LWRP中是有两种阴影实现的
传统shadowmap的实现网上很多,这里就不多说了 简单讲下就是通过shadowcaster的pass 以灯光为视角渲染一张shadowmap ,使用的时候在去用自己的深度和shadowmap中进行比较检测是否被遮挡 被遮挡就处于阴影范围内
值得一提的是 在LWRP中 unity的内置阴影是在条件允许的情况下(非OpenGLES2)使用屏幕空间阴影的
bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve;
shadowData.requiresScreenSpaceShadowResolve = shadowData.supportsMainLightShadows && supportsScreenSpaceShadows && settings.shadowCascadeOption != ShadowCascadesOption.NoCascades;
先看开启条件 通过上面2行代码我们可以得知 当设备支持主阴影的时候,开启阴影连级 就会使用屏幕空间阴影ScreenSpaceShadowResolvePass
using System;
namespace UnityEngine.Rendering.LWRP
{
internal class ScreenSpaceShadowResolvePass : ScriptableRenderPass
{
Material m_ScreenSpaceShadowsMaterial;
RenderTargetHandle m_ScreenSpaceShadowmap;
RenderTextureDescriptor m_RenderTextureDescriptor;
const string m_ProfilerTag = "Resolve Shadows";
public ScreenSpaceShadowResolvePass(RenderPassEvent evt, Material screenspaceShadowsMaterial)
{
m_ScreenSpaceShadowsMaterial = screenspaceShadowsMaterial;
m_ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture");
renderPassEvent = evt;
}
public void Setup(RenderTextureDescriptor baseDescriptor)
{
m_RenderTextureDescriptor = baseDescriptor;
m_RenderTextureDescriptor.depthBufferBits = 0;
m_RenderTextureDescriptor.msaaSamples = 1;
m_RenderTextureDescriptor.colorFormat = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(m_ScreenSpaceShadowmap.id, m_RenderTextureDescriptor, FilterMode.Bilinear);
RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier();
ConfigureTarget(screenSpaceOcclusionTexture);
ConfigureClear(ClearFlag.All, Color.white);
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_ScreenSpaceShadowsMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_ScreenSpaceShadowsMaterial, GetType().Name);
return;
}
if (renderingData.lightData.mainLightIndex == -1)
return;
Camera camera = renderingData.cameraData.camera;
bool stereo = renderingData.cameraData.isStereoEnabled;
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
if (!stereo)
{
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_ScreenSpaceShadowsMaterial);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
else
{
// Avoid setting and restoring camera view and projection matrices when in stereo.
RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier();
Blit(cmd, screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, m_ScreenSpaceShadowsMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
///
public override void FrameCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowmap.id);
}
}
}
代码不是很多 也比较简单。可以看出是使用了m_ScreenSpaceShadowsMaterial材质对屏幕内的mesh进行绘制保存在_ScreenSpaceShadowmapTexture中。后面drawobject的时候就可以根据自己在屏幕上的位置直接去_ScreenSpaceShadowmapTexture中获取对应的阴影颜色。
有两点值得注意的是
一:使用屏幕空间阴影会需要一张深度图,这张深度图在延迟渲染中是本来就有的 如果是正向渲染 或者现阶段的lwrp中是需要调用m_DepthPrepass提前绘制一遍物体。来得到这张深度图
二:_ScreenSpaceShadowmapTexture的生成也是基于shadowmap的,所以shadowcaster的pass不可少
最近比较忙,好久没更新了 写的比较急 大概就这样吧