261 lines
10 KiB
C#
261 lines
10 KiB
C#
using System;
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using System.Runtime.InteropServices;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Contains spherical harmonic coefficients used for lighting representation in the format
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/// expected by <c>DOTS_INSTANCING_ON</c> shaders.
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///
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/// The size of the struct is padded to a power of two so arrays of such structs can be efficiently
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/// indexed in shaders.
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/// </summary>
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/// <seealso cref="SphericalHarmonicsL2"/>
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[StructLayout(LayoutKind.Sequential)]
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[Serializable]
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public struct SHCoefficients : IEquatable<SHCoefficients>
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{
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHAr</c> shader property.
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/// </summary>
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public Vector4 SHAr;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHAg</c> shader property.
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/// </summary>
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public Vector4 SHAg;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHAb</c> shader property.
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/// </summary>
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public Vector4 SHAb;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHBr</c> shader property.
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/// </summary>
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public Vector4 SHBr;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHBg</c> shader property.
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/// </summary>
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public Vector4 SHBg;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHBb</c> shader property.
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/// </summary>
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public Vector4 SHBb;
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/// <summary>
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/// Contains the SH coefficients that correspond to the <c>unity_SHC</c> shader property.
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/// </summary>
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public Vector4 SHC;
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/// <summary>
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/// Contains the baked shadowing data that corresponds to the <c>unity_ProbesOcclusion</c> shader property.
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/// </summary>
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public Vector4 ProbesOcclusion;
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/// <summary>
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/// Construct an instance of <c>SHCoefficients</c> that represents the same spherical
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/// harmonic coefficients as the parameter.
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/// </summary>
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/// <param name="sh">The spherical harmonic coefficients to initialize with.</param>
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public SHCoefficients(SphericalHarmonicsL2 sh)
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{
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SHAr = GetSHA(sh, 0);
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SHAg = GetSHA(sh, 1);
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SHAb = GetSHA(sh, 2);
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SHBr = GetSHB(sh, 0);
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SHBg = GetSHB(sh, 1);
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SHBb = GetSHB(sh, 2);
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SHC = GetSHC(sh);
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ProbesOcclusion = Vector4.one;
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}
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/// <summary>
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/// Construct an instance of <c>SHCoefficients</c> that represents the same spherical
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/// harmonic coefficients as the parameter.
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/// </summary>
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/// <param name="sh">The spherical harmonic coefficients to initialize with.</param>
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/// <param name="probesOcclusion">The baked shadowing data to include with this set of spherical harmonic coefficients.</param>
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public SHCoefficients(SphericalHarmonicsL2 sh, Vector4 probesOcclusion)
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: this(sh)
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{
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ProbesOcclusion = probesOcclusion;
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}
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static Vector4 GetSHA(SphericalHarmonicsL2 sh, int i)
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{
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return new Vector4(sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6]);
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}
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static Vector4 GetSHB(SphericalHarmonicsL2 sh, int i)
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{
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return new Vector4(sh[i, 4], sh[i, 5], sh[i, 6] * 3f, sh[i, 7]);
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}
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static Vector4 GetSHC(SphericalHarmonicsL2 sh)
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{
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return new Vector4(sh[0, 8], sh[1, 8], sh[2, 8], 1);
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}
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/// <summary>
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/// Equals implementation.
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/// </summary>
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/// <param name="other">Other SHCoefficients instance to comapre this against.</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public bool Equals(SHCoefficients other)
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{
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return SHAr.Equals(other.SHAr) && SHAg.Equals(other.SHAg) && SHAb.Equals(other.SHAb) && SHBr.Equals(other.SHBr) && SHBg.Equals(other.SHBg) && SHBb.Equals(other.SHBb) && SHC.Equals(other.SHC) && ProbesOcclusion.Equals(other.ProbesOcclusion);
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}
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/// <summary>
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/// Equals implementation.
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/// </summary>
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/// <param name="obj">Other object to compare this object against</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public override bool Equals(object obj)
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{
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return obj is SHCoefficients other && Equals(other);
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}
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/// <summary>
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/// GetHashCode implementation.
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/// </summary>
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/// <returns></returns>
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public override int GetHashCode()
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{
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return HashCode.Combine(SHAr, SHAg, SHAb, SHBr, SHBg, SHBb, SHC, ProbesOcclusion);
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}
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/// <summary>
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/// Equality operator implementation.
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/// </summary>
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/// <param name="left">Left operand of comparison</param>
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/// <param name="right">Right operand of comparison</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public static bool operator ==(SHCoefficients left, SHCoefficients right)
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{
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return left.Equals(right);
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}
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/// <summary>
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/// Not equals operator implementation.
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/// </summary>
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/// <param name="left">Left operand of comparison</param>
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/// <param name="right">Right operand of comparison</param>
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/// <returns>True if contents are not equal, False otherwise.</returns>
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public static bool operator !=(SHCoefficients left, SHCoefficients right)
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{
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return !left.Equals(right);
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}
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}
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/// <summary>
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/// Contains default values for built-in properties that the user is expected to manually
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/// provide for <c>DOTS_INSTANCING_ON</c> shaders. The struct layout matches the
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/// <c>unity_DOTSInstanceGlobalValues</c> constant buffer the shader expects the default
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/// values in.
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/// </summary>
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[Obsolete("BatchRendererGroupGlobals and associated cbuffer are now set automatically by Unity. Setting it manually is no longer necessary or supported.")]
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[StructLayout(LayoutKind.Sequential)]
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[Serializable]
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public struct BatchRendererGroupGlobals : IEquatable<BatchRendererGroupGlobals>
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{
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/// <summary>
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/// The string name of the constant buffer <c>DOTS_INSTANCING_ON</c> shaders use
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/// to read default values for the built-in properties contained in this struct.
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/// </summary>
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public const string kGlobalsPropertyName = "unity_DOTSInstanceGlobalValues";
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/// <summary>
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/// The unique identifier for <see cref="kGlobalsPropertyName"/>, retrieved using
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/// <see cref="Shader.PropertyToID"/>.
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/// </summary>
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/// <seealso cref="Shader.PropertyToID"/>
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public static readonly int kGlobalsPropertyId = Shader.PropertyToID(kGlobalsPropertyName);
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/// <summary>
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/// The default value to use for the <c>unity_ProbesOcclusion</c> built-in shader property.
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/// </summary>
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public Vector4 ProbesOcclusion;
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/// <summary>
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/// The default value to use for the <c>unity_SpecCube0_HDR</c> built-in shader property.
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/// </summary>
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public Vector4 SpecCube0_HDR;
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/// <summary>
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/// The default value to use for the <c>unity_SpecCube1_HDR</c> built-in shader property.
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/// </summary>
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public Vector4 SpecCube1_HDR;
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/// <summary>
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/// The default values to use for the built-in spherical harmonics shader properties.
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/// </summary>
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/// <seealso cref="SHCoefficients"/>
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public SHCoefficients SHCoefficients;
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/// <summary>
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/// Construct a struct with default values based on the currently active reflection probe
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/// and ambient lighting settings.
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/// </summary>
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public static BatchRendererGroupGlobals Default
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{
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get
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{
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var globals = new BatchRendererGroupGlobals();
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globals.ProbesOcclusion = Vector4.one;
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globals.SpecCube0_HDR = ReflectionProbe.defaultTextureHDRDecodeValues;
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globals.SpecCube1_HDR = globals.SpecCube0_HDR;
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globals.SHCoefficients = new SHCoefficients(RenderSettings.ambientProbe);
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return globals;
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}
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}
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/// <summary>
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/// Equals implementation.
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/// </summary>
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/// <param name="other">Other BatchRendererGroupGlobals instance to comapre this against.</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public bool Equals(BatchRendererGroupGlobals other)
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{
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return ProbesOcclusion.Equals(other.ProbesOcclusion) && SpecCube0_HDR.Equals(other.SpecCube0_HDR) && SpecCube1_HDR.Equals(other.SpecCube1_HDR) && SHCoefficients.Equals(other.SHCoefficients);
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}
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/// <summary>
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/// Equals implementation.
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/// </summary>
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/// <param name="obj">Other object to comapre this against.</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public override bool Equals(object obj)
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{
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return obj is BatchRendererGroupGlobals other && Equals(other);
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}
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/// <summary>
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/// GetHashCode implementation.
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/// </summary>
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/// <returns></returns>
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public override int GetHashCode()
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{
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return HashCode.Combine(ProbesOcclusion, SpecCube0_HDR, SpecCube1_HDR, SHCoefficients);
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}
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/// <summary>
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/// Equality operator implementation.
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/// </summary>
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/// <param name="left">Left operand of comparison</param>
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/// <param name="right">Right operand of comparison</param>
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/// <returns>True if contents are equal, False otherwise.</returns>
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public static bool operator ==(BatchRendererGroupGlobals left, BatchRendererGroupGlobals right)
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{
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return left.Equals(right);
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}
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/// <summary>
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/// Not equals operator implementation.
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/// </summary>
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/// <param name="left">Left operand of comparison</param>
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/// <param name="right">Right operand of comparison</param>
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/// <returns>True if contents are not equal, False otherwise.</returns>
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public static bool operator !=(BatchRendererGroupGlobals left, BatchRendererGroupGlobals right)
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{
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return !left.Equals(right);
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}
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}
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}
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