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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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thirdperson, propundobutton, mirror clone test, you are a clone test, bettershadowclone test, nevermind, anotherlocaltestmod, and some changes to avatarscaling ???
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df45fb50d9
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43 changed files with 1076 additions and 173 deletions
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@ -8,4 +8,5 @@ public interface IShadowClone : IDisposable
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bool Process();
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void RenderForShadow();
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void RenderForUiCulling();
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void ResetMainMesh();
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}
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@ -28,6 +28,8 @@ public struct MeshShadowClone : IShadowClone
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#region IShadowClone Methods
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public void ResetMainMesh(){}
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public bool IsValid => _mainMesh != null && _shadowMesh != null;
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public MeshShadowClone(MeshRenderer meshRenderer)
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@ -88,7 +90,9 @@ public struct MeshShadowClone : IShadowClone
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public void RenderForShadow()
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{
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_shadowMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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_shadowMesh.shadowCastingMode = ShadowCloneManager.s_DebugShowShadow
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? ShadowCastingMode.On : ShadowCastingMode.ShadowsOnly;
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_shadowMesh.forceRenderingOff = !_shouldCastShadows;
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// shadow casting needs clone to have original materials (uv discard)
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@ -8,6 +8,8 @@ public class SkinnedShadowClone : IShadowClone
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{
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private static readonly int s_SourceBufferId = Shader.PropertyToID("_sourceBuffer");
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private static readonly int s_TargetBufferId = Shader.PropertyToID("_targetBuffer");
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private static readonly int s_HiddenVerticiesId = Shader.PropertyToID("_hiddenVertices");
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private static readonly int s_HiddenVertexPos = Shader.PropertyToID("_hiddenVertexPos");
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private static readonly int s_SourceBufferLayoutId = Shader.PropertyToID("_sourceBufferLayout");
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private static readonly int s_SourceRootMatrix = Shader.PropertyToID("_rootBoneMatrix");
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@ -26,6 +28,7 @@ public class SkinnedShadowClone : IShadowClone
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// clone copying
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private GraphicsBuffer _graphicsBuffer;
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private GraphicsBuffer _targetBuffer;
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private ComputeBuffer _computeBuffer;
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private int _threadGroups;
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private int _bufferLayout;
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@ -39,7 +42,7 @@ public class SkinnedShadowClone : IShadowClone
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// anything player can touch is suspect to death
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public bool IsValid => _mainMesh != null && _shadowMesh != null && _rootBone != null;
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internal SkinnedShadowClone(SkinnedMeshRenderer renderer)
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internal SkinnedShadowClone(SkinnedMeshRenderer renderer, FPRExclusion exclusion)
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{
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_mainMesh = renderer;
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@ -52,11 +55,28 @@ public class SkinnedShadowClone : IShadowClone
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return; // no mesh!
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}
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FindExclusionVertList(_mainMesh, exclusion);
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if (exclusion.affectedVertexIndices.Count == 0)
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{
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Dispose();
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return; // no affected verts!
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}
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_computeBuffer = new ComputeBuffer(_mainMesh.sharedMesh.vertexCount, sizeof(int));
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_computeBuffer.SetData(exclusion.affectedVertexIndices.ToArray());
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exclusion.affectedVertexIndices.Clear();
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_shouldCastShadows = _mainMesh.shadowCastingMode != ShadowCastingMode.Off;
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_mainMesh.shadowCastingMode = ShadowCastingMode.Off; // visual mesh doesn't cast shadows
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//_mainMesh.shadowCastingMode = ShadowCastingMode.On; // visual mesh doesn't cast shadows
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(_shadowMesh, _shadowMeshFilter) = ShadowCloneManager.InstantiateShadowClone(_mainMesh);
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_shadowMesh.forceRenderingOff = true;
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_shadowMesh.shadowCastingMode = ShadowCastingMode.Off; // shadow mesh doesn't cast shadows
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_shadowMesh.forceRenderingOff = false;
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_rootBone = _mainMesh.rootBone;
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_rootBone ??= _mainMesh.transform; // fallback to transform if no root bone
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@ -133,6 +153,8 @@ public class SkinnedShadowClone : IShadowClone
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_graphicsBuffer = null;
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_targetBuffer?.Dispose();
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_targetBuffer = null;
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_computeBuffer?.Dispose();
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_computeBuffer = null;
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}
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#endregion
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@ -151,7 +173,7 @@ public class SkinnedShadowClone : IShadowClone
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if (mesh.HasVertexAttribute(VertexAttribute.Tangent)) _bufferLayout += 4;
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_bufferLayout *= 4; // 4 bytes per float
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const float xThreadGroups = 64f;
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const float xThreadGroups = 32f;
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_threadGroups = Mathf.CeilToInt(mesh.vertexCount / xThreadGroups);
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_mainMesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
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@ -162,10 +184,66 @@ public class SkinnedShadowClone : IShadowClone
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//Debug.Log($"Initialized! BufferLayout: {_bufferLayout}, GraphicsBuffer: {_graphicsBuffer != null}, TargetBuffer: {_targetBuffer != null}");
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}
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public static void FindExclusionVertList(SkinnedMeshRenderer renderer, FPRExclusion exclusion)
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{
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var boneWeights = renderer.sharedMesh.boneWeights;
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HashSet<int> weights = new();
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for (int i = 0; i < renderer.bones.Length; i++)
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{
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if (exclusion.affectedChildren.Contains(renderer.bones[i]))
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weights.Add(i);
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}
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for (int i = 0; i < boneWeights.Length; i++)
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{
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BoneWeight weight = boneWeights[i];
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Transform bone = null;
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const float minWeightThreshold = 0.2f;
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if (weights.Contains(weight.boneIndex0) && weight.weight0 > minWeightThreshold)
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bone = renderer.bones[weight.boneIndex0];
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else if (weights.Contains(weight.boneIndex1) && weight.weight1 > minWeightThreshold)
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bone = renderer.bones[weight.boneIndex1];
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else if (weights.Contains(weight.boneIndex2) && weight.weight2 > minWeightThreshold)
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bone = renderer.bones[weight.boneIndex2];
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else if (weights.Contains(weight.boneIndex3) && weight.weight3 > minWeightThreshold)
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bone = renderer.bones[weight.boneIndex3];
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exclusion.affectedVertexIndices.Add(bone != null ? i : -1);
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}
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}
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public void ResetMainMesh()
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{
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_mainMesh.shadowCastingMode = ShadowCastingMode.On;
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_mainMesh.forceRenderingOff = false;
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_shadowMesh.transform.position = Vector3.positiveInfinity; // nan
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}
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private void ResetShadowClone()
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{
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_shadowMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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_shadowMesh.forceRenderingOff = !_shouldCastShadows;
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if (ShadowCloneManager.s_DebugShowShadow)
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{
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_mainMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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_mainMesh.forceRenderingOff = false;
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_shadowMesh.shadowCastingMode = ShadowCastingMode.On;
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_shadowMesh.forceRenderingOff = false;
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_shadowMesh.transform.localPosition = Vector3.zero;
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}
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else
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{
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_mainMesh.shadowCastingMode = ShadowCastingMode.On;
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_mainMesh.forceRenderingOff = false;
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_shadowMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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_shadowMesh.forceRenderingOff = !_shouldCastShadows;
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}
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//_shadowMesh.enabled = true;
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// shadow casting needs clone to have original materials (uv discard)
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// we also want to respect material swaps... but this is fucking slow :(
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@ -173,12 +251,7 @@ public class SkinnedShadowClone : IShadowClone
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if (!ShadowCloneManager.s_CopyMaterialsToShadow)
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return;
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if (_hasShadowMaterials)
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{
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_shadowMesh.sharedMaterials = _mainMesh.sharedMaterials;
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_hasShadowMaterials = false;
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}
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_shadowMesh.sharedMaterials = _mainMesh.sharedMaterials;
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UpdateCloneMaterialProperties();
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}
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@ -188,12 +261,10 @@ public class SkinnedShadowClone : IShadowClone
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_shadowMesh.forceRenderingOff = false;
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// UI culling needs clone to have write-to-depth shader
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if (_hasShadowMaterials) return;
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_shadowMesh.sharedMaterials = _shadowMaterials;
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_hasShadowMaterials = true;
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// Not needed- MaterialPropertyBlock applied to renderer in RenderForShadow
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//UpdateCloneMaterialProperties();
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UpdateCloneMaterialProperties();
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}
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private void RenderShadowClone()
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@ -205,6 +276,10 @@ public class SkinnedShadowClone : IShadowClone
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ShadowCloneHelper.shader.SetMatrix(s_SourceRootMatrix, rootMatrix);
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ShadowCloneHelper.shader.SetBuffer(0, s_SourceBufferId, _graphicsBuffer);
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ShadowCloneHelper.shader.SetBuffer(0, s_TargetBufferId, _targetBuffer);
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ShadowCloneHelper.shader.SetBuffer(0, s_HiddenVerticiesId, _computeBuffer);
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ShadowCloneHelper.shader.SetVector(s_HiddenVertexPos, Vector4.positiveInfinity); // temp
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ShadowCloneHelper.shader.SetInt(s_SourceBufferLayoutId, _bufferLayout);
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ShadowCloneHelper.shader.Dispatch(0, _threadGroups, 1, 1);
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_graphicsBuffer.Release();
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