Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Data/ShadowLod.cs
2025-05-10 12:49:47 +08:00

646 lines
23 KiB
C#

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// BIRP fallback not really tested yet - shaders need fixing up.
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using WaveHarmonic.Crest.Internal;
using WaveHarmonic.Crest.Utility;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Stores shadowing data to use during water shading.
/// </summary>
/// <remarks>
/// Shadowing is persistent and supports sampling across many frames and jittered
/// sampling for (very) soft shadows. Soft shadows is red, hard shadows is green.
/// </remarks>
[FilterEnum(nameof(_TextureFormatMode), Filtered.Mode.Exclude, (int)LodTextureFormatMode.Automatic)]
public sealed partial class ShadowLod : Lod
{
[@Space(10)]
[Tooltip("Whether to vary soft shadow jitter by scattering/absorption density.")]
[@DecoratedField, SerializeField]
bool _DynamicSoftShadows = true;
[Tooltip("Factor control for dynamic soft jitter.")]
[@Predicated(nameof(_DynamicSoftShadows), hide: true)]
[@Range(0f, 1f, Range.Clamp.Minimum)]
[SerializeField]
float _SoftJitterExtinctionFactor = 0.75f;
[Tooltip("Jitter diameter for soft shadows, controls softness of this shadowing component.")]
[@Predicated(nameof(_DynamicSoftShadows), hide: true, inverted: true)]
[@Range(0f, k_MaximumJitter)]
[@GenerateAPI]
[SerializeField]
internal float _JitterDiameterSoft = 15f;
[Tooltip("Current frame weight for accumulation over frames for soft shadows.\n\nRoughly means 'responsiveness' for soft shadows.")]
[@Range(0f, 1f)]
[@GenerateAPI]
[SerializeField]
internal float _CurrentFrameWeightSoft = 0.03f;
[Tooltip("Jitter diameter for hard shadows, controls softness of this shadowing component.")]
[@Range(0f, k_MaximumJitter)]
[@GenerateAPI]
[SerializeField]
internal float _JitterDiameterHard = 0.6f;
[Tooltip("Current frame weight for accumulation over frames for hard shadows.\n\nRoughly means 'responsiveness' for hard shadows.")]
[@Range(0f, 1f)]
[@GenerateAPI]
[SerializeField]
internal float _CurrentFrameWeightHard = 0.15f;
[@Space(10)]
[Tooltip("Whether to disable the null light warning, use this if you assign it dynamically and expect it to be null at points")]
[@DecoratedField, SerializeField]
internal bool _AllowNullLight = false;
[Tooltip("Whether to disable the no shadows warning. Use this if you toggle the shadows on the primary light dynamically.")]
[@DecoratedField, SerializeField]
internal bool _AllowNoShadows = false;
static new class ShaderIDs
{
public static readonly int s_DynamicSoftShadowsFactor = Shader.PropertyToID("g_Crest_DynamicSoftShadowsFactor");
public static readonly int s_SampleColorMap = Shader.PropertyToID("_Crest_SampleColorMap");
public static readonly int s_CenterPos = Shader.PropertyToID("_Crest_CenterPos");
public static readonly int s_Scale = Shader.PropertyToID("_Crest_Scale");
public static readonly int s_JitterDiameters_CurrentFrameWeights = Shader.PropertyToID("_Crest_JitterDiameters_CurrentFrameWeights");
public static readonly int s_MainCameraProjectionMatrix = Shader.PropertyToID("_Crest_MainCameraProjectionMatrix");
public static readonly int s_SimDeltaTime = Shader.PropertyToID("_Crest_SimDeltaTime");
// BIRP only.
public static readonly int s_ShadowCastersPresent = Shader.PropertyToID("_Crest_ShadowCastersPresent");
public static readonly int s_ClearShadows = Shader.PropertyToID("_Crest_ClearShadows");
}
const float k_MaximumJitter = 32f;
internal static readonly Color s_GizmoColor = new(0f, 0f, 0f, 0.5f);
internal static bool s_ProcessData = true;
internal override string ID => "Shadow";
internal override string Name => "Shadows";
internal override Color GizmoColor => s_GizmoColor;
private protected override Color ClearColor => Color.black;
private protected override bool NeedToReadWriteTextureData => true;
internal override int BufferCount => 2;
private protected override GraphicsFormat RequestedTextureFormat => _TextureFormatMode switch
{
LodTextureFormatMode.Performance => GraphicsFormat.R8G8_UNorm,
LodTextureFormatMode.Precision => GraphicsFormat.R16G16_UNorm,
LodTextureFormatMode.Manual => _TextureFormat,
_ => throw new System.NotImplementedException(),
};
Light _Light;
// SRP version needs access to this externally, hence internal get.
internal CommandBuffer CopyShadowMapBuffer { get; private set; }
PropertyWrapperMaterial[] _RenderMaterial;
enum Error
{
None,
NoLight,
NoShadows,
IncorrectLightType,
}
Error _Error;
internal override void Initialize()
{
if (WaterResources.Instance.Shaders._UpdateShadow == null)
{
_Valid = false;
return;
}
var isShadowsDisabled = false;
if (RenderPipelineHelper.IsLegacy)
{
if (QualitySettings.shadows == UnityEngine.ShadowQuality.Disable)
{
isShadowsDisabled = true;
}
}
else if (RenderPipelineHelper.IsUniversal)
{
#if d_UnityURP
var asset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
// TODO: Support single casacades as it is possible.
if (asset && asset.shadowCascadeCount < 2)
{
Debug.LogError("Crest shadowing requires shadow cascades to be enabled on the pipeline asset.", asset);
_Valid = false;
return;
}
if (asset.mainLightRenderingMode == LightRenderingMode.Disabled)
{
Debug.LogError("Crest: Main Light must be enabled to enable water shadowing.", _Water);
_Valid = false;
return;
}
isShadowsDisabled = !asset.supportsMainLightShadows;
#endif
}
if (isShadowsDisabled)
{
Debug.LogError("Crest: Shadows must be enabled in the quality settings to enable water shadowing.", _Water);
_Valid = false;
return;
}
base.Initialize();
}
internal override void SetGlobals(bool enable)
{
base.SetGlobals(enable);
Shader.SetGlobalFloat(ShaderIDs.s_DynamicSoftShadowsFactor, 1f);
if (RenderPipelineHelper.IsLegacy)
{
Helpers.SetGlobalBoolean(ShaderIDs.s_ShadowCastersPresent, true);
}
}
internal override void Enable()
{
base.Enable();
if (RenderPipelineHelper.IsLegacy)
{
Camera.onPreCull -= OnPreCullCamera;
Camera.onPreCull += OnPreCullCamera;
Camera.onPostRender -= OnPostRenderCamera;
Camera.onPostRender += OnPostRenderCamera;
}
CleanUpShadowCommandBuffers();
if (RenderPipelineHelper.IsHighDefinition)
{
#if d_UnityHDRP
SampleShadowsHDRP.Enable(_Water);
#endif
}
else if (RenderPipelineHelper.IsUniversal)
{
#if d_UnityURP
SampleShadowsURP.Enable();
#endif
}
}
internal override void Disable()
{
base.Disable();
CleanUpShadowCommandBuffers();
Shader.SetGlobalFloat(ShaderIDs.s_DynamicSoftShadowsFactor, 1f);
Camera.onPreCull -= OnPreCullCamera;
Camera.onPostRender -= OnPostRenderCamera;
#if d_UnityHDRP
SampleShadowsHDRP.Disable();
#endif
#if d_UnityURP
SampleShadowsURP.Disable();
#endif
}
internal override void Destroy()
{
base.Destroy();
for (var index = 0; index < _RenderMaterial.Length; index++)
{
Helpers.Destroy(_RenderMaterial[index].Material);
}
}
private protected override void Allocate()
{
base.Allocate();
_Targets.RunLambda(buffer => Clear(buffer));
{
_RenderMaterial = new PropertyWrapperMaterial[Slices];
var shader = WaterResources.Instance.Shaders._UpdateShadow;
for (var i = 0; i < _RenderMaterial.Length; i++)
{
_RenderMaterial[i] = new(shader);
_RenderMaterial[i].SetInteger(Lod.ShaderIDs.s_LodIndex, i);
}
}
// Enable sample shadows custom pass.
if (RenderPipelineHelper.IsHighDefinition)
{
#if d_UnityHDRP
SampleShadowsHDRP.Enable(_Water);
#endif
}
else if (RenderPipelineHelper.IsUniversal)
{
#if d_UnityURP
SampleShadowsURP.Enable();
#endif
}
}
internal override void ClearLodData()
{
base.ClearLodData();
_Targets.RunLambda(buffer => Clear(buffer));
}
void OnPreCullCamera(Camera camera)
{
#if UNITY_EDITOR
// Do not execute when editor is not active to conserve power and prevent possible leaks.
if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive)
{
CopyShadowMapBuffer?.Clear();
return;
}
if (!WaterRenderer.IsWithinEditorUpdate)
{
CopyShadowMapBuffer?.Clear();
return;
}
#endif
var water = _Water;
if (water == null)
{
return;
}
if (!Helpers.MaskIncludesLayer(camera.cullingMask, water.Layer))
{
return;
}
if (camera == water.Viewer && CopyShadowMapBuffer != null)
{
// Calling this in OnPreRender was too late to be executed in the same frame.
AddCommandBufferToPrimaryLight();
// Disable for XR SPI otherwise input will not have correct world position.
if (camera.stereoEnabled && XRHelpers.IsSinglePass)
{
CopyShadowMapBuffer.DisableShaderKeyword("STEREO_INSTANCING_ON");
}
BuildCommandBuffer(water, CopyShadowMapBuffer);
// Restore XR SPI as we cannot rely on remaining pipeline to do it for us.
if (camera.stereoEnabled && XRHelpers.IsSinglePass)
{
CopyShadowMapBuffer.EnableShaderKeyword("STEREO_INSTANCING_ON");
}
}
}
void OnPostRenderCamera(Camera camera)
{
#if UNITY_EDITOR
// Do not execute when editor is not active to conserve power and prevent possible leaks.
if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive)
{
CopyShadowMapBuffer?.Clear();
return;
}
if (!WaterRenderer.IsWithinEditorUpdate)
{
CopyShadowMapBuffer?.Clear();
return;
}
#endif
var water = _Water;
if (water == null)
{
return;
}
if (!Helpers.MaskIncludesLayer(camera.cullingMask, water.Layer))
{
return;
}
if (camera == water.Viewer)
{
// CBs added to a light are executed for every camera, but the LOD data is only supports a single
// camera. Removing the CB after the camera renders restricts the CB to one camera.
RemoveCommandBufferFromPrimaryLight();
}
}
internal void AddCommandBufferToPrimaryLight()
{
if (_Light == null || CopyShadowMapBuffer == null) return;
_Light.RemoveCommandBuffer(LightEvent.BeforeScreenspaceMask, CopyShadowMapBuffer);
_Light.AddCommandBuffer(LightEvent.BeforeScreenspaceMask, CopyShadowMapBuffer);
}
internal void RemoveCommandBufferFromPrimaryLight()
{
if (_Light == null || CopyShadowMapBuffer == null) return;
_Light.RemoveCommandBuffer(LightEvent.BeforeScreenspaceMask, CopyShadowMapBuffer);
}
/// <summary>
/// Validates the primary light.
/// </summary>
/// <returns>
/// Whether the light is valid. An invalid light should be treated as a developer error and not recoverable.
/// </returns>
bool ValidateLight()
{
if (_Light == null)
{
if (!_AllowNullLight)
{
if (_Error != Error.NoLight)
{
Debug.LogWarning($"Crest: Primary light must be specified on {nameof(WaterRenderer)} script to enable shadows.", _Water);
_Error = Error.NoLight;
}
return false;
}
return true;
}
if (_Light.shadows == LightShadows.None)
{
if (!_AllowNoShadows)
{
if (_Error != Error.NoShadows)
{
Debug.LogWarning("Crest: Shadows must be enabled on primary light to enable water shadowing (types Hard and Soft are equivalent for the water system).", _Light);
_Error = Error.NoShadows;
}
return false;
}
}
if (_Light.type != LightType.Directional)
{
if (_Error != Error.IncorrectLightType)
{
Debug.LogError("Crest: Primary light must be of type Directional.", _Light);
_Error = Error.IncorrectLightType;
}
return false;
}
_Error = Error.None;
return true;
}
/// <summary>
/// Stores the primary light.
/// </summary>
/// <returns>
/// Whether there is a light that casts shadows.
/// </returns>
bool SetUpLight()
{
if (_Light == null)
{
_Light = _Water.PrimaryLight;
if (_Light == null)
{
return false;
}
}
if (_Light.shadows == LightShadows.None)
{
return false;
}
return true;
}
/// <summary>
/// May happen if scenes change etc
/// </summary>
void ClearBufferIfLightChanged()
{
if (_Light != _Water.PrimaryLight)
{
_Targets.RunLambda(buffer => Clear(buffer));
CleanUpShadowCommandBuffers();
_Light = null;
}
}
void CleanUpShadowCommandBuffers()
{
if (!RenderPipelineHelper.IsLegacy)
{
return;
}
CopyShadowMapBuffer?.Release();
CopyShadowMapBuffer = null;
}
void Update()
{
// If disabled then we hit a failure state. Try and recover in edit mode by proceeding.
if (!_Valid && Application.isPlaying)
{
return;
}
ClearBufferIfLightChanged();
var hasShadowCastingLight = SetUpLight();
// If in play mode, and this becomes false, then we hit a failed state and will not recover.
_Valid = ValidateLight();
if (!s_ProcessData || !_Valid || !hasShadowCastingLight)
{
if (CopyShadowMapBuffer != null)
{
// If we have a command buffer, then there is likely shadow data so we need to clear it.
_Targets.RunLambda(buffer => Clear(buffer));
CleanUpShadowCommandBuffers();
}
return;
}
CopyShadowMapBuffer ??= new() { name = "Crest Shadow Data" };
CopyShadowMapBuffer.Clear();
FlipBuffers();
// clear the shadow collection. it will be overwritten with shadow values IF the shadows render,
// which only happens if there are (nontransparent) shadow receivers around. this is only reliable
// in play mode, so don't do it in edit mode.
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
Clear(DataTexture);
}
}
internal override void BuildCommandBuffer(WaterRenderer water, CommandBuffer buffer)
{
var isSimulationBuffer = buffer == _Water.SimulationBuffer;
if (isSimulationBuffer)
{
var skip = true;
if (RenderPipelineHelper.IsLegacy)
{
// If no shadow casters are present, BIRP will not execute the command buffer
// leaving outdated shadows in data. We set a flag to determine if the command
// buffer was executed.
skip = Helpers.GetGlobalBoolean(ShaderIDs.s_ShadowCastersPresent);
Helpers.SetGlobalBoolean(ShaderIDs.s_ShadowCastersPresent, false);
}
Update();
// Only do a partial update when called by WaterRenderer as we want to execute
// with the camera's command buffer (in frame).
if (skip) return;
}
// NOTE: FlipBuffers called elsewhere.
// Cache the camera for further down.
var camera = water.Viewer;
#pragma warning disable 618
using (new ProfilingSample(buffer, isSimulationBuffer ? "Shadows" : "Crest.Shadows"))
#pragma warning restore 618
{
var jitter = new Vector4
(
_JitterDiameterSoft,
_JitterDiameterHard,
_CurrentFrameWeightSoft,
_CurrentFrameWeightHard
);
var waterMaterial = _Water.Material;
var hasColor = waterMaterial.HasVector(WaterRenderer.ShaderIDs.s_Absorption) && waterMaterial.HasProperty(WaterRenderer.ShaderIDs.s_Scattering);
var absorption = hasColor ? waterMaterial.GetVector(WaterRenderer.ShaderIDs.s_Absorption).XYZ() : Vector3.zero;
var scattering = hasColor ? ((Vector4)waterMaterial.GetColor(WaterRenderer.ShaderIDs.s_Scattering).MaybeLinear()).XYZ() : Vector3.zero;
var sampleAbsorption = _Water.AbsorptionLod.Enabled;
var sampleScattering = _Water.ScatteringLod.Enabled;
var sampleColor = sampleAbsorption || sampleScattering;
if (_DynamicSoftShadows && hasColor && !sampleColor)
{
// This approximates varying of soft shadowing by volume scattering/absorption density.
var extinction = absorption + scattering;
var factor = Mathf.Clamp01(Mathf.Min(Mathf.Min(extinction.x, extinction.y), extinction.z) * _SoftJitterExtinctionFactor);
jitter.x = (1f - factor) * k_MaximumJitter;
}
Shader.SetGlobalFloat(ShaderIDs.s_DynamicSoftShadowsFactor, _DynamicSoftShadows ? _SoftJitterExtinctionFactor : 1f);
buffer.BeginSample("Sample");
for (var slice = Slices - 1; slice >= 0; slice--)
{
_RenderMaterial[slice].SetVector(ShaderIDs.s_CenterPos, _Cascades[slice]._SnappedPosition.XNZ(_Water.SeaLevel));
var scale = water.CalcLodScale(slice);
_RenderMaterial[slice].SetVector(ShaderIDs.s_Scale, new(scale, 1f, scale));
_RenderMaterial[slice].SetVector(ShaderIDs.s_JitterDiameters_CurrentFrameWeights, jitter);
_RenderMaterial[slice].SetMatrix(ShaderIDs.s_MainCameraProjectionMatrix, GL.GetGPUProjectionMatrix(camera.projectionMatrix, renderIntoTexture: true) * camera.worldToCameraMatrix);
_RenderMaterial[slice].SetFloat(ShaderIDs.s_SimDeltaTime, Time.deltaTime);
// Dynamic Soft Shadows.
_RenderMaterial[slice].SetBoolean(ShaderIDs.s_SampleColorMap, _DynamicSoftShadows && sampleColor);
if (_DynamicSoftShadows && sampleColor)
{
_RenderMaterial[slice].SetVector(WaterRenderer.ShaderIDs.s_Absorption, absorption);
_RenderMaterial[slice].SetVector(WaterRenderer.ShaderIDs.s_Scattering, scattering);
}
_RenderMaterial[slice].SetTexture(_TextureSourceShaderID, _Targets.Previous(1));
#if UNITY_EDITOR
// On recompiles this becomes unset even though we run over the code path to set it again...
_RenderMaterial[slice].SetInteger(Lod.ShaderIDs.s_LodIndex, slice);
#endif
if (RenderPipelineHelper.IsLegacy)
{
// If we are executing the simulation buffer, then we are clearing.
_RenderMaterial[slice].SetBoolean(ShaderIDs.s_ClearShadows, isSimulationBuffer);
}
Helpers.Blit(buffer, DataTexture, _RenderMaterial[slice].Material, depthSlice: slice);
}
buffer.EndSample("Sample");
// BUG: These draw calls will "leak" and be duplicated before the above blit. They are executed at
// the beginning of this CB before any commands are applied.
SubmitDraws(buffer, s_Inputs, DataTexture);
// Set the target texture as to make sure we catch the 'pong' each frame
Shader.SetGlobalTexture(_TextureShaderID, DataTexture);
if (RenderPipelineHelper.IsLegacy && !isSimulationBuffer)
{
buffer.SetGlobalBoolean(ShaderIDs.s_ShadowCastersPresent, true);
}
}
}
internal ShadowLod()
{
_Enabled = true;
_TextureFormat = GraphicsFormat.R8G8_UNorm;
}
internal static SortedList<int, ILodInput> s_Inputs = new(Helpers.DuplicateComparison);
private protected override SortedList<int, ILodInput> Inputs => s_Inputs;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void OnLoad()
{
s_Inputs.Clear();
}
}
}