Fix : 쉐도우 버그 수정

This commit is contained in:
qsxft258@gmail.com 2026-05-30 20:07:23 +09:00
parent c70b24fe8c
commit 2a1775ff34
2 changed files with 128 additions and 106 deletions

View File

@ -1109,10 +1109,20 @@ namespace NiloToon.NiloToonURP
if (regenerateSmoothedNormalInUV8) if (regenerateSmoothedNormalInUV8)
{ {
NiloBakeSmoothNormalTSToMeshUv8.GenGOSmoothedNormalToUV8(gameObject); NiloBakeSmoothNormalTSToMeshUv8.GenGOSmoothedNormalToUV8(gameObject);
} }
AutoFillInMissingProperties(); AutoFillInMissingProperties();
// Streamingle: 이미 등록된 renderer에도 updateWhenOffscreen 적용 (씬에 미리 있던 캐릭터 대응).
// RefillAllRenderers는 새 등록 때만 호출되므로 OnEnable에서 한 번 더 강제.
for (int i = 0; i < allRenderers.Count; i++)
{
if (allRenderers[i] is SkinnedMeshRenderer existingSmr && !existingSmr.updateWhenOffscreen)
{
existingSmr.updateWhenOffscreen = true;
}
}
// To support VRMBlendShapeProxy, NiloToon now generates material instances on OnEnable(), which is before VRMBlendShapeProxy's Start() // To support VRMBlendShapeProxy, NiloToon now generates material instances on OnEnable(), which is before VRMBlendShapeProxy's Start()
// Note: // Note:
@ -1537,7 +1547,15 @@ namespace NiloToon.NiloToonURP
// we don't want to add particle/vfx/trail....renderers // we don't want to add particle/vfx/trail....renderers
if(!(renderer is MeshRenderer or SkinnedMeshRenderer)) continue; if(!(renderer is MeshRenderer or SkinnedMeshRenderer)) continue;
// Streamingle: Pass.cs의 manual DrawRenderer로 cullResults 우회 시,
// SkinnedMeshRenderer가 화면 밖이면 Unity가 본 매트릭스 갱신을 skip하여 stale pose가 그려질 수 있음.
// updateWhenOffscreen=true 강제. (localBounds는 GetCharacterBoundCenter에 영향 주므로 건드리지 않음)
if (renderer is SkinnedMeshRenderer smr && !smr.updateWhenOffscreen)
{
smr.updateWhenOffscreen = true;
}
var NiloToonPerCharacterRenderControllerFound = renderer.transform.GetComponentInParent<NiloToonPerCharacterRenderController>(); var NiloToonPerCharacterRenderControllerFound = renderer.transform.GetComponentInParent<NiloToonPerCharacterRenderController>();
if(NiloToonPerCharacterRenderControllerFound) if(NiloToonPerCharacterRenderControllerFound)
{ {

View File

@ -174,6 +174,31 @@ namespace NiloToon.NiloToonURP
List<NiloToonPerCharacterRenderController> validCharList = new List<NiloToonPerCharacterRenderController>(); List<NiloToonPerCharacterRenderController> validCharList = new List<NiloToonPerCharacterRenderController>();
List<NiloToonPerCharacterRenderController> finalValidCharList = new List<NiloToonPerCharacterRenderController>(); List<NiloToonPerCharacterRenderController> finalValidCharList = new List<NiloToonPerCharacterRenderController>();
// Streamingle: shader → "NiloToonSelfShadowCaster" pass index 캐시.
// Unity 6 RG path는 main camera cullResults 만 쓰므로 카메라가 캐릭터 안 보면 shadow map 비어 그림자 사라짐.
// ExecutePass에서 manual DrawRenderer로 cullResults 우회. shader 별 pass index 조회는 비싸 캐시 필요.
static readonly Dictionary<Shader, int> s_shadowCasterPassIndexCache = new Dictionary<Shader, int>();
static readonly ShaderTagId s_lightModeTagId = new ShaderTagId("LightMode");
static readonly ShaderTagId s_shadowCasterTagId = new ShaderTagId("NiloToonSelfShadowCaster");
static int GetShadowCasterPassIndex(Shader shader)
{
if (shader == null) return -1;
if (s_shadowCasterPassIndexCache.TryGetValue(shader, out int cached)) return cached;
int found = -1;
int passCount = shader.passCount;
for (int i = 0; i < passCount; i++)
{
if (shader.FindPassTagValue(i, s_lightModeTagId) == s_shadowCasterTagId)
{
found = i;
break;
}
}
s_shadowCasterPassIndexCache[shader] = found;
return found;
}
// Constructor(will not call on every frame) // Constructor(will not call on every frame)
public NiloToonCharSelfShadowMapRTPass(NiloToonRendererFeatureSettings allSettings) public NiloToonCharSelfShadowMapRTPass(NiloToonRendererFeatureSettings allSettings)
@ -448,27 +473,15 @@ namespace NiloToon.NiloToonURP
// https://docs.microsoft.com/en-us/windows/win32/dxtecharts/common-techniques-to-improve-shadow-depth-maps // https://docs.microsoft.com/en-us/windows/win32/dxtecharts/common-techniques-to-improve-shadow-depth-maps
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
GeometryUtility.CalculateFrustumPlanes(camera, cameraPlanes);
validCharList.Clear(); validCharList.Clear();
// [1] filter list // [1] Streamingle: 메인 카메라 frustum cull 제거. (controller bound 기반 필터)
// 캐릭터가 메인 카메라 frustum 밖이어도 ortho box / keyword 가 정상 동작해야 함.
// 실제 cullResults 우회는 ExecutePass의 manual DrawRenderer 가 담당.
foreach (var targetChar in NiloToonAllInOneRendererFeature.characterList) foreach (var targetChar in NiloToonAllInOneRendererFeature.characterList)
{ {
// if target is not valid, skip it
if (targetChar == null) continue; if (targetChar == null) continue;
if (!targetChar.isActiveAndEnabled) continue; // character GameObject not enabled(not rendering) but in list if (!targetChar.isActiveAndEnabled) continue;
// if character bounding sphere is completely not visible in game camera frustum, skip it
var boundRadius = targetChar.GetCharacterBoundRadius();
var centerPosWS = targetChar.GetCharacterBoundCenter();
// TODO: this section is not correct, which may incorrectly cull effective shadow caster that is OUTSIDE of main camera frustum
if (!GeometryUtility.TestPlanesAABB(cameraPlanes, new Bounds(centerPosWS, Vector3.one * boundRadius)))
{
continue;
}
// it is a valid visible char, add to list
validCharList.Add(targetChar); validCharList.Add(targetChar);
} }
@ -602,43 +615,7 @@ namespace NiloToon.NiloToonURP
} }
#endif #endif
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Streamingle: cullResults / custom culling 코드 제거. manual DrawRenderer가 cullResults에 의존하지 않으므로 불필요.
// set culling for shadow camera -> do culling
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
camera.TryGetCullingParameters(out var cullingParameters);
// update culling matrix
cullingParameters.cullingMatrix = shadowCamProjectionMatrix * shadowCamViewMatrix;
// update culling planes
GeometryUtility.CalculateFrustumPlanes(cullingParameters.cullingMatrix, cameraPlanes);
for (int i = 0; i < cameraPlanes.Length; i++)
{
cullingParameters.SetCullingPlane(i, cameraPlanes[i]);
}
CullingResults cullResults;
bool terrainExist = false;
if (settings.terrainCrashSafeGuard)
{
terrainExist = Terrain.activeTerrains.Length != 0;
}
if (settings.perfectCullingForShadowCasters && !terrainExist)
{
// use the above new cullResults in DrawRenderers() below,
// so even a renderer is not visible in the perspective of main camera,
// it can still render correctly in shadow camera's perspective due to this new culling
// (2021-07-14) unity will crash if code running this line and terrain exist in scene
// (2024-03-21) enable this will make VLB's SRP batcher mode flicker randomly, not sure why, should we do something to revert this culling line?
cullResults = context.Cull(ref cullingParameters); // original working code, but will crash if terrain exist
}
else
{
// (2021-07-14) a special temp fix to avoid terrain crashing unity, but will make shadow culling not always correctly if shadow caster is not existing on screen
cullResults = renderingData.cullResults;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set uniform (before context.DrawRenderers) // Set uniform (before context.DrawRenderers)
@ -708,12 +685,12 @@ namespace NiloToon.NiloToonURP
*/ */
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// draw all char renderer using SRP batching (must set all uniforms and executed before draw!) // Streamingle: cullResults 의존성 완전 제거. context.DrawRenderers + custom culling 모두 제거.
// characterList의 모든 NiloToon 캐릭터를 manual draw로 그려 카메라 frustum 무관하게 shadow map 채움.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ShaderTagId shaderTagId = new ShaderTagId("NiloToonSelfShadowCaster"); DrawNiloToonCharsManuallyLegacy(cmd);
var drawSetting = CreateDrawingSettings(shaderTagId, ref renderingData, SortingCriteria.CommonOpaque); context.ExecuteCommandBuffer(cmd);
var filterSetting = new FilteringSettings(RenderQueueRange.opaque); cmd.Clear();
context.DrawRenderers(cullResults, ref drawSetting, ref filterSetting); // using custom cullResults from shadow camera's perspective, instead of main camera's cull result
// Note: Since we are providing our own _NiloToonSelfShadowWorldToClip to shader for VP transform, // Note: Since we are providing our own _NiloToonSelfShadowWorldToClip to shader for VP transform,
// this section is not needed anymore, it will trigger a bug in multi pass mode XR // this section is not needed anymore, it will trigger a bug in multi pass mode XR
@ -812,8 +789,7 @@ namespace NiloToon.NiloToonURP
// copy and edit of https://docs.unity3d.com/6000.0/Documentation/Manual/urp/render-graph-draw-objects-in-a-pass.html // copy and edit of https://docs.unity3d.com/6000.0/Documentation/Manual/urp/render-graph-draw-objects-in-a-pass.html
private class PassData private class PassData
{ {
// Create a field to store the list of objects to draw // Streamingle: RendererListHandle 제거. manual DrawRenderer로 대체됨.
public RendererListHandle rendererListHandle;
public bool shouldRender; public bool shouldRender;
public Matrix4x4 _NiloToonSelfShadowWorldToClip; public Matrix4x4 _NiloToonSelfShadowWorldToClip;
public Vector4 _NiloToonSelfShadowParam; public Vector4 _NiloToonSelfShadowParam;
@ -840,21 +816,10 @@ namespace NiloToon.NiloToonURP
UniversalCameraData cameraData = frameContext.Get<UniversalCameraData>(); UniversalCameraData cameraData = frameContext.Get<UniversalCameraData>();
UniversalRenderingData renderingData = frameContext.Get<UniversalRenderingData>(); UniversalRenderingData renderingData = frameContext.Get<UniversalRenderingData>();
UniversalLightData lightData = frameContext.Get<UniversalLightData>(); UniversalLightData lightData = frameContext.Get<UniversalLightData>();
SortingCriteria sortFlags = SortingCriteria.CommonOpaque; //cameraData.defaultOpaqueSortFlags;
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, ~0);
// Redraw only objects that have their LightMode tag set to "NiloToonSelfShadowCaster" // Streamingle: RendererList 기반 그리기 제거. ExecutePass의 manual DrawRenderer가
ShaderTagId shadersToOverride = new ShaderTagId("NiloToonSelfShadowCaster"); // characterList를 직접 그리므로 cullResults에 의존하는 RendererList는 불필요 + double-draw 방지.
// RendererList CPU 컬링 비용도 절약.
// Create drawing settings
DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(shadersToOverride, renderingData, cameraData, lightData, sortFlags);
// Create the list of objects to draw
var rendererListParameters = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings);
// create RT (temp) // create RT (temp)
// Create texture properties that match the screen size // Create texture properties that match the screen size
@ -871,21 +836,17 @@ namespace NiloToon.NiloToonURP
{ {
shouldRender = true; shouldRender = true;
} }
// Convert the list to a list handle that the render graph system can use
passData.rendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
passData.shouldRender = shouldRender; passData.shouldRender = shouldRender;
RenderTextureDescriptor renderTextureDescriptor = new RenderTextureDescriptor(shadowMapSize, shadowMapSize, RenderTextureFormat.Shadowmap, 16); RenderTextureDescriptor renderTextureDescriptor = new RenderTextureDescriptor(shadowMapSize, shadowMapSize, RenderTextureFormat.Shadowmap, 16);
// Create a temporary texture // Create a temporary texture
TextureHandle shadowMapRT = UniversalRenderer.CreateRenderGraphTexture(renderGraph, renderTextureDescriptor, "_NiloToonCharSelfShadowMapRT", true); TextureHandle shadowMapRT = UniversalRenderer.CreateRenderGraphTexture(renderGraph, renderTextureDescriptor, "_NiloToonCharSelfShadowMapRT", true);
// Set the render target as the color and depth textures of the active camera texture // Set the render target as the color and depth textures of the active camera texture
UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>(); UniversalResourceData resourceData = frameContext.Get<UniversalResourceData>();
builder.UseRendererList(passData.rendererListHandle);
//builder.SetRenderAttachment(resourceData.activeColorTexture, 0); //builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
builder.SetRenderAttachmentDepth(shadowMapRT, AccessFlags.Write); builder.SetRenderAttachmentDepth(shadowMapRT, AccessFlags.Write);
@ -1036,29 +997,15 @@ namespace NiloToon.NiloToonURP
// https://docs.microsoft.com/en-us/windows/win32/dxtecharts/common-techniques-to-improve-shadow-depth-maps // https://docs.microsoft.com/en-us/windows/win32/dxtecharts/common-techniques-to-improve-shadow-depth-maps
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
GeometryUtility.CalculateFrustumPlanes(camera, cameraPlanes);
validCharList.Clear(); validCharList.Clear();
// [1] filter list // [1] Streamingle: 메인 카메라 frustum cull 제거. (controller bound 기반 필터)
// 캐릭터가 메인 카메라 frustum 밖이어도 ortho box / keyword 가 정상 동작해야 함.
// 실제 cullResults 우회는 ExecutePass의 manual DrawRenderer 가 담당.
foreach (var targetChar in NiloToonAllInOneRendererFeature.characterList) foreach (var targetChar in NiloToonAllInOneRendererFeature.characterList)
{ {
// if target is not valid, skip it
if (targetChar == null) continue; if (targetChar == null) continue;
if (!targetChar.isActiveAndEnabled) if (!targetChar.isActiveAndEnabled) continue;
continue; // character GameObject not enabled(not rendering) but in list
// if character bounding sphere is completely not visible in game camera frustum, skip it
var boundRadius = targetChar.GetCharacterBoundRadius();
var centerPosWS = targetChar.GetCharacterBoundCenter();
// TODO: this section is not correct, which may incorrectly cull effective shadow caster that is OUTSIDE of main camera frustum
if (!GeometryUtility.TestPlanesAABB(cameraPlanes,
new Bounds(centerPosWS, Vector3.one * boundRadius)))
{
continue;
}
// it is a valid visible char, add to list
validCharList.Add(targetChar); validCharList.Add(targetChar);
} }
@ -1328,10 +1275,67 @@ namespace NiloToon.NiloToonURP
cmd.SetGlobalVector("_NiloToonSelfShadowSoftShadowParam", data._NiloToonSelfShadowSoftShadowParam); cmd.SetGlobalVector("_NiloToonSelfShadowSoftShadowParam", data._NiloToonSelfShadowSoftShadowParam);
cmd.SetKeyword(GlobalKeyword.Create(_NILOTOON_RECEIVE_SELF_SHADOW_Keyword), true); cmd.SetKeyword(GlobalKeyword.Create(_NILOTOON_RECEIVE_SELF_SHADOW_Keyword), true);
// Draw the objects in the list // Streamingle: cullResults 의존성 완전 제거. manual draw만 사용.
cmd.DrawRendererList(data.rendererListHandle); // characterList의 모든 NiloToon 캐릭터를 직접 그려 카메라 frustum 무관하게 shadow map 채움.
DrawNiloToonCharsManually(cmd);
}
static void DrawNiloToonCharsManually(RasterCommandBuffer cmd)
{
var charList = NiloToonAllInOneRendererFeature.characterList;
if (charList == null) return;
for (int c = 0; c < charList.Count; c++)
{
var character = charList[c];
if (character == null || !character.isActiveAndEnabled) continue;
var renderers = character.allRenderers;
if (renderers == null) continue;
for (int r = 0; r < renderers.Count; r++)
{
var renderer = renderers[r];
if (renderer == null || !renderer.enabled || !renderer.gameObject.activeInHierarchy) continue;
var sharedMats = renderer.sharedMaterials;
if (sharedMats == null) continue;
for (int subIdx = 0; subIdx < sharedMats.Length; subIdx++)
{
var mat = sharedMats[subIdx];
if (mat == null) continue;
int passIdx = GetShadowCasterPassIndex(mat.shader);
if (passIdx < 0) continue;
cmd.DrawRenderer(renderer, mat, subIdx, passIdx);
}
}
}
} }
#endif #endif
static void DrawNiloToonCharsManuallyLegacy(CommandBuffer cmd)
{
var charList = NiloToonAllInOneRendererFeature.characterList;
if (charList == null) return;
for (int c = 0; c < charList.Count; c++)
{
var character = charList[c];
if (character == null || !character.isActiveAndEnabled) continue;
var renderers = character.allRenderers;
if (renderers == null) continue;
for (int r = 0; r < renderers.Count; r++)
{
var renderer = renderers[r];
if (renderer == null || !renderer.enabled || !renderer.gameObject.activeInHierarchy) continue;
var sharedMats = renderer.sharedMaterials;
if (sharedMats == null) continue;
for (int subIdx = 0; subIdx < sharedMats.Length; subIdx++)
{
var mat = sharedMats[subIdx];
if (mat == null) continue;
int passIdx = GetShadowCasterPassIndex(mat.shader);
if (passIdx < 0) continue;
cmd.DrawRenderer(renderer, mat, subIdx, passIdx);
}
}
}
}
} }
} }