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- using UnityEngine;
- using System.Collections;
- using System;
- [ExecuteInEditMode]
- [RequireComponent(typeof(Light))]
- [RequireComponent(typeof(LightShaftsOptim))]
- public partial class LightShafts : MonoBehaviour
- {
- public void Start()
- {
- CheckMinRequirements();
- // HACK (Event[0]): Get camera on player
- if(Player.Instance != null && Player.Instance.head != null) {
- m_Cameras = new Camera[]{ Player.Instance.head.GetComponentInChildren<Camera>() };
- } else {
- m_Cameras = new Camera[]{ Camera.main };
- }
- UpdateCameraDepthMode();
- }
- void UpdateShadowmap()
- {
- if (m_ShadowmapMode == LightShaftsShadowmapMode.Static && !m_ShadowmapDirty)
- return;
- InitShadowmap();
- if (m_ShadowmapCamera == null)
- {
- GameObject go = new GameObject("Depth Camera");
- go.AddComponent(typeof(Camera));
- m_ShadowmapCamera = go.GetComponent<Camera>();
- go.hideFlags = HideFlags.HideAndDontSave;
- m_ShadowmapCamera.enabled = false;
- m_ShadowmapCamera.clearFlags = CameraClearFlags.SolidColor;
- }
- Transform cam = m_ShadowmapCamera.transform;
- cam.position = transform.position;
- cam.rotation = transform.rotation;
- if (directional)
- {
- m_ShadowmapCamera.orthographic = true;
- m_ShadowmapCamera.nearClipPlane = 0;
- m_ShadowmapCamera.farClipPlane = m_Size.z;
- m_ShadowmapCamera.orthographicSize = m_Size.y * 0.5f;
- m_ShadowmapCamera.aspect = m_Size.x / m_Size.y;
- }
- else
- {
- m_ShadowmapCamera.orthographic = false;
- m_ShadowmapCamera.nearClipPlane = m_SpotNear * m_Light.range;
- m_ShadowmapCamera.farClipPlane = m_SpotFar * m_Light.range;
- m_ShadowmapCamera.fieldOfView = m_Light.spotAngle;
- m_ShadowmapCamera.aspect = 1.0f;
- }
- m_ShadowmapCamera.renderingPath = RenderingPath.Forward;
- m_ShadowmapCamera.targetTexture = m_Shadowmap;
- m_ShadowmapCamera.cullingMask = m_CullingMask;
- m_ShadowmapCamera.backgroundColor = Color.white;
- m_ShadowmapCamera.RenderWithShader(m_DepthShader, "RenderType");
- if (m_Colored)
- {
- m_ShadowmapCamera.targetTexture = m_ColorFilter;
- m_ShadowmapCamera.cullingMask = m_ColorFilterMask;
- m_ShadowmapCamera.backgroundColor = new Color(m_ColorBalance, m_ColorBalance, m_ColorBalance);
- m_ShadowmapCamera.RenderWithShader(m_ColorFilterShader, "");
- }
- m_ShadowmapDirty = false;
- }
- void RenderCoords(int width, int height, Vector4 lightPos)
- {
- SetFrustumRays(m_CoordMaterial);
- RenderBuffer[] buffers = {m_CoordEpi.colorBuffer, m_DepthEpi.colorBuffer};
- Graphics.SetRenderTarget(buffers, m_DepthEpi.depthBuffer);
- m_CoordMaterial.SetVector("_LightPos", lightPos);
- m_CoordMaterial.SetVector("_CoordTexDim", new Vector4(m_CoordEpi.width, m_CoordEpi.height, 1.0f / m_CoordEpi.width, 1.0f / m_CoordEpi.height));
- m_CoordMaterial.SetVector("_ScreenTexDim", new Vector4(width, height, 1.0f / width, 1.0f / height));
- m_CoordMaterial.SetPass(0);
- RenderQuad();
- }
- void RenderInterpolationTexture(Vector4 lightPos)
- {
- Graphics.SetRenderTarget(m_InterpolationEpi.colorBuffer, m_RaymarchedLightEpi.depthBuffer);
- if (!m_DX11Support && (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsWebPlayer))
- {
- // Looks like in dx9 stencil is not cleared properly with GL.Clear()
- // Edit: fixed in 4.5, so this hack can be removed
- m_DepthBreaksMaterial.SetPass(1);
- RenderQuad();
- }
- else
- {
- GL.Clear(true, true, new Color(0, 0, 0, 1));
- }
- m_DepthBreaksMaterial.SetFloat("_InterpolationStep", m_InterpolationStep);
- m_DepthBreaksMaterial.SetFloat("_DepthThreshold", GetDepthThresholdAdjusted());
- m_DepthBreaksMaterial.SetTexture("_DepthEpi", m_DepthEpi);
- m_DepthBreaksMaterial.SetVector("_DepthEpiTexDim", new Vector4(m_DepthEpi.width, m_DepthEpi.height, 1.0f / m_DepthEpi.width, 1.0f / m_DepthEpi.height));
- m_DepthBreaksMaterial.SetPass(0);
- RenderQuadSections(lightPos);
- }
- void InterpolateAlongRays(Vector4 lightPos)
- {
- Graphics.SetRenderTarget(m_InterpolateAlongRaysEpi);
- m_InterpolateAlongRaysMaterial.SetFloat("_InterpolationStep", m_InterpolationStep);
- m_InterpolateAlongRaysMaterial.SetTexture("_InterpolationEpi", m_InterpolationEpi);
- m_InterpolateAlongRaysMaterial.SetTexture("_RaymarchedLightEpi", m_RaymarchedLightEpi);
- m_InterpolateAlongRaysMaterial.SetVector("_RaymarchedLightEpiTexDim", new Vector4(m_RaymarchedLightEpi.width, m_RaymarchedLightEpi.height, 1.0f / m_RaymarchedLightEpi.width, 1.0f / m_RaymarchedLightEpi.height));
- m_InterpolateAlongRaysMaterial.SetPass(0);
- RenderQuadSections(lightPos);
- }
- void RenderSamplePositions(int width, int height, Vector4 lightPos)
- {
- InitRenderTexture (ref m_SamplePositions, width, height, 0, RenderTextureFormat.ARGB32, false);
- // Unfortunately can't be a temporary RT if we want random write
- m_SamplePositions.enableRandomWrite = true;
- m_SamplePositions.filterMode = FilterMode.Point;
- Graphics.SetRenderTarget (m_SamplePositions);
- GL.Clear (false, true, new Color(0,0,0,1));
- Graphics.ClearRandomWriteTargets();
- Graphics.SetRandomWriteTarget(1, m_SamplePositions);
- //We need a render target with m_Coord dimensions, but reading and writing
- //to the same target produces wrong read results, so using a dummy.
- Graphics.SetRenderTarget(m_RaymarchedLightEpi);
- m_SamplePositionsMaterial.SetVector("_OutputTexDim", new Vector4(width-1, height-1, 0, 0));
- m_SamplePositionsMaterial.SetVector("_CoordTexDim", new Vector4(m_CoordEpi.width, m_CoordEpi.height, 0, 0));
- m_SamplePositionsMaterial.SetTexture("_Coord", m_CoordEpi);
- m_SamplePositionsMaterial.SetTexture("_InterpolationEpi", m_InterpolationEpi);
- if (m_ShowInterpolatedSamples)
- {
- m_SamplePositionsMaterial.SetFloat("_SampleType", 1);
- m_SamplePositionsMaterial.SetVector("_Color", new Vector4(0.4f, 0.4f, 0, 0));
- m_SamplePositionsMaterial.SetPass(0);
- RenderQuad();
- }
- m_SamplePositionsMaterial.SetFloat("_SampleType", 0);
- m_SamplePositionsMaterial.SetVector("_Color", new Vector4(1, 0, 0, 0));
- m_SamplePositionsMaterial.SetPass(0);
- RenderQuadSections(lightPos);
- Graphics.ClearRandomWriteTargets();
- }
- void ShowSamples(int width, int height, Vector4 lightPos)
- {
- bool showSamples = m_ShowSamples && m_DX11Support && m_SamplePositionsShaderCompiles;
- SetKeyword(showSamples, "SHOW_SAMPLES_ON", "SHOW_SAMPLES_OFF");
- if (showSamples)
- RenderSamplePositions(width, height, lightPos);
- m_FinalInterpolationMaterial.SetFloat("_ShowSamplesBackgroundFade", m_ShowSamplesBackgroundFade);
- }
- void Raymarch(int width, int height, Vector4 lightPos)
- {
- SetFrustumRays(m_RaymarchMaterial);
- int shadowmapWidth = m_Shadowmap.width;
- int shadowmapHeight = m_Shadowmap.height;
- Graphics.SetRenderTarget(m_RaymarchedLightEpi.colorBuffer, m_RaymarchedLightEpi.depthBuffer);
- GL.Clear(false, true, new Color(0, 0, 0, 1));
- m_RaymarchMaterial.SetTexture("_Coord", m_CoordEpi);
- m_RaymarchMaterial.SetTexture("_InterpolationEpi", m_InterpolationEpi);
- m_RaymarchMaterial.SetTexture("_Shadowmap", m_Shadowmap);
- float brightness = m_Colored ? m_BrightnessColored/m_ColorBalance : m_Brightness;
- brightness *= m_Light.intensity;
- m_RaymarchMaterial.SetFloat("_Brightness", brightness);
- m_RaymarchMaterial.SetFloat("_Extinction", -m_Extinction);
- m_RaymarchMaterial.SetVector("_ShadowmapDim", new Vector4(shadowmapWidth, shadowmapHeight, 1.0f / shadowmapWidth, 1.0f / shadowmapHeight));
- m_RaymarchMaterial.SetVector("_ScreenTexDim", new Vector4(width, height, 1.0f / width, 1.0f / height));
- m_RaymarchMaterial.SetVector("_LightColor", m_Light.color.linear);
- m_RaymarchMaterial.SetFloat("_MinDistFromCamera", m_MinDistFromCamera);
- SetKeyword(m_Colored, "COLORED_ON", "COLORED_OFF");
- m_RaymarchMaterial.SetTexture("_ColorFilter", m_ColorFilter);
- SetKeyword(m_AttenuationCurveOn, "ATTENUATION_CURVE_ON", "ATTENUATION_CURVE_OFF");
- m_RaymarchMaterial.SetTexture("_AttenuationCurveTex", m_AttenuationCurveTex);
- Texture cookie = m_Light.cookie;
- SetKeyword(cookie != null, "COOKIE_TEX_ON", "COOKIE_TEX_OFF");
- if (cookie != null)
- m_RaymarchMaterial.SetTexture("_Cookie", cookie);
- m_RaymarchMaterial.SetPass(0);
- RenderQuadSections(lightPos);
- }
- public void OnRenderObject ()
- {
- m_CurrentCamera = Camera.current;
- if (!m_MinRequirements || !CheckCamera() || !IsVisible())
- return;
- // Prepare
- RenderBuffer depthBuffer = Graphics.activeDepthBuffer;
- RenderBuffer colorBuffer = Graphics.activeColorBuffer;
- InitResources();
- Vector4 lightPos = GetLightViewportPos();
- bool lightOnScreen = lightPos.x >= -1 && lightPos.x <= 1 && lightPos.y >= -1 && lightPos.y <= 1;
- SetKeyword(lightOnScreen, "LIGHT_ON_SCREEN", "LIGHT_OFF_SCREEN");
- int width = Screen.width;
- int height = Screen.height;
- // Render the buffers, raymarch, interpolate along rays
- UpdateShadowmap();
- SetKeyword(directional, "DIRECTIONAL_SHAFTS", "SPOT_SHAFTS");
- RenderCoords(width, height, lightPos);
- RenderInterpolationTexture(lightPos);
- Raymarch(width, height, lightPos);
- InterpolateAlongRays(lightPos);
- ShowSamples(width, height, lightPos);
- // Final interpolation and blending onto the screen
- SetFrustumRays(m_FinalInterpolationMaterial);
- m_FinalInterpolationMaterial.SetTexture("_InterpolationEpi", m_InterpolationEpi);
- m_FinalInterpolationMaterial.SetTexture("_DepthEpi", m_DepthEpi);
- m_FinalInterpolationMaterial.SetTexture("_Shadowmap", m_Shadowmap);
- m_FinalInterpolationMaterial.SetTexture("_Coord", m_CoordEpi);
- m_FinalInterpolationMaterial.SetTexture("_SamplePositions", m_SamplePositions);
- m_FinalInterpolationMaterial.SetTexture("_RaymarchedLight", m_InterpolateAlongRaysEpi);
- m_FinalInterpolationMaterial.SetVector("_CoordTexDim", new Vector4(m_CoordEpi.width, m_CoordEpi.height, 1.0f / m_CoordEpi.width, 1.0f / m_CoordEpi.height));
- m_FinalInterpolationMaterial.SetVector("_ScreenTexDim", new Vector4(width, height, 1.0f / width, 1.0f / height));
- m_FinalInterpolationMaterial.SetVector("_LightPos", lightPos);
- m_FinalInterpolationMaterial.SetFloat("_DepthThreshold", GetDepthThresholdAdjusted());
- bool renderAsQuad = directional || IntersectsNearPlane();
- m_FinalInterpolationMaterial.SetFloat("_ZTest", (float)(renderAsQuad ? UnityEngine.Rendering.CompareFunction.Always : UnityEngine.Rendering.CompareFunction.Less));
- SetKeyword(renderAsQuad, "QUAD_SHAFTS", "FRUSTUM_SHAFTS");
- Graphics.SetRenderTarget(colorBuffer, depthBuffer);
- m_FinalInterpolationMaterial.SetPass(0);
- if (renderAsQuad)
- RenderQuad();
- else
- RenderSpotFrustum();
- ReleaseResources();
- }
- }
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