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LightShafts.cs
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LightShafts.cs
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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
[RequireComponent(typeof(Light))]
public partial class LightShafts : MonoBehaviour
{
public void Start()
{
CheckMinRequirements();
if (m_Cameras == null || m_Cameras.Length == 0)
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.isOrthoGraphic = 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.isOrthoGraphic = false;
m_ShadowmapCamera.nearClipPlane = m_SpotNear * light.range;
m_ShadowmapCamera.farClipPlane = m_SpotFar * light.range;
m_ShadowmapCamera.fieldOfView = 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;
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 *= 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", 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 = 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);
}
// This can be safely removed in Unity 4.5, along with the corresponding check in the shader.
void FlipWorkaround()
{
// In Unity 4.3 and earlier _ProjectionParams.x doesn't get properly set when not rendering with a camera,
// so the shader will get confused whether to counter the flip or not.
// The incorrectly detected case is when rendering straight to the screen, so not in deferred and no image effects.
bool enable = System.Convert.ToSingle(Application.unityVersion.Substring(0, 3)) < 4.5f;
enable &= m_CurrentCamera.actualRenderingPath != RenderingPath.DeferredLighting;
if (enable)
{
// If you have any image effects not deriving from PostEffectsBase, include them in this check too.
MonoBehaviour imageEffect = m_CurrentCamera.GetComponent("PostEffectsBase") as MonoBehaviour;
enable &= imageEffect == null || !imageEffect.enabled;
}
SetKeyword(enable, "FLIP_WORKAROUND_ON", "FLIP_WORKAROUND_OFF");
}
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
FlipWorkaround();
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();
}
}