add fakeshadow

This commit is contained in:
StarBeats 2025-07-22 15:39:27 +08:00
parent 2d834cf06a
commit ed2954890d
14 changed files with 1059 additions and 39 deletions

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@ -8295,7 +8800,7 @@
"m_ObjectId": "aedc4a1ea6fd47c6b29d08142b8e7496",
"m_Title": "Gravels Wetness",
"m_Position": {
"x": 2710.000244140625,
"x": 2710.0,
"y": -634.0
}
}
@ -8422,8 +8927,8 @@
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"m_Title": "Base : Sand Smooth",
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"x": -1100.0,
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@ -9057,6 +9562,54 @@
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}
}
@ -9393,6 +9946,34 @@
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View File

@ -122,7 +122,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Active: 1
settings:
HistogramRenderPassEvent: 550
HistogramRenderPassEvent: 300
AutoExposureRenderPassEvent: 550
BlitMat: {fileID: 2100000, guid: b04591ed716b35e41857f554d491ef4b, type: 2}
ComputeHistogramComputeShader: {fileID: 7200000, guid: b140e27dc74a1fb4d9ae30f8566b8919, type: 3}

View File

@ -613,7 +613,7 @@ namespace UnityEngine.Rendering.Universal
AddStaleResourceToPoolOrRelease(currentRTDesc, handle);
}
if (UniversalRenderPipeline.s_RTHandlePool.TryGetResource(requestRTDesc, out handle))
if (UniversalRenderPipeline.s_RTHandlePool != null && UniversalRenderPipeline.s_RTHandlePool.TryGetResource(requestRTDesc, out handle))
{
return true;
}

View File

@ -200,6 +200,7 @@ namespace X.Rendering.Feature
settings.BlitMat.SetTexture("_SourceTexture", renderer.cameraColorTargetHandle);
settings.BlitMat.SetTexture("_AutoExposureTexture", dst);
var destination = renderer.GetCameraColorFrontBuffer(cmd);
cmd.SetRenderTarget(destination, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store);
cmd.DrawProcedural(Matrix4x4.identity, settings.BlitMat, 0, MeshTopology.Triangles, 3);
renderer.SwapColorBuffer(cmd);

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: addfc30e481f4aea910a4cdae75531ab
timeCreated: 1753166582

View File

@ -0,0 +1,37 @@
#ifndef FAKE_SHADOWS_INCLUDED
#define FAKE_SHADOWS_INCLUDED
half4 _FakeShadowsLights[4];
const half epsilon = 0.0001;
// half4 player(pos.xyz, radius)
half CalcFakeShadowPerLight(half4 light, half3 playerPos, half playerRad, half3 posToPlayer, half3 posWS)
{
// Calc dot
half3 playerToLight = normalize(light.xyz - playerPos);
half d = dot(posToPlayer, playerToLight);
float r = 1 - playerRad;
d = saturate((d - r) / (1 - r)); // remap range: r~1 -> 0~1
// Attenuation
half distLightToPos = distance(posWS, light.xyz);
half atten = 1 - saturate(distLightToPos / (light.w + epsilon)); // Apply light radius
atten = atten * atten; // Inverse Square Law
// Adjust attenuation and reverse
return 1 - saturate(d * atten);
}
// shadowArgs: (x)radius, (y)strength
void FakeShadows_float(in half3 playerPosition, in half4 shadowArgs, in half3 positionWS, out half shadows)
{
half3 posToPlayer = normalize(playerPosition - positionWS);
shadows = CalcFakeShadowPerLight(_FakeShadowsLights[0], playerPosition, shadowArgs[0], posToPlayer, positionWS);
shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[1], playerPosition, shadowArgs[0], posToPlayer, positionWS);
shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[2], playerPosition, shadowArgs[0], posToPlayer, positionWS);
shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[3], playerPosition, shadowArgs[0], posToPlayer, positionWS);
shadows = shadows * shadows * shadows; // enhance shadows
shadows = saturate(shadows + (1 - shadowArgs[1]));
}
#endif

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c287be2b22814f0da401f7bdb1d6a2c1
timeCreated: 1753165855

View File

@ -0,0 +1,41 @@
using System;
using UnityEngine;
namespace X.Rendering.Feature
{
[RequireComponent(typeof(Collider)), ExecuteAlways]
public class FakeShadowLightConfig : MonoBehaviour
{
[Serializable]
class LightConfig
{
public float lightRange = 1;
public Transform position;
}
[HideInInspector]
public Vector4[] lightData = new Vector4[4];
[SerializeField, Tooltip("Max Size 4")]
private LightConfig[] lightCfg = new LightConfig[4];
void Start()
{
for (int i = 0; i < lightCfg.Length && i < 4; i++)
{
var cfg = lightCfg[i];
lightData[i] = new(cfg.position.position.x, cfg.position.position.y, cfg.position.position.z, cfg.lightRange);
}
}
#if UNITY_EDITOR
private void Update()
{
for (int i = 0; i < lightCfg.Length && i < 4; i++)
{
var cfg = lightCfg[i];
lightData[i] = new(cfg.position.position.x, cfg.position.position.y, cfg.position.position.z, cfg.lightRange);
}
}
#endif
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f80696f542aa2a64eb1d2f6b1f016045
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,61 @@
using System;
using UnityEngine;
namespace X.Rendering.Feature
{
public class FakeShadowPlayer : MonoBehaviour
{
private static readonly int PROP_LIGHTS_ARRAY = Shader.PropertyToID("_FakeShadowsLights");
private static readonly int PROP_PLAYER_SHADOW_POSITION = Shader.PropertyToID("_PlayerPosition");
private static readonly int PROP_FAKE_SHADOWS_ARGS = Shader.PropertyToID("_FakeShadowsArgs");
private static readonly Vector4 DEFAULT_LIGHT_VALUE = new Vector4(0f, 0f, 0f, 1f);
private Vector4[] lightsData = new Vector4[4]
{
DEFAULT_LIGHT_VALUE,
DEFAULT_LIGHT_VALUE,
DEFAULT_LIGHT_VALUE,
DEFAULT_LIGHT_VALUE
};
[SerializeField] private Vector3 playerPositionOffset = new Vector3(0f, 0.1f, 0f);
[SerializeField] private float playerRadius = 0.1f;
[SerializeField, Range(0f, 1f)] private float shadowStrength = 0.7f;
private void OnTriggerEnter(Collider other)
{
if (other.GetComponent<FakeShadowLightConfig>() is FakeShadowLightConfig fsc && fsc)
{
lightsData = fsc.lightData;
}
}
#if UNITY_EDITOR
private void OnTriggerStay(Collider other)
{
if (other.GetComponent<FakeShadowLightConfig>() is FakeShadowLightConfig fsc && fsc)
{
lightsData = fsc.lightData;
}
}
#endif
private void OnTriggerExit(Collider other)
{
lightsData[0] = DEFAULT_LIGHT_VALUE;
lightsData[1] = DEFAULT_LIGHT_VALUE;
lightsData[2] = DEFAULT_LIGHT_VALUE;
lightsData[3] = DEFAULT_LIGHT_VALUE;
}
private void Update()
{
Shader.SetGlobalVectorArray(PROP_LIGHTS_ARRAY, lightsData);
Shader.SetGlobalVector(PROP_PLAYER_SHADOW_POSITION, this.transform.position + playerPositionOffset);
Shader.SetGlobalVector(PROP_FAKE_SHADOWS_ARGS, new Vector4(playerRadius, shadowStrength, 0, 0));
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7ec473926b2645b08b255fe825fb8921
timeCreated: 1753165714