Keyword used for high quality sampling for Depth Of Field. public const string HighQualitySampling = "_HIGH_QUALITY_SAMPLING"; /// Keyword used for Spot lights. public const string _SPOT = "_SPOT"; /// Keyword used for Directional lights. public const string _DIRECTIONAL = "_DIRECTIONAL"; /// Keyword used for Point lights. public const string _POINT = "_POINT"; /// Keyword used for stencils when rendering with the Deferred rendering path. public const string _DEFERRED_STENCIL = "_DEFERRED_STENCIL"; /// Keyword used for the first light when rendering with the Deferred rendering path. public const string _DEFERRED_FIRST_LIGHT = "_DEFERRED_FIRST_LIGHT"; /// Keyword used for the main light when rendering with the Deferred rendering path. public const string _DEFERRED_MAIN_LIGHT = "_DEFERRED_MAIN_LIGHT"; /// Keyword used for Accurate G-buffer normals when rendering with the Deferred rendering path. public const string _GBUFFER_NORMALS_OCT = "_GBUFFER_NORMALS_OCT"; /// Keyword used for Mixed Lighting when rendering with the Deferred rendering path. public const string _DEFERRED_MIXED_LIGHTING = "_DEFERRED_MIXED_LIGHTING"; /// Keyword used for Lightmaps. public const string LIGHTMAP_ON = "LIGHTMAP_ON"; /// Keyword used for dynamic Lightmaps. public const string DYNAMICLIGHTMAP_ON = "DYNAMICLIGHTMAP_ON"; /// Keyword used for Alpha testing. public const string _ALPHATEST_ON = "_ALPHATEST_ON"; /// Keyword used for combined directional Lightmaps. public const string DIRLIGHTMAP_COMBINED = "DIRLIGHTMAP_COMBINED"; /// Keyword used for 2x detail mapping. public const string _DETAIL_MULX2 = "_DETAIL_MULX2"; /// Keyword used for scaled detail mapping. public const string _DETAIL_SCALED = "_DETAIL_SCALED"; /// Keyword used for Clear Coat. public const string _CLEARCOAT = "_CLEARCOAT"; /// Keyword used for Clear Coat maps. public const string _CLEARCOATMAP = "_CLEARCOATMAP"; /// Keyword used for Debug Display. public const string DEBUG_DISPLAY = "DEBUG_DISPLAY"; /// Keyword used for LOD Crossfade. public const string LOD_FADE_CROSSFADE = "LOD_FADE_CROSSFADE"; /// Keyword used for LOD Crossfade with ShaderGraph shaders. public const string USE_UNITY_CROSSFADE = "USE_UNITY_CROSSFADE"; /// Keyword used for Emission. public const string _EMISSION = "_EMISSION"; /// Keyword used for receiving shadows. public const string _RECEIVE_SHADOWS_OFF = "_RECEIVE_SHADOWS_OFF"; /// Keyword used for opaque or transparent surface types. public const string _SURFACE_TYPE_TRANSPARENT = "_SURFACE_TYPE_TRANSPARENT"; /// Keyword used for Alpha premultiply. public const string _ALPHAPREMULTIPLY_ON = "_ALPHAPREMULTIPLY_ON"; /// Keyword used for Alpha modulate. public const string _ALPHAMODULATE_ON = "_ALPHAMODULATE_ON"; /// Keyword used for Normal maps. public const string _NORMALMAP = "_NORMALMAP"; /// Keyword used for editor visualization. public const string EDITOR_VISUALIZATION = "EDITOR_VISUALIZATION"; /// Keyword used for disabling Texture 2D Arrays. public const string DisableTexture2DXArray = "DISABLE_TEXTURE2D_X_ARRAY"; /// Keyword used for Single Slice Blits. public const string BlitSingleSlice = "BLIT_SINGLE_SLICE"; /// Keyword used for rendering a combined mesh for XR. public const string XROcclusionMeshCombined = "XR_OCCLUSION_MESH_COMBINED"; /// Keyword used for applying scale and bias. public const string SCREEN_COORD_OVERRIDE = "SCREEN_COORD_OVERRIDE"; /// Keyword used for half size downsampling. public const string DOWNSAMPLING_SIZE_2 = "DOWNSAMPLING_SIZE_2"; /// Keyword used for quarter size downsampling. public const string DOWNSAMPLING_SIZE_4 = "DOWNSAMPLING_SIZE_4"; /// Keyword used for eighth size downsampling. public const string DOWNSAMPLING_SIZE_8 = "DOWNSAMPLING_SIZE_8"; /// Keyword used for sixteenth size downsampling. public const string DOWNSAMPLING_SIZE_16 = "DOWNSAMPLING_SIZE_16"; /// Keyword used for foveated rendering. public const string FoveatedRenderingNonUniformRaster = "_FOVEATED_RENDERING_NON_UNIFORM_RASTER"; /// Keyword used for mixed Spherical Harmonic (SH) evaluation in URP Lit shaders. public const string EVALUATE_SH_MIXED = "EVALUATE_SH_MIXED"; /// Keyword used for vertex Spherical Harmonic (SH) evaluation in URP Lit shaders. public const string EVALUATE_SH_VERTEX = "EVALUATE_SH_VERTEX"; /// Keyword used for Drawing procedurally. public const string UseDrawProcedural = "_USE_DRAW_PROCEDURAL"; } public sealed partial class UniversalRenderPipeline { // Holds light direction for directional lights or position for punctual lights. // When w is set to 1.0, it means it's a punctual light. static Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); static Vector4 k_DefaultLightColor = Color.black; // Default light attenuation is setup in a particular way that it causes // directional lights to return 1.0 for both distance and angle attenuation static Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f); static Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f); static Vector4 k_DefaultLightsProbeChannel = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); static List m_ShadowBiasData = new List(); static List m_ShadowResolutionData = new List(); /// /// Checks if a camera is a game camera. /// /// Camera to check state from. /// true if given camera is a game camera, false otherwise. public static bool IsGameCamera(Camera camera) { if (camera == null) throw new ArgumentNullException("camera"); return camera.cameraType == CameraType.Game || camera.cameraType == CameraType.VR; } /// /// Checks if a camera is rendering in stereo mode. /// /// Camera to check state from. /// Returns true if the given camera is rendering in stereo mode, false otherwise. [Obsolete("Please use CameraData.xr.enabled instead.", true)] public static bool IsStereoEnabled(Camera camera) { if (camera == null) throw new ArgumentNullException("camera"); return IsGameCamera(camera) && (camera.stereoTargetEye == StereoTargetEyeMask.Both); } /// /// Returns the current render pipeline asset for the current quality setting. /// If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings. /// public static UniversalRenderPipelineAsset asset { get => GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; } Comparison cameraComparison = (camera1, camera2) => { return (int)camera1.depth - (int)camera2.depth; }; #if UNITY_2021_1_OR_NEWER void SortCameras(List cameras) { if (cameras.Count > 1) cameras.Sort(cameraComparison); } #else void SortCameras(Camera[] cameras) { if (cameras.Length > 1) Array.Sort(cameras, cameraComparison); } #endif internal static GraphicsFormat MakeRenderTextureGraphicsFormat(bool isHdrEnabled, HDRColorBufferPrecision requestHDRColorBufferPrecision, bool needsAlpha) { if (isHdrEnabled) { // TODO: we need a proper format scoring system. Score formats, sort, pick first or pick first supported (if not in score). if (!needsAlpha && requestHDRColorBufferPrecision != HDRColorBufferPrecision._64Bits && RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render)) return GraphicsFormat.B10G11R11_UFloatPack32; if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render)) return GraphicsFormat.R16G16B16A16_SFloat; return SystemInfo.GetGraphicsFormat(DefaultFormat.HDR); // This might actually be a LDR format on old devices. } return SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); } // Returns a UNORM based render texture format // When supported by the device, this function will prefer formats with higher precision, but the same bit-depth // NOTE: This function does not guarantee that the returned format will contain an alpha channel. internal static GraphicsFormat MakeUnormRenderTextureGraphicsFormat() { if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.A2B10G10R10_UNormPack32, FormatUsage.Linear | FormatUsage.Render)) return GraphicsFormat.A2B10G10R10_UNormPack32; else return GraphicsFormat.R8G8B8A8_UNorm; } static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isHdrEnabled, HDRColorBufferPrecision requestHDRColorBufferPrecision, int msaaSamples, bool needsAlpha, bool requiresOpaqueTexture) { int scaledWidth = (int)((float)camera.pixelWidth * renderScale); int scaledHeight = (int)((float)camera.pixelHeight * renderScale); RenderTextureDescriptor desc; if (camera.targetTexture == null) { desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); desc.width = scaledWidth; desc.height = scaledHeight; desc.graphicsFormat = MakeRenderTextureGraphicsFormat(isHdrEnabled, requestHDRColorBufferPrecision, needsAlpha); desc.depthBufferBits = 32; desc.msaaSamples = msaaSamples; desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear); } else { desc = camera.targetTexture.descriptor; desc.msaaSamples = msaaSamples; desc.width = scaledWidth; desc.height = scaledHeight; if (camera.cameraType == CameraType.SceneView && !isHdrEnabled) { desc.graphicsFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); } // SystemInfo.SupportsRenderTextureFormat(camera.targetTexture.descriptor.colorFormat) // will assert on R8_SINT since it isn't a valid value of RenderTextureFormat. // If this is fixed then we can implement debug statement to the user explaining why some // RenderTextureFormats available resolves in a black render texture when no warning or error // is given. } // Make sure dimension is non zero desc.width = Mathf.Max(1, desc.width); desc.height = Mathf.Max(1, desc.height); desc.enableRandomWrite = false; desc.bindMS = false; desc.useDynamicScale = camera.allowDynamicResolution; // The way RenderTextures handle MSAA fallback when an unsupported sample count of 2 is requested (falling back to numSamples = 1), differs fom the way // the fallback is handled when setting up the Vulkan swapchain (rounding up numSamples to 4, if supported). This caused an issue on Mali GPUs which don't support // 2x MSAA. // The following code makes sure that on Vulkan the MSAA unsupported fallback behaviour is consistent between RenderTextures and Swapchain. // TODO: we should review how all backends handle MSAA fallbacks and move these implementation details in engine code. if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan) { // if the requested number of samples is 2, and the supported value is 1x, it means that 2x is unsupported on this GPU. // Then we bump up the requested value to 4. if (desc.msaaSamples == 2 && SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc) == 1) desc.msaaSamples = 4; } // check that the requested MSAA samples count is supported by the current platform. If it's not supported, // replace the requested desc.msaaSamples value with the actual value the engine falls back to desc.msaaSamples = SystemInfo.GetRenderTextureSupportedMSAASampleCount(desc); // if the target platform doesn't support storing multisampled RTs and we are doing any offscreen passes, using a Load load action on the subsequent passes // will result in loading Resolved data, which on some platforms is discarded, resulting in losing the results of the previous passes. // As a workaround we disable MSAA to make sure that the results of previous passes are stored. (fix for Case 1247423). if (!SystemInfo.supportsStoreAndResolveAction) desc.msaaSamples = 1; return desc; } private static Lightmapping.RequestLightsDelegate lightsDelegate = (Light[] requests, NativeArray lightsOutput) => { LightDataGI lightData = new LightDataGI(); #if UNITY_EDITOR // Always extract lights in the Editor. for (int i = 0; i < requests.Length; i++) { Light light = requests[i]; var additionalLightData = light.GetUniversalAdditionalLightData(); LightmapperUtils.Extract(light, out Cookie cookie); switch (light.type) { case LightType.Directional: DirectionalLight directionalLight = new DirectionalLight(); LightmapperUtils.Extract(light, ref directionalLight); if (light.cookie != null) { // Size == 1 / Scale cookie.sizes = additionalLightData.lightCookieSize; // Offset, Map cookie UV offset to light position on along local axes. if (additionalLightData.lightCookieOffset != Vector2.zero) { var r = light.transform.right * additionalLightData.lightCookieOffset.x; var u = light.transform.up * additionalLightData.lightCookieOffset.y; var offset = r + u; directionalLight.position += offset; } } lightData.Init(ref directionalLight, ref cookie); break; case LightType.Point: PointLight pointLight = new PointLight(); LightmapperUtils.Extract(light, ref pointLight); lightData.Init(ref pointLight, ref cookie); break; case LightType.Spot: SpotLight spotLight = new SpotLight(); LightmapperUtils.Extract(light, ref spotLight); spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad; spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle; lightData.Init(ref spotLight, ref cookie); break; case LightType.Area: RectangleLight rectangleLight = new RectangleLight(); LightmapperUtils.Extract(light, ref rectangleLight); rectangleLight.mode = LightMode.Baked; lightData.Init(ref rectangleLight); break; case LightType.Disc: DiscLight discLight = new DiscLight(); LightmapperUtils.Extract(light, ref discLight); discLight.mode = LightMode.Baked; lightData.Init(ref discLight); break; default: lightData.InitNoBake(light.GetInstanceID()); break; } lightData.falloff = FalloffType.InverseSquared; lightsOutput[i] = lightData; } #else // If Enlighten realtime GI isn't active, we don't extract lights. if (SupportedRenderingFeatures.active.enlighten == false || ((int)SupportedRenderingFeatures.active.lightmapBakeTypes | (int)LightmapBakeType.Realtime) == 0) { for (int i = 0; i < requests.Length; i++) { Light light = requests[i]; lightData.InitNoBake(light.GetInstanceID()); lightsOutput[i] = lightData; } } else { for (int i = 0; i < requests.Length; i++) { Light light = requests[i]; switch (light.type) { case LightType.Directional: DirectionalLight directionalLight = new DirectionalLight(); LightmapperUtils.Extract(light, ref directionalLight); lightData.Init(ref directionalLight); break; case LightType.Point: PointLight pointLight = new PointLight(); LightmapperUtils.Extract(light, ref pointLight); lightData.Init(ref pointLight); break; case LightType.Spot: SpotLight spotLight = new SpotLight(); LightmapperUtils.Extract(light, ref spotLight); spotLight.innerConeAngle = light.innerSpotAngle * Mathf.Deg2Rad; spotLight.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle; lightData.Init(ref spotLight); break; case LightType.Area: // Rect area light is baked only in URP. lightData.InitNoBake(light.GetInstanceID()); break; case LightType.Disc: // Disc light is baked only. lightData.InitNoBake(light.GetInstanceID()); break; default: lightData.InitNoBake(light.GetInstanceID()); break; } lightData.falloff = FalloffType.InverseSquared; lightsOutput[i] = lightData; } } #endif }; // Called from DeferredLights.cs too /// /// Calculates the attenuation for a given light and also direction for spot lights. /// /// The type of light. /// The range of the light. /// The local to world light matrix. /// The spotlight angle. /// The spotlight inner angle. /// The light attenuation. /// The spot light direction. public static void GetLightAttenuationAndSpotDirection( LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix, float spotAngle, float? innerSpotAngle, out Vector4 lightAttenuation, out Vector4 lightSpotDir) { // Default is directional lightAttenuation = k_DefaultLightAttenuation; lightSpotDir = k_DefaultLightSpotDirection; if (lightType != LightType.Directional) { GetPunctualLightDistanceAttenuation(lightRange, ref lightAttenuation); if (lightType == LightType.Spot) { GetSpotDirection(ref lightLocalToWorldMatrix, out lightSpotDir); GetSpotAngleAttenuation(spotAngle, innerSpotAngle, ref lightAttenuation); } } } internal static void GetPunctualLightDistanceAttenuation(float lightRange, ref Vector4 lightAttenuation) { // Light attenuation in universal matches the unity vanilla one (HINT_NICE_QUALITY). // attenuation = 1.0 / distanceToLightSqr // The smoothing factor makes sure that the light intensity is zero at the light range limit. // (We used to offer two different smoothing factors.) // The current smoothing factor matches the one used in the Unity lightmapper. // smoothFactor = (1.0 - saturate((distanceSqr * 1.0 / lightRangeSqr)^2))^2 float lightRangeSqr = lightRange * lightRange; float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr; float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr); float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr; float oneOverLightRangeSqr = 1.0f / Mathf.Max(0.0001f, lightRangeSqr); // On all devices: Use the smoothing factor that matches the GI. lightAttenuation.x = oneOverLightRangeSqr; lightAttenuation.y = lightRangeSqrOverFadeRangeSqr; } internal static void GetSpotAngleAttenuation( float spotAngle, float? innerSpotAngle, ref Vector4 lightAttenuation) { // Spot Attenuation with a linear falloff can be defined as // (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle) // This can be rewritten as // invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle) // SdotL * invAngleRange + (-cosOuterAngle * invAngleRange) // If we precompute the terms in a MAD instruction float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * spotAngle * 0.5f); // We need to do a null check for particle lights // This should be changed in the future // Particle lights will use an inline function float cosInnerAngle; if (innerSpotAngle.HasValue) cosInnerAngle = Mathf.Cos(innerSpotAngle.Value * Mathf.Deg2Rad * 0.5f); else cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f); float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle); float invAngleRange = 1.0f / smoothAngleRange; float add = -cosOuterAngle * invAngleRange; lightAttenuation.z = invAngleRange; lightAttenuation.w = add; } internal static void GetSpotDirection(ref Matrix4x4 lightLocalToWorldMatrix, out Vector4 lightSpotDir) { Vector4 dir = lightLocalToWorldMatrix.GetColumn(2); lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f); } /// /// Initializes common light constants. /// /// List of lights to iterate. /// The index of the light. /// The position of the light. /// The color of the light. /// The attenuation of the light. /// The direction of the light. /// The occlusion probe channel for the light. public static void InitializeLightConstants_Common(NativeArray lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel) { lightPos = k_DefaultLightPosition; lightColor = k_DefaultLightColor; lightOcclusionProbeChannel = k_DefaultLightsProbeChannel; lightAttenuation = k_DefaultLightAttenuation; // Directional by default. lightSpotDir = k_DefaultLightSpotDirection; // When no lights are visible, main light will be set to -1. // In this case we initialize it to default values and return if (lightIndex < 0) return; // Avoid memcpys. Pass by ref and locals for multiple uses. ref VisibleLight lightData = ref lights.UnsafeElementAtMutable(lightIndex); var light = lightData.light; var lightLocalToWorld = lightData.localToWorldMatrix; var lightType = lightData.lightType; if (lightType == LightType.Directional) { Vector4 dir = -lightLocalToWorld.GetColumn(2); lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f); } else { Vector4 pos = lightLocalToWorld.GetColumn(3); lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f); GetPunctualLightDistanceAttenuation(lightData.range, ref lightAttenuation); if (lightType == LightType.Spot) { GetSpotAngleAttenuation(lightData.spotAngle, light?.innerSpotAngle, ref lightAttenuation); GetSpotDirection(ref lightLocalToWorld, out lightSpotDir); } } // VisibleLight.finalColor already returns color in active color space lightColor = lightData.finalColor; if (light != null && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed && 0 <= light.bakingOutput.occlusionMaskChannel && light.bakingOutput.occlusionMaskChannel < 4) { lightOcclusionProbeChannel[light.bakingOutput.occlusionMaskChannel] = 1.0f; } } } internal enum URPProfileId { // CPU UniversalRenderTotal, UpdateVolumeFramework, RenderCameraStack, // GPU AdditionalLightsShadow, ColorGradingLUT, CopyColor, CopyDepth, DepthNormalPrepass, DepthPrepass, UpdateReflectionProbeAtlas, // DrawObjectsPass DrawOpaqueObjects, DrawTransparentObjects, DrawScreenSpaceUI, // RenderObjectsPass //RenderObjects, LightCookies, MainLightShadow, ResolveShadows, SSAO, // PostProcessPass StopNaNs, SMAA, GaussianDepthOfField, BokehDepthOfField, TemporalAA, MotionBlur, PaniniProjection, UberPostProcess, Bloom, LensFlareDataDrivenComputeOcclusion, LensFlareDataDriven, MotionVectors, DrawFullscreen, FinalBlit } // Internal class to detect and cache runtime platform information. // TODO: refine the logic to provide platform abstraction. Eg, we should devide platforms based on capabilities and perf budget. // TODO: isXRMobile is a bad catagory. Alignment and refactor needed. // TODO: Compress all the query data into "isXRMobile" style bools and enums. internal static class PlatformAutoDetect { /// /// Detect and cache runtime platform information. This function should only be called once when creating the URP. /// internal static void Initialize() { bool isRunningXRMobile = false; #if ENABLE_VR && ENABLE_VR_MODULE #if PLATFORM_WINRT || PLATFORM_ANDROID isRunningXRMobile = IsRunningXRMobile(); #endif #endif isXRMobile = isRunningXRMobile; } #if ENABLE_VR && ENABLE_VR_MODULE #if PLATFORM_WINRT || PLATFORM_ANDROID // XR mobile platforms are not treated as dedicated mobile platforms in Core. Handle them specially here. (Quest and HL). private static List displaySubsystemList = new List(); private static bool IsRunningXRMobile() { var platform = Application.platform; if (platform == RuntimePlatform.WSAPlayerX86 || platform == RuntimePlatform.WSAPlayerARM || platform == RuntimePlatform.WSAPlayerX64 || platform == RuntimePlatform.Android) { XR.XRDisplaySubsystem display = null; SubsystemManager.GetInstances(displaySubsystemList); if (displaySubsystemList.Count > 0) display = displaySubsystemList[0]; if (display != null) return true; } return false; } #endif #endif /// /// If true, the runtime platform is an XR mobile platform. /// static internal bool isXRMobile { get; private set; } = false; } }