Add shadowcaster support to lighting and shaders

Introduces shadowcaster support by adding shadow map index fields to light data, updating PlayerPositionsToShader and LightdataStorage to handle shadow map indices, and extending the shader and its includes to sample shadowcaster planes. Adds ShadowcasterUpdater script and editor preview for updating world-to-local matrices, and updates relevant arrays and property handling throughout the codebase. Also adds a sample plane mesh for shadowcasting.
This commit is contained in:
DeMuenu
2025-09-29 23:14:38 +02:00
parent bce6fbdc3d
commit 868e713336
15 changed files with 521 additions and 61 deletions

View File

@@ -17,7 +17,8 @@ public static class PlayerPositionsToShaderPreview
public Vector4[] colors;
public Vector4[] directions;
public float[] types;
public int size;
public float[] shadowMapIndices;
public int size;
}
static PlayerPositionsToShaderPreview()
@@ -66,16 +67,17 @@ public static class PlayerPositionsToShaderPreview
static void EnsureArrays(PlayerPositionsToShader src, int required)
{
if (!_cache.TryGetValue(src, out var c) ||
c.positions == null || c.colors == null || c.directions == null || c.types == null ||
c.positions == null || c.colors == null || c.directions == null || c.types == null || c.shadowMapIndices == null ||
c.size != required)
{
c = new Cache
{
positions = new Vector4[required],
colors = new Vector4[required],
directions = new Vector4[required],
types = new float[required],
size = required
positions = new Vector4[required],
colors = new Vector4[required],
directions = new Vector4[required],
types = new float[required],
shadowMapIndices = new float[required],
size = required
};
_cache[src] = c;
}
@@ -87,25 +89,27 @@ public static class PlayerPositionsToShaderPreview
EnsureArrays(src, max);
var c = _cache[src];
var positions = c.positions;
var colors = c.colors;
var directions = c.directions;
var types = c.types;
var positions = c.positions;
var colors = c.colors;
var directions = c.directions;
var types = c.types;
var shadowMapIndices = c.shadowMapIndices;
// Clear arrays to safe defaults
for (int i = 0; i < max; i++)
{
positions[i] = Vector4.zero;
colors[i] = Vector4.zero;
directions[i] = Vector4.zero;
types[i] = 0f;
positions[i] = Vector4.zero;
colors[i] = Vector4.zero;
directions[i] = Vector4.zero;
types[i] = 0f;
shadowMapIndices[i] = 0f;
}
// Use the Editor-side function defined on the partial class
int count = 0;
try
{
src.Editor_BuildPreview(out positions, out colors, out directions, out types, out count);
src.Editor_BuildPreview(out positions, out colors, out directions, out types, out shadowMapIndices, out count);
// replace cache arrays if sizes changed
if (positions.Length != c.size)
@@ -113,11 +117,12 @@ public static class PlayerPositionsToShaderPreview
_cache[src] = new Cache
{
positions = positions,
colors = colors,
directions = directions,
types = types,
size = positions.Length
positions = positions,
colors = colors,
directions = directions,
types = types,
shadowMapIndices = shadowMapIndices,
size = positions.Length
};
}
catch
@@ -152,6 +157,12 @@ public static class PlayerPositionsToShaderPreview
Shader.SetGlobalFloatArray(id, types);
}
if (!string.IsNullOrEmpty(src.shadowMapIndexProperty))
{
int id = Shader.PropertyToID(src.shadowMapIndexProperty);
Shader.SetGlobalFloatArray(id, shadowMapIndices);
}
if (!string.IsNullOrEmpty(src.countProperty))
{
int id = Shader.PropertyToID(src.countProperty);

View File

@@ -0,0 +1,142 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[InitializeOnLoad]
public static class ShadowcasterUpdaterPreview
{
const double kTickInterval = 0.1; // seconds
static double _nextTick;
// One shared MPB to avoid allocations each frame
static readonly MaterialPropertyBlock sMPB = new MaterialPropertyBlock();
// Cache: component -> property ID, and renderer -> last applied matrix
static readonly Dictionary<ShadowcasterUpdater, int> _propId = new Dictionary<ShadowcasterUpdater, int>();
static readonly Dictionary<Renderer, Matrix4x4> _lastW2L = new Dictionary<Renderer, Matrix4x4>();
static readonly List<Renderer> _toRemove = new List<Renderer>(32);
static ShadowcasterUpdaterPreview()
{
EditorApplication.update += Update;
EditorApplication.hierarchyChanged += ForceTick;
Undo.undoRedoPerformed += ForceTick;
Selection.selectionChanged += ForceTick;
EditorApplication.playModeStateChanged += _ => ForceTick();
}
public static void ForceTick() => _nextTick = 0;
static void Update()
{
#if UNITY_2019_1_OR_NEWER
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
#else
if (EditorApplication.isPlaying) return;
#endif
double now = EditorApplication.timeSinceStartup;
if (now < _nextTick) return;
_nextTick = now + kTickInterval;
CleanupNullRenderers();
var behaviours = FindAllInScene();
foreach (var b in behaviours)
{
if (b == null || !b.isActiveAndEnabled) continue;
if (EditorUtility.IsPersistent(b)) continue; // skip assets/prefabs
ApplyToBehaviour(b);
}
SceneView.RepaintAll();
}
static ShadowcasterUpdater[] FindAllInScene()
{
#if UNITY_2023_1_OR_NEWER
return Object.FindObjectsByType<ShadowcasterUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
#elif UNITY_2020_1_OR_NEWER
return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
#else
return Resources.FindObjectsOfTypeAll<ShadowcasterUpdater>();
#endif
}
static void CleanupNullRenderers()
{
_toRemove.Clear();
foreach (var kv in _lastW2L)
if (kv.Key == null) _toRemove.Add(kv.Key);
for (int i = 0; i < _toRemove.Count; i++)
_lastW2L.Remove(_toRemove[i]);
}
static int GetPropertyId(ShadowcasterUpdater b)
{
string name = string.IsNullOrEmpty(b.propertyName) ? "_Udon_WorldToLocal" : b.propertyName;
if (!_propId.TryGetValue(b, out int id))
{
id = Shader.PropertyToID(name);
_propId[b] = id;
return id;
}
// If user changed the property name in inspector, refresh the ID
int newId = Shader.PropertyToID(name);
if (newId != id)
{
_propId[b] = newId;
id = newId;
}
return id;
}
static void ApplyToBehaviour(ShadowcasterUpdater b)
{
var renderers = b.rendererTargets;
if (renderers == null || renderers.Length == 0) return;
int id = GetPropertyId(b);
Matrix4x4 w2l = b.transform.worldToLocalMatrix;
for (int i = 0; i < renderers.Length; i++)
{
Renderer r = renderers[i];
if (r == null) continue;
if (_lastW2L.TryGetValue(r, out var last) && last == w2l)
continue; // nothing changed for this renderer
r.GetPropertyBlock(sMPB);
sMPB.SetMatrix(id, w2l);
r.SetPropertyBlock(sMPB);
_lastW2L[r] = w2l;
}
}
}
[CustomEditor(typeof(ShadowcasterUpdater))]
public class ShadowcasterUpdaterInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
GUILayout.Space(6);
using (new EditorGUI.DisabledScope(true))
{
EditorGUILayout.LabelField("Edit-Mode Preview", EditorStyles.boldLabel);
EditorGUILayout.LabelField("Keeps the matrix property updated in the Scene View.");
}
if (GUILayout.Button("Refresh Now"))
{
ShadowcasterUpdaterPreview.ForceTick();
EditorApplication.QueuePlayerLoopUpdate();
SceneView.RepaintAll();
}
}
}
#endif

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@@ -0,0 +1,11 @@
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