shadowmap | サンプリングモードを変更されたシャドウマップがレンダリングされるターゲット |
mode | 新しいサンプリングモード |
"set global shader matrix property" コマンドを追加します。
シャドウマップレンダーテクスチャは通常、以下の比較処理でサンプリングされるように設定されます。サンプラーがシャドウ空間の深度値をスクリーンピクセルで取得し、シャドウマップの深度値のほうが小さいか大きいかによって、0 か 1 を返します。これがデフォルトの ShadowSamplingMode.CompareDepths モードで、影をレンダリングするのに使用されます。
通常のテクスチャと同様にシャドウマップの値にアクセスしたい場合、サンプリングモードを ShadowSamplingMode.RawDepth に設定してください。
シャドウマップのサンプリングモードは、処理中の CommandBuffer の最終コマンドの後にデフォルトに戻ります。
使用中のランタイムプラットフォームがこの方法でシャドウサンプリングを行うのに適用しているかを検証するには、SystemInfo.supportsRawShadowDepthSampling を確認してください。DirectX9 は、明らかに適用していません。
using UnityEngine; using UnityEngine.Rendering;
[RequireComponent(typeof(Camera))] public class RawShadowmapDepth : MonoBehaviour { public Light m_Light; RenderTexture m_ShadowmapCopy;
void Start() { RenderTargetIdentifier shadowmap = BuiltinRenderTextureType.CurrentActive; m_ShadowmapCopy = new RenderTexture(1024, 1024, 0); CommandBuffer cb = new CommandBuffer();
// Change shadow sampling mode for m_Light's shadowmap. cb.SetShadowSamplingMode(shadowmap, ShadowSamplingMode.RawDepth);
// The shadowmap values can now be sampled normally - copy it to a different render texture. cb.Blit(shadowmap, new RenderTargetIdentifier(m_ShadowmapCopy));
// Execute after the shadowmap has been filled. m_Light.AddCommandBuffer(LightEvent.AfterShadowMap, cb);
// Sampling mode is restored automatically after this command buffer completes, so shadows will render normally. }
void OnRenderImage(RenderTexture src, RenderTexture dest) { // Display the shadowmap in the corner. Camera.main.rect = new Rect(0, 0, 0.5f, 0.5f); Graphics.Blit(m_ShadowmapCopy, dest); Camera.main.rect = new Rect(0, 0, 1, 1); } }
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