diff --git a/Runtime/PerObjectShadow/ShadowCasterCullingArgs.cs b/Runtime/PerObjectShadow/ShadowCasterCullingArgs.cs index 98aad70..1f8b367 100644 --- a/Runtime/PerObjectShadow/ShadowCasterCullingArgs.cs +++ b/Runtime/PerObjectShadow/ShadowCasterCullingArgs.cs @@ -19,6 +19,7 @@ * along with this program. If not, see . */ +using System.Runtime.CompilerServices; using Unity.Burst; using Unity.Mathematics; using UnityEngine; @@ -68,29 +69,61 @@ internal unsafe struct ShadowCasterCullingArgs public static void SetFrustumEightCorners(float4* frustumEightCorners, Camera camera) { - const Camera.MonoOrStereoscopicEye Eye = Camera.MonoOrStereoscopicEye.Mono; + Transform transform = camera.transform; + float near = camera.nearClipPlane; + float far = camera.farClipPlane; - // https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Camera.CalculateFrustumCorners.html - // The order of the corners is lower left, upper left, upper right, lower right. - - var viewport = new Rect(0, 0, 1, 1); - Transform cameraTransform = camera.transform; + if (camera.orthographic) + { + // Camera.CalculateFrustumCorners 不支持正交投影 - camera.CalculateFrustumCorners(viewport, camera.nearClipPlane, Eye, s_FrustumCornerBuffer); + // The orthographicSize is half the size of the vertical viewing volume. + // The horizontal size of the viewing volume depends on the aspect ratio. + float top = camera.orthographicSize; + float right = top * camera.aspect; - for (int i = 0; i < 4; i++) - { - Vector3 xyz = cameraTransform.TransformPoint(s_FrustumCornerBuffer[i]); - frustumEightCorners[i] = new float4(xyz, 1); + // 顺序要和下一个分支里的一致 + frustumEightCorners[0] = TransformPoint(transform, -right, -top, near); + frustumEightCorners[1] = TransformPoint(transform, -right, +top, near); + frustumEightCorners[2] = TransformPoint(transform, +right, +top, near); + frustumEightCorners[3] = TransformPoint(transform, +right, -top, near); + frustumEightCorners[4] = TransformPoint(transform, -right, -top, far); + frustumEightCorners[5] = TransformPoint(transform, -right, +top, far); + frustumEightCorners[6] = TransformPoint(transform, +right, +top, far); + frustumEightCorners[7] = TransformPoint(transform, +right, -top, far); } + else + { + // https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Camera.CalculateFrustumCorners.html + // The order of the corners is lower left, upper left, upper right, lower right. - camera.CalculateFrustumCorners(viewport, camera.farClipPlane, Eye, s_FrustumCornerBuffer); + Rect viewport = new Rect(0, 0, 1, 1); + const Camera.MonoOrStereoscopicEye eye = Camera.MonoOrStereoscopicEye.Mono; - for (int i = 0; i < 4; i++) - { - Vector3 xyz = cameraTransform.TransformPoint(s_FrustumCornerBuffer[i]); - frustumEightCorners[i + 4] = new float4(xyz, 1); + camera.CalculateFrustumCorners(viewport, near, eye, s_FrustumCornerBuffer); + for (int i = 0; i < 4; i++) + { + frustumEightCorners[i] = TransformPoint(transform, s_FrustumCornerBuffer[i]); + } + + camera.CalculateFrustumCorners(viewport, far, eye, s_FrustumCornerBuffer); + for (int i = 0; i < 4; i++) + { + frustumEightCorners[i + 4] = TransformPoint(transform, s_FrustumCornerBuffer[i]); + } } } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private static float4 TransformPoint(Transform transform, float x, float y, float z) + { + return TransformPoint(transform, new Vector3(x, y, z)); + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private static float4 TransformPoint(Transform transform, Vector3 point) + { + return new float4(transform.TransformPoint(point), 1); + } } }