CommandBuffer.SetShadowSamplingMode

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public void SetShadowSamplingMode (Rendering.RenderTargetIdentifier shadowmap, Rendering.ShadowSamplingMode mode);

Parameters

shadowmap 要更改采样模式的阴影贴图渲染目标。
mode 新采样模式。

Description

添加“设置阴影采样模式”命令。

阴影贴图渲染纹理通常设置为使用比较过滤器来采样 - 采样器获取屏幕像素的阴影空间深度值,并根据阴影贴图中的深度值更小还是更大返回 0 或 1。这是默认的 ShadowSamplingMode.CompareDepths 模式,用于渲染阴影。

如果您要像在常规纹理中一样访问阴影贴图的值,请将采样模式设置为 ShadowSamplingMode.RawDepth

在执行完当前 CommandBuffer 中的最后一条命令后,阴影贴图的采样模式将恢复默认值。

检查 SystemInfo.supportsRawShadowDepthSampling 以确认当前的运行时平台是否支持以此方式对阴影采样。很显然,DirectX9 不支持。


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); } }