少年修仙传客户端代码仓库
client_Wu Xijin
2018-08-31 5c096b4c1b0ff2ec4d3ebc37b32ca252a92031db
Core/DynamicShadowProjector/ShadowTextureRenderer.cs
@@ -10,1134 +10,1298 @@
using UnityEngine.Rendering;
using System.Collections.Generic;
namespace DynamicShadowProjector {
   [ExecuteInEditMode]
   [DisallowMultipleComponent]
   [RequireComponent(typeof(Projector))]
   public class ShadowTextureRenderer : MonoBehaviour {
      public enum TextureMultiSample {
         x1 = 1,
         x2 = 2,
         x4 = 4,
         x8 = 8,
      }
      public enum TextureSuperSample {
         x1 = 1,
         x4 = 2,
         x16 = 4,
      }
      public enum MipmapFalloff {
         None = 0,
         Linear,
         Custom,
      }
      public enum BlurFilter {
         Uniform = 0,
         Gaussian,
      }
      // Serialize Fields
      [SerializeField]
      private TextureMultiSample m_multiSampling = TextureMultiSample.x4;
      [SerializeField]
      private TextureSuperSample m_superSampling = TextureSuperSample.x1;
      [SerializeField]
      private MipmapFalloff m_mipmapFalloff = MipmapFalloff.Linear;
      [SerializeField]
      private BlurFilter m_blurFilter = BlurFilter.Uniform;
      [SerializeField]
      private bool m_testViewClip = true;
      [SerializeField]
      private int m_textureWidth = 64;
      [SerializeField]
      private int m_textureHeight = 64;
      [SerializeField]
      private int m_mipLevel = 0;
      [SerializeField]
      private int m_blurLevel = 1;
      [SerializeField]
      private float m_blurSize = 3;
      [SerializeField]
      private float m_mipmapBlurSize = 0;
      [SerializeField]
      private bool m_singlePassMipmapBlur = false;
      [SerializeField]
      private Color m_shadowColor = new Color(0,0,0,1);
      [SerializeField]
      private Material m_blurShader;
      [SerializeField]
      private Material m_downsampleShader;
      [SerializeField]
      private Material m_copyMipmapShader;
      [SerializeField]
      private Material m_eraseShadowShader;
      [SerializeField]
      private float[] m_customMipmapFalloff;
      [SerializeField]
      private RenderTextureFormat[] m_preferredTextureFormats;
      [SerializeField]
      private Camera[] m_camerasForViewClipTest;
namespace DynamicShadowProjector
{
    [ExecuteInEditMode]
    [DisallowMultipleComponent]
    [RequireComponent(typeof(Projector))]
    public class ShadowTextureRenderer : MonoBehaviour
    {
        public enum TextureMultiSample
        {
            x1 = 1,
            x2 = 2,
            x4 = 4,
            x8 = 8,
        }
        public enum TextureSuperSample
        {
            x1 = 1,
            x4 = 2,
            x16 = 4,
        }
        public enum MipmapFalloff
        {
            None = 0,
            Linear,
            Custom,
        }
        public enum BlurFilter
        {
            Uniform = 0,
            Gaussian,
        }
        // Serialize Fields
        [SerializeField]
        private TextureMultiSample m_multiSampling = TextureMultiSample.x4;
        [SerializeField]
        private TextureSuperSample m_superSampling = TextureSuperSample.x1;
        [SerializeField]
        private MipmapFalloff m_mipmapFalloff = MipmapFalloff.Linear;
        [SerializeField]
        private BlurFilter m_blurFilter = BlurFilter.Uniform;
        [SerializeField]
        private bool m_testViewClip = true;
        [SerializeField]
        private int m_textureWidth = 64;
        [SerializeField]
        private int m_textureHeight = 64;
        [SerializeField]
        private int m_mipLevel = 0;
        [SerializeField]
        private int m_blurLevel = 1;
        [SerializeField]
        private float m_blurSize = 3;
        [SerializeField]
        private float m_mipmapBlurSize = 0;
        [SerializeField]
        private bool m_singlePassMipmapBlur = false;
        [SerializeField]
        private Color m_shadowColor = new Color(0, 0, 0, 1);
        [SerializeField]
        private Material m_blurShader;
        [SerializeField]
        private Material m_downsampleShader;
        [SerializeField]
        private Material m_copyMipmapShader;
        [SerializeField]
        private Material m_eraseShadowShader;
        [SerializeField]
        private float[] m_customMipmapFalloff;
        [SerializeField]
        private RenderTextureFormat[] m_preferredTextureFormats;
        [SerializeField]
        private Camera[] m_camerasForViewClipTest;
      // public properties
      public TextureMultiSample multiSampling
      {
         get { return m_multiSampling; }
         set {
            if (m_multiSampling != value) {
               m_multiSampling = value;
               SetTexturePropertyDirty();
            }
         }
      }
      public TextureSuperSample superSampling
      {
         get { return m_superSampling; }
         set {
            if (m_superSampling != value) {
               bool b = useIntermediateTexture;
               m_superSampling = value;
               if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1) {
                  SetTexturePropertyDirty();
               }
            }
         }
      }
      public int textureWidth
      {
         get { return m_textureWidth; }
         set {
            if (m_textureWidth != value) {
               m_textureWidth = value;
               SetTexturePropertyDirty();
            }
         }
      }
      public int textureHeight
      {
         get { return m_textureHeight; }
         set {
            if (m_textureHeight != value) {
               m_textureHeight = value;
               SetTexturePropertyDirty();
            }
         }
      }
      public int mipLevel
      {
         get { return m_mipLevel; }
         set {
            if (m_mipLevel != value) {
               if (m_mipLevel == 0 || value == 0) {
                  SetTexturePropertyDirty();
               }
               m_mipLevel = value;
            }
         }
      }
      public int blurLevel
      {
         get { return m_blurLevel; }
         set
         {
            if (m_blurLevel != value) {
               bool b = useIntermediateTexture;
               m_blurLevel = value;
               if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1) {
                  SetTexturePropertyDirty();
               }
            }
         }
      }
      public float blurSize
      {
         get { return m_blurSize; }
         set { m_blurSize = value; }
      }
      public BlurFilter blurFilter
      {
         get { return m_blurFilter; }
         set { m_blurFilter = value; }
      }
      public float mipmapBlurSize
      {
         get { return m_mipmapBlurSize; }
         set
         {
            m_mipmapBlurSize = value;
         }
      }
      public bool singlePassMipmapBlur {
         get { return m_singlePassMipmapBlur; }
         set { m_singlePassMipmapBlur = value; }
      }
      public MipmapFalloff mipmapFalloff
      {
         get { return m_mipmapFalloff; }
         set
         {
            m_mipmapFalloff = value;
         }
      }
      public float[] customMipmapFalloff
      {
         get { return m_customMipmapFalloff; }
         set
         {
            m_customMipmapFalloff = value;
         }
      }
      public Color shadowColor
      {
         get { return m_shadowColor; }
         set {
            if (m_shadowColor != value) {
               bool b = useIntermediateTexture;
               m_shadowColor = value;
               if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1) {
                  SetTexturePropertyDirty();
               }
            }
         }
      }
      public Material blurShader
      {
         get { return m_blurShader; }
         set
         {
            m_blurShader = value;
         }
      }
      public Material downsampleShader
      {
         get { return m_downsampleShader; }
         set { m_downsampleShader = value; }
      }
      public Material copyMipmapShader
      {
         get { return m_copyMipmapShader; }
         set
         {
            m_copyMipmapShader = value;
         }
      }
      public Material eraseShadowShader
      {
         get { return m_eraseShadowShader; }
         set { m_eraseShadowShader = value; }
      }
      public RenderTexture shadowTexture
      {
         get { return m_shadowTexture; }
      }
      public bool testViewClip
      {
         get { return m_testViewClip; }
         set { m_testViewClip = value; }
      }
      public Camera[] camerasForViewClipTest
      {
         get { return m_camerasForViewClipTest; }
         set { m_camerasForViewClipTest = value; }
      }
      public float cameraNearClipPlane
      {
         get {
            if (m_camera == null) {
               Initialize();
            }
            return m_camera.nearClipPlane;
         }
         set {
            if (m_camera == null) {
               Initialize();
            }
            m_camera.nearClipPlane = value;
         }
      }
      public LayerMask cameraCullingMask
      {
         get {
            if (m_camera == null) {
               Initialize();
            }
            return m_camera.cullingMask;
         }
         set {
            if (m_camera == null) {
               Initialize();
            }
            m_camera.cullingMask = value;
         }
      }
      public void SetReplacementShader(Shader shader, string replacementTag)
      {
         if (m_camera == null) {
            Initialize();
         }
         if (shader != null) {
            m_camera.SetReplacementShader(shader, replacementTag);
         }
         else {
            m_camera.ResetReplacementShader();
         }
      }
        // public properties
        public TextureMultiSample multiSampling
        {
            get { return m_multiSampling; }
            set
            {
                if (m_multiSampling != value)
                {
                    m_multiSampling = value;
                    SetTexturePropertyDirty();
                }
            }
        }
        public TextureSuperSample superSampling
        {
            get { return m_superSampling; }
            set
            {
                if (m_superSampling != value)
                {
                    bool b = useIntermediateTexture;
                    m_superSampling = value;
                    if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1)
                    {
                        SetTexturePropertyDirty();
                    }
                }
            }
        }
        public int textureWidth
        {
            get { return m_textureWidth; }
            set
            {
                if (m_textureWidth != value)
                {
                    m_textureWidth = value;
                    SetTexturePropertyDirty();
                }
            }
        }
        public int textureHeight
        {
            get { return m_textureHeight; }
            set
            {
                if (m_textureHeight != value)
                {
                    m_textureHeight = value;
                    SetTexturePropertyDirty();
                }
            }
        }
        public int mipLevel
        {
            get { return m_mipLevel; }
            set
            {
                if (m_mipLevel != value)
                {
                    if (m_mipLevel == 0 || value == 0)
                    {
                        SetTexturePropertyDirty();
                    }
                    m_mipLevel = value;
                }
            }
        }
        public int blurLevel
        {
            get { return m_blurLevel; }
            set
            {
                if (m_blurLevel != value)
                {
                    bool b = useIntermediateTexture;
                    m_blurLevel = value;
                    if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1)
                    {
                        SetTexturePropertyDirty();
                    }
                }
            }
        }
        public float blurSize
        {
            get { return m_blurSize; }
            set { m_blurSize = value; }
        }
        public BlurFilter blurFilter
        {
            get { return m_blurFilter; }
            set { m_blurFilter = value; }
        }
        public float mipmapBlurSize
        {
            get { return m_mipmapBlurSize; }
            set
            {
                m_mipmapBlurSize = value;
            }
        }
        public bool singlePassMipmapBlur
        {
            get { return m_singlePassMipmapBlur; }
            set { m_singlePassMipmapBlur = value; }
        }
        public MipmapFalloff mipmapFalloff
        {
            get { return m_mipmapFalloff; }
            set
            {
                m_mipmapFalloff = value;
            }
        }
        public float[] customMipmapFalloff
        {
            get { return m_customMipmapFalloff; }
            set
            {
                m_customMipmapFalloff = value;
            }
        }
        public Color shadowColor
        {
            get { return m_shadowColor; }
            set
            {
                if (m_shadowColor != value)
                {
                    bool b = useIntermediateTexture;
                    m_shadowColor = value;
                    if (b != useIntermediateTexture && m_multiSampling != TextureMultiSample.x1)
                    {
                        SetTexturePropertyDirty();
                    }
                }
            }
        }
        public Material blurShader
        {
            get { return m_blurShader; }
            set
            {
                m_blurShader = value;
            }
        }
        public Material downsampleShader
        {
            get { return m_downsampleShader; }
            set { m_downsampleShader = value; }
        }
        public Material copyMipmapShader
        {
            get { return m_copyMipmapShader; }
            set
            {
                m_copyMipmapShader = value;
            }
        }
        public Material eraseShadowShader
        {
            get { return m_eraseShadowShader; }
            set { m_eraseShadowShader = value; }
        }
        public RenderTexture shadowTexture
        {
            get { return m_shadowTexture; }
        }
        public bool testViewClip
        {
            get { return m_testViewClip; }
            set { m_testViewClip = value; }
        }
        public Camera[] camerasForViewClipTest
        {
            get { return m_camerasForViewClipTest; }
            set { m_camerasForViewClipTest = value; }
        }
        public float cameraNearClipPlane
        {
            get
            {
                if (m_camera == null)
                {
                    Initialize();
                }
                return m_camera.nearClipPlane;
            }
            set
            {
                if (m_camera == null)
                {
                    Initialize();
                }
                m_camera.nearClipPlane = value;
            }
        }
        public LayerMask cameraCullingMask
        {
            get
            {
                if (m_camera == null)
                {
                    Initialize();
                }
                return m_camera.cullingMask;
            }
            set
            {
                if (m_camera == null)
                {
                    Initialize();
                }
                m_camera.cullingMask = value;
            }
        }
        public void SetReplacementShader(Shader shader, string replacementTag)
        {
            if (m_camera == null)
            {
                Initialize();
            }
            if (shader != null)
            {
                m_camera.SetReplacementShader(shader, replacementTag);
            }
            else
            {
                m_camera.ResetReplacementShader();
            }
        }
      private static int s_falloffParamID;
      private static int s_blurOffsetHParamID;
      private static int s_blurOffsetVParamID;
      private static int s_blurWeightHParamID;
      private static int s_blurWeightVParamID;
      private static int s_downSampleBlurOffset0ParamID;
      private static int s_downSampleBlurOffset1ParamID;
      private static int s_downSampleBlurOffset2ParamID;
      private static int s_downSampleBlurOffset3ParamID;
      private static int s_downSampleBlurWeightParamID;
      private Projector m_projector;
      private Material m_projectorMaterial;
      private CommandBuffer m_commandBuffer;
      private RenderTexture m_shadowTexture;
      [SerializeField][HideInInspector]
      private Camera m_camera;
      private bool m_isTexturePropertyChanged;
      private bool m_isVisible = false;
      private bool m_shadowTextureValid = false;
        private static int s_falloffParamID;
        private static int s_blurOffsetHParamID;
        private static int s_blurOffsetVParamID;
        private static int s_blurWeightHParamID;
        private static int s_blurWeightVParamID;
        private static int s_downSampleBlurOffset0ParamID;
        private static int s_downSampleBlurOffset1ParamID;
        private static int s_downSampleBlurOffset2ParamID;
        private static int s_downSampleBlurOffset3ParamID;
        private static int s_downSampleBlurWeightParamID;
        private Projector m_projector;
        private Material m_projectorMaterial;
        private CommandBuffer m_commandBuffer;
        private RenderTexture m_shadowTexture;
        [SerializeField]
        [HideInInspector]
        private Camera m_camera;
        private bool m_isTexturePropertyChanged;
        private bool m_isVisible = false;
        private bool m_shadowTextureValid = false;
      public bool isProjectorVisible
      {
         get { return m_isVisible; }
      }
        public bool isProjectorVisible
        {
            get { return m_isVisible; }
        }
      // Call SetCommandBufferDirty or UpdateCommandBuffer when child objects are added/deleted/disabled/enabled.
      public void SetTexturePropertyDirty()
      {
         m_isTexturePropertyChanged = true;
      }
      public void CreateRenderTexture()
      {
         if (m_textureWidth <= 0 || m_textureHeight <= 0 || m_projector == null) {
            return;
         }
         // choose a texture format
         RenderTextureFormat textureFormat = RenderTextureFormat.ARGB32;
         if (m_preferredTextureFormats != null && 0 < m_preferredTextureFormats.Length) {
            foreach (RenderTextureFormat format in m_preferredTextureFormats) {
               if (SystemInfo.SupportsRenderTextureFormat(textureFormat)) {
                  textureFormat = format;
               }
            }
         }
         // create texture
         if (m_shadowTexture != null) {
            if (m_camera != null) {
               m_camera.targetTexture = null;
            }
            DestroyImmediate(m_shadowTexture);
         }
         m_shadowTexture = new RenderTexture(m_textureWidth, m_textureHeight, 0, textureFormat, RenderTextureReadWrite.Linear);
         if (useIntermediateTexture) {
            m_shadowTexture.antiAliasing = 1;
         }
         else {
            m_shadowTexture.antiAliasing = (int)m_multiSampling;
         }
         if (0 < m_mipLevel) {
            m_shadowTexture.useMipMap = true;
        // Call SetCommandBufferDirty or UpdateCommandBuffer when child objects are added/deleted/disabled/enabled.
        public void SetTexturePropertyDirty()
        {
            m_isTexturePropertyChanged = true;
        }
        public void CreateRenderTexture()
        {
            if (m_textureWidth <= 0 || m_textureHeight <= 0 || m_projector == null)
            {
                return;
            }
            // choose a texture format
            RenderTextureFormat textureFormat = RenderTextureFormat.ARGB32;
            if (m_preferredTextureFormats != null && 0 < m_preferredTextureFormats.Length)
            {
                foreach (RenderTextureFormat format in m_preferredTextureFormats)
                {
                    if (SystemInfo.SupportsRenderTextureFormat(textureFormat))
                    {
                        textureFormat = format;
                    }
                }
            }
            // create texture
            if (m_shadowTexture != null)
            {
                if (m_camera != null)
                {
                    m_camera.targetTexture = null;
                }
                DestroyImmediate(m_shadowTexture);
            }
            m_shadowTexture = new RenderTexture(m_textureWidth, m_textureHeight, 0, textureFormat, RenderTextureReadWrite.Linear);
            if (useIntermediateTexture)
            {
                m_shadowTexture.antiAliasing = 1;
            }
            else
            {
                m_shadowTexture.antiAliasing = (int)m_multiSampling;
            }
            if (0 < m_mipLevel)
            {
                m_shadowTexture.useMipMap = true;
#if UNITY_5_5_OR_NEWER
            m_shadowTexture.autoGenerateMips = false;
                m_shadowTexture.autoGenerateMips = false;
#else
            m_shadowTexture.generateMips = false;
#endif
            m_shadowTexture.mipMapBias = 0.0f;
            m_shadowTexture.filterMode = FilterMode.Trilinear;
         }
         else {
            m_shadowTexture.useMipMap = false;
            m_shadowTexture.filterMode = FilterMode.Bilinear;
         }
         m_shadowTexture.wrapMode = TextureWrapMode.Clamp;
         m_shadowTexture.Create();
         m_shadowTextureValid = false;
         if (m_projector.material != null) {
            m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
            m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
         }
         if (m_camera != null) {
            m_camera.targetTexture = m_shadowTexture;
         }
         m_isTexturePropertyChanged = false;
      }
      public void AddCommandBuffer(CommandBuffer commandBuffer)
      {
         m_camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer); // just in case
         m_camera.AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer);
      }
                m_shadowTexture.mipMapBias = 0.0f;
                m_shadowTexture.filterMode = FilterMode.Trilinear;
            }
            else
            {
                m_shadowTexture.useMipMap = false;
                m_shadowTexture.filterMode = FilterMode.Bilinear;
            }
            m_shadowTexture.wrapMode = TextureWrapMode.Clamp;
            m_shadowTexture.Create();
            m_shadowTextureValid = false;
            if (m_projector.material != null)
            {
                m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
                m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
            }
            if (m_camera != null)
            {
                m_camera.targetTexture = m_shadowTexture;
            }
            m_isTexturePropertyChanged = false;
        }
        public void AddCommandBuffer(CommandBuffer commandBuffer)
        {
            m_camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer); // just in case
            m_camera.AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer);
        }
      public void RemoveCommandBuffer(CommandBuffer commandBuffer)
      {
         m_camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer);
      }
        public void RemoveCommandBuffer(CommandBuffer commandBuffer)
        {
            m_camera.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, commandBuffer);
        }
      static void InitializeShaderPropertyIDs()
      {
         s_falloffParamID = Shader.PropertyToID("_Falloff");
         s_blurOffsetHParamID = Shader.PropertyToID("_OffsetH");
         s_blurOffsetVParamID = Shader.PropertyToID("_OffsetV");
         s_blurWeightHParamID = Shader.PropertyToID("_WeightH");
         s_blurWeightVParamID = Shader.PropertyToID("_WeightV");
         s_downSampleBlurOffset0ParamID = Shader.PropertyToID("_Offset0");
         s_downSampleBlurOffset1ParamID = Shader.PropertyToID("_Offset1");
         s_downSampleBlurOffset2ParamID = Shader.PropertyToID("_Offset2");
         s_downSampleBlurOffset3ParamID = Shader.PropertyToID("_Offset3");
         s_downSampleBlurWeightParamID = Shader.PropertyToID("_Weight");
      }
        static void InitializeShaderPropertyIDs()
        {
            s_falloffParamID = Shader.PropertyToID("_Falloff");
            s_blurOffsetHParamID = Shader.PropertyToID("_OffsetH");
            s_blurOffsetVParamID = Shader.PropertyToID("_OffsetV");
            s_blurWeightHParamID = Shader.PropertyToID("_WeightH");
            s_blurWeightVParamID = Shader.PropertyToID("_WeightV");
            s_downSampleBlurOffset0ParamID = Shader.PropertyToID("_Offset0");
            s_downSampleBlurOffset1ParamID = Shader.PropertyToID("_Offset1");
            s_downSampleBlurOffset2ParamID = Shader.PropertyToID("_Offset2");
            s_downSampleBlurOffset3ParamID = Shader.PropertyToID("_Offset3");
            s_downSampleBlurWeightParamID = Shader.PropertyToID("_Weight");
        }
      bool useIntermediateTexture
      {
         get {
            return m_superSampling != TextureSuperSample.x1 || 0 < m_blurLevel || HasShadowColor() || (0 < m_mipLevel && m_multiSampling != TextureMultiSample.x1);
         }
      }
      bool Initialize()
      {
         m_isVisible = false;
         if (IsInitialized()) {
            return true;
         }
         m_isTexturePropertyChanged = true;
         InitializeShaderPropertyIDs();
         m_projector = GetComponent<Projector>();
         CloneProjectorMaterialIfShared();
         if (m_camera == null) {
            m_camera = gameObject.GetComponent<Camera>();
            if (m_camera == null) {
               m_camera = gameObject.AddComponent<Camera>();
            }
            m_camera.hideFlags = HideFlags.HideInInspector;
         }
         else {
            m_camera.RemoveAllCommandBuffers();
         }
         m_camera.depth = -100;
         m_camera.cullingMask = 0;
         m_camera.clearFlags = CameraClearFlags.Nothing;
         m_camera.backgroundColor = new Color(1,1,1,0);
         m_camera.useOcclusionCulling = false;
         m_camera.renderingPath = RenderingPath.Forward;
         m_camera.nearClipPlane = 0.01f;
        bool useIntermediateTexture
        {
            get
            {
                return m_superSampling != TextureSuperSample.x1 || 0 < m_blurLevel || HasShadowColor() || (0 < m_mipLevel && m_multiSampling != TextureMultiSample.x1);
            }
        }
        bool Initialize()
        {
            m_isVisible = false;
            if (IsInitialized())
            {
                return true;
            }
            m_isTexturePropertyChanged = true;
            InitializeShaderPropertyIDs();
            m_projector = GetComponent<Projector>();
            CloneProjectorMaterialIfShared();
            if (m_camera == null)
            {
                m_camera = gameObject.GetComponent<Camera>();
                if (m_camera == null)
                {
                    m_camera = gameObject.AddComponent<Camera>();
                }
                m_camera.hideFlags = HideFlags.HideInInspector;
            }
            else
            {
                m_camera.RemoveAllCommandBuffers();
            }
            m_camera.depth = -100;
            m_camera.cullingMask = 0;
            m_camera.clearFlags = CameraClearFlags.Nothing;
            m_camera.backgroundColor = new Color(1, 1, 1, 0);
            m_camera.useOcclusionCulling = false;
            m_camera.renderingPath = RenderingPath.Forward;
            m_camera.nearClipPlane = 0.01f;
#if UNITY_5_6_OR_NEWER
         m_camera.forceIntoRenderTexture = true;
            m_camera.forceIntoRenderTexture = true;
#endif
         m_camera.enabled = true;
         CreateRenderTexture();
         return true;
      }
            m_camera.enabled = true;
            CreateRenderTexture();
            return true;
        }
      bool IsInitialized()
      {
         return m_projector != null && m_camera != null;
      }
        bool IsInitialized()
        {
            return m_projector != null && m_camera != null;
        }
      void Awake()
      {
         Initialize();
      }
        void Awake()
        {
            Initialize();
        }
      void OnEnable()
      {
         if (m_camera != null) {
            m_camera.enabled = true;
         }
      }
        void OnEnable()
        {
            if (m_camera != null)
            {
                m_camera.enabled = true;
            }
        }
      void OnDisable()
      {
         if (m_camera != null) {
            m_camera.enabled = false;
         }
      }
        void OnDisable()
        {
            if (m_camera != null)
            {
                m_camera.enabled = false;
            }
        }
      void Start()
      {
        void Start()
        {
#if UNITY_EDITOR
         if (m_testViewClip && Application.isPlaying)
            if (m_testViewClip && Application.isPlaying)
#else
         if (m_testViewClip)
#endif
         {
            if (m_camerasForViewClipTest == null || m_camerasForViewClipTest.Length == 0) {
               if (Camera.main != null) {
                  m_camerasForViewClipTest = new Camera[1] {Camera.main};
               }
            }
         }
      }
            {
                if (m_camerasForViewClipTest == null || m_camerasForViewClipTest.Length == 0)
                {
                    if (Camera.main != null)
                    {
                        m_camerasForViewClipTest = new Camera[1] { Camera.main };
                    }
                }
            }
        }
      void OnValidate()
      {
         CreateRenderTexture();
         InitializeShaderPropertyIDs();
         // check custom mipmap falloff
         if (m_mipmapFalloff == MipmapFalloff.Custom && 0 < m_mipLevel) {
            if (m_customMipmapFalloff == null || m_customMipmapFalloff.Length == 0) {
               m_customMipmapFalloff = new float[m_mipLevel];
               for (int i = 0; i < m_mipLevel; ++i) {
                  m_customMipmapFalloff[i] = ((float)(m_mipLevel - i))/(float)(m_mipLevel + 1);
               }
            }
            else if (m_mipLevel != m_customMipmapFalloff.Length) {
               float[] customFalloff = new float[m_mipLevel];
               for (int i = 0; i < m_mipLevel; ++i) {
                  float oldIndex = ((float)(m_customMipmapFalloff.Length + 1)*(i + 1))/(float)(m_mipLevel + 1);
                  int j = Mathf.FloorToInt(oldIndex);
                  float w = oldIndex - j;
                  float v0 = (j == 0 ? 1.0f : m_customMipmapFalloff[j - 1]);
                  float v1 = (j < m_customMipmapFalloff.Length) ? m_customMipmapFalloff[j] : 0.0f;
                  customFalloff[i] = Mathf.Lerp(v0, v1, w);
               }
               m_customMipmapFalloff = customFalloff;
            }
         }
      }
      private static HashSet<Material> s_sharedMaterials;
      const HideFlags CLONED_MATERIAL_HIDE_FLAGS = HideFlags.HideAndDontSave;
      void CloneProjectorMaterialIfShared()
      {
        void OnValidate()
        {
            CreateRenderTexture();
            InitializeShaderPropertyIDs();
            // check custom mipmap falloff
            if (m_mipmapFalloff == MipmapFalloff.Custom && 0 < m_mipLevel)
            {
                if (m_customMipmapFalloff == null || m_customMipmapFalloff.Length == 0)
                {
                    m_customMipmapFalloff = new float[m_mipLevel];
                    for (int i = 0; i < m_mipLevel; ++i)
                    {
                        m_customMipmapFalloff[i] = ((float)(m_mipLevel - i)) / (float)(m_mipLevel + 1);
                    }
                }
                else if (m_mipLevel != m_customMipmapFalloff.Length)
                {
                    float[] customFalloff = new float[m_mipLevel];
                    for (int i = 0; i < m_mipLevel; ++i)
                    {
                        float oldIndex = ((float)(m_customMipmapFalloff.Length + 1) * (i + 1)) / (float)(m_mipLevel + 1);
                        int j = Mathf.FloorToInt(oldIndex);
                        float w = oldIndex - j;
                        float v0 = (j == 0 ? 1.0f : m_customMipmapFalloff[j - 1]);
                        float v1 = (j < m_customMipmapFalloff.Length) ? m_customMipmapFalloff[j] : 0.0f;
                        customFalloff[i] = Mathf.Lerp(v0, v1, w);
                    }
                    m_customMipmapFalloff = customFalloff;
                }
            }
        }
        private static HashSet<Material> s_sharedMaterials;
        const HideFlags CLONED_MATERIAL_HIDE_FLAGS = HideFlags.HideAndDontSave;
        void CloneProjectorMaterialIfShared()
        {
#if UNITY_EDITOR
         if (!Application.isPlaying) {
            return;
         }
            if (!Application.isPlaying)
            {
                return;
            }
#endif
         if (m_projector.material == null || (m_projector.material.hideFlags == CLONED_MATERIAL_HIDE_FLAGS && m_projector.material == m_projectorMaterial)) {
            return;
         }
         if (m_projectorMaterial != null && m_projectorMaterial.hideFlags == CLONED_MATERIAL_HIDE_FLAGS) {
            DestroyImmediate(m_projectorMaterial);
         }
         if (s_sharedMaterials == null) {
            s_sharedMaterials = new HashSet<Material>();
         }
         if (s_sharedMaterials.Contains(m_projector.material)) {
            m_projector.material = new Material(m_projector.material);
            m_projector.material.hideFlags = CLONED_MATERIAL_HIDE_FLAGS;
         }
         else {
            s_sharedMaterials.Add(m_projector.material);
         }
         m_projectorMaterial = m_projector.material;
      }
            if (m_projector.material == null || (m_projector.material.hideFlags == CLONED_MATERIAL_HIDE_FLAGS && m_projector.material == m_projectorMaterial))
            {
                return;
            }
            if (m_projectorMaterial != null && m_projectorMaterial.hideFlags == CLONED_MATERIAL_HIDE_FLAGS)
            {
                DestroyImmediate(m_projectorMaterial);
            }
            if (s_sharedMaterials == null)
            {
                s_sharedMaterials = new HashSet<Material>();
            }
            if (s_sharedMaterials.Contains(m_projector.material))
            {
                m_projector.material = new Material(m_projector.material);
                m_projector.material.hideFlags = CLONED_MATERIAL_HIDE_FLAGS;
            }
            else
            {
                s_sharedMaterials.Add(m_projector.material);
            }
            m_projectorMaterial = m_projector.material;
        }
      void OnDestroy()
      {
         if (m_projectorMaterial != null) {
            if (s_sharedMaterials != null && s_sharedMaterials.Contains(m_projectorMaterial)) {
               s_sharedMaterials.Remove(m_projectorMaterial);
            }
            if (m_projectorMaterial.hideFlags == CLONED_MATERIAL_HIDE_FLAGS) {
               if (m_projector.material == m_projectorMaterial) {
                  m_projector.material = null;
               }
               DestroyImmediate(m_projectorMaterial);
            }
         }
         if (m_shadowTexture != null) {
            if (m_camera != null) {
               m_camera.targetTexture = null;
            }
            DestroyImmediate(m_shadowTexture);
            m_shadowTexture = null;
         }
         if (m_camera != null) {
            m_camera.RemoveAllCommandBuffers();
         }
         m_isVisible = false;
      }
        void OnDestroy()
        {
            if (m_projectorMaterial != null)
            {
                if (s_sharedMaterials != null && s_sharedMaterials.Contains(m_projectorMaterial))
                {
                    s_sharedMaterials.Remove(m_projectorMaterial);
                }
                if (m_projectorMaterial.hideFlags == CLONED_MATERIAL_HIDE_FLAGS)
                {
                    if (m_projector.material == m_projectorMaterial)
                    {
                        m_projector.material = null;
                    }
                    DestroyImmediate(m_projectorMaterial);
                }
            }
            if (m_shadowTexture != null)
            {
                if (m_camera != null)
                {
                    m_camera.targetTexture = null;
                }
                DestroyImmediate(m_shadowTexture);
                m_shadowTexture = null;
            }
            if (m_camera != null)
            {
                m_camera.RemoveAllCommandBuffers();
            }
            m_isVisible = false;
        }
      bool IsReadyToExecute()
      {
         if (m_textureWidth <= 0 || m_textureHeight <= 0 || m_eraseShadowShader == null) {
            return false;
         }
         if (0 < m_mipLevel || m_superSampling != TextureSuperSample.x1) {
            if (m_downsampleShader == null) {
               return false;
            }
         }
         if (0 < m_blurLevel || (0.0f < m_mipmapBlurSize && 0 < m_mipLevel)) {
            if (m_blurShader == null) {
               return false;
            }
         }
         if (0 < m_mipLevel && (m_copyMipmapShader == null || m_downsampleShader == null)) {
            return false;
         }
         return true;
      }
        bool IsReadyToExecute()
        {
            if (m_textureWidth <= 0 || m_textureHeight <= 0 || m_eraseShadowShader == null)
            {
                return false;
            }
            if (0 < m_mipLevel || m_superSampling != TextureSuperSample.x1)
            {
                if (m_downsampleShader == null)
                {
                    return false;
                }
            }
            if (0 < m_blurLevel || (0.0f < m_mipmapBlurSize && 0 < m_mipLevel))
            {
                if (m_blurShader == null)
                {
                    return false;
                }
            }
            if (0 < m_mipLevel && (m_copyMipmapShader == null || m_downsampleShader == null))
            {
                return false;
            }
            return true;
        }
      void SetVisible(bool isVisible)
      {
         m_isVisible = isVisible;
         SendMessage("OnVisibilityChanged", isVisible);
      }
        void SetVisible(bool isVisible)
        {
            m_isVisible = isVisible;
            SendMessage("OnVisibilityChanged", isVisible);
        }
#if UNITY_EDITOR
      private bool m_isRenderingFromUpdate = false;
      public void ForceRenderTexture()
      {
         m_isRenderingFromUpdate = true;
         // it is necessary to set camera parameters before Render, because render events will not be invoked if the volume of the view frustum is zero,
         // and there is no chance to fix the camera parameters in OnPreCull function.
         m_camera.orthographic = m_projector.orthographic;
         m_camera.orthographicSize = m_projector.orthographicSize;
         m_camera.fieldOfView = m_projector.fieldOfView;
         m_camera.aspect = m_projector.aspectRatio;
         m_camera.farClipPlane = m_projector.farClipPlane;
        private bool m_isRenderingFromUpdate = false;
        public void ForceRenderTexture()
        {
            m_isRenderingFromUpdate = true;
            // it is necessary to set camera parameters before Render, because render events will not be invoked if the volume of the view frustum is zero,
            // and there is no chance to fix the camera parameters in OnPreCull function.
            m_camera.orthographic = m_projector.orthographic;
            m_camera.orthographicSize = m_projector.orthographicSize;
            m_camera.fieldOfView = m_projector.fieldOfView;
            m_camera.aspect = m_projector.aspectRatio;
            m_camera.farClipPlane = m_projector.farClipPlane;
#if UNITY_5_6
         // workaround for Unity 5.6
         // Unity 5.6 has a bug whereby a temporary render texture does not work if m_camera.targetTexture != null. This bug is fixed in Unity 2017.
         m_camera.targetTexture = null;
            // workaround for Unity 5.6
            // Unity 5.6 has a bug whereby a temporary render texture does not work if m_camera.targetTexture != null. This bug is fixed in Unity 2017.
            m_camera.targetTexture = null;
#endif
         m_camera.Render();
         m_isRenderingFromUpdate = false;
      }
            m_camera.Render();
            m_isRenderingFromUpdate = false;
        }
#endif
      void Update()
      {
        void Update()
        {
#if UNITY_EDITOR
         if (!Application.isPlaying
            && (!m_shadowTextureValid
               || m_camera.orthographic != m_projector.orthographic
               || m_camera.orthographicSize != m_projector.orthographicSize
               || m_camera.fieldOfView != m_projector.fieldOfView
               || m_camera.aspect != m_projector.aspectRatio
               || m_camera.farClipPlane != m_projector.farClipPlane)
         ) {
            ForceRenderTexture();
         }
            if (!Application.isPlaying
                && (!m_shadowTextureValid
                    || m_camera.orthographic != m_projector.orthographic
                    || m_camera.orthographicSize != m_projector.orthographicSize
                    || m_camera.fieldOfView != m_projector.fieldOfView
                    || m_camera.aspect != m_projector.aspectRatio
                    || m_camera.farClipPlane != m_projector.farClipPlane)
            )
            {
                ForceRenderTexture();
            }
#endif
         if (m_camera != null && !m_camera.enabled) {
            m_camera.enabled = true;
         }
      }
            if (m_camera != null && !m_camera.enabled)
            {
                m_camera.enabled = true;
            }
        }
      void OnPreCull()
      {
         if (m_projector.material != m_projectorMaterial) {
            // projector material changed.
            CloneProjectorMaterialIfShared();
            m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
            m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
         }
        void OnPreCull()
        {
            if (m_projector.material != m_projectorMaterial)
            {
                // projector material changed.
                CloneProjectorMaterialIfShared();
                m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
                m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
            }
#if UNITY_EDITOR
         if (!(Application.isPlaying || m_isRenderingFromUpdate)) {
            m_camera.enabled = false;
            return;
         }
         if (!IsReadyToExecute()) {
            m_camera.enabled = false;
            return;
         }
         if (!IsInitialized() && !Initialize()) {
            m_camera.enabled = false;
            return;
         }
         if (m_projector.material == null) {
            if (m_isVisible) {
               SetVisible(false);
            }
            m_camera.enabled = false;
            return;
         }
         m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
         m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
            if (!(Application.isPlaying || m_isRenderingFromUpdate))
            {
                m_camera.enabled = false;
                return;
            }
            if (!IsReadyToExecute())
            {
                m_camera.enabled = false;
                return;
            }
            if (!IsInitialized() && !Initialize())
            {
                m_camera.enabled = false;
                return;
            }
            if (m_projector.material == null)
            {
                if (m_isVisible)
                {
                    SetVisible(false);
                }
                m_camera.enabled = false;
                return;
            }
            m_projector.material.SetTexture("_ShadowTex", m_shadowTexture);
            m_projector.material.SetFloat("_DSPMipLevel", m_mipLevel);
#endif
         if (m_isTexturePropertyChanged) {
            CreateRenderTexture();
         }
         m_camera.orthographic = m_projector.orthographic;
         m_camera.orthographicSize = m_projector.orthographicSize;
         m_camera.fieldOfView = m_projector.fieldOfView;
         m_camera.aspect = m_projector.aspectRatio;
         m_camera.farClipPlane = m_projector.farClipPlane;
         // view clip test
         bool isVisible = true;
         if (!m_projector.enabled) {
            isVisible = false;
         }
            if (m_isTexturePropertyChanged)
            {
                CreateRenderTexture();
            }
            m_camera.orthographic = m_projector.orthographic;
            m_camera.orthographicSize = m_projector.orthographicSize;
            m_camera.fieldOfView = m_projector.fieldOfView;
            m_camera.aspect = m_projector.aspectRatio;
            m_camera.farClipPlane = m_projector.farClipPlane;
            // view clip test
            bool isVisible = true;
            if (!m_projector.enabled)
            {
                isVisible = false;
            }
#if UNITY_EDITOR
         else if (m_testViewClip && Application.isPlaying)
            else if (m_testViewClip && Application.isPlaying)
#else
         else if (m_testViewClip)
#endif
         {
            if (m_camerasForViewClipTest == null || m_camerasForViewClipTest.Length == 0) {
               if (Camera.main != null) {
                  m_camerasForViewClipTest = new Camera[1] {Camera.main};
               }
            }
            if (m_camerasForViewClipTest != null && 0 < m_camerasForViewClipTest.Length) {
               Vector3 v0 = m_camera.ViewportToWorldPoint(new Vector3(0,0,m_camera.nearClipPlane));
               Vector3 v1 = m_camera.ViewportToWorldPoint(new Vector3(1,0,m_camera.nearClipPlane));
               Vector3 v2 = m_camera.ViewportToWorldPoint(new Vector3(0,1,m_camera.nearClipPlane));
               Vector3 v3 = m_camera.ViewportToWorldPoint(new Vector3(1,1,m_camera.nearClipPlane));
               Vector3 v4 = m_camera.ViewportToWorldPoint(new Vector3(0,0,m_camera.farClipPlane));
               Vector3 v5 = m_camera.ViewportToWorldPoint(new Vector3(1,0,m_camera.farClipPlane));
               Vector3 v6 = m_camera.ViewportToWorldPoint(new Vector3(0,1,m_camera.farClipPlane));
               Vector3 v7 = m_camera.ViewportToWorldPoint(new Vector3(1,1,m_camera.farClipPlane));
               isVisible = false;
               for (int i = 0; i < m_camerasForViewClipTest.Length; ++i) {
                  Camera cam = m_camerasForViewClipTest[i];
                  Vector3 min = cam.WorldToViewportPoint(v0);
                  if (min.z < 0.0f) { min.x = -min.x; min.y = -min.y; }
                  Vector3 max = min;
                  Vector3 v = cam.WorldToViewportPoint(v1);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v2);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v3);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v4);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v5);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v6);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  v = cam.WorldToViewportPoint(v7);
                  if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                  min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                  max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                  if (0.0f < max.x && min.x < 1.0f && 0.0f < max.y && min.y < 1.0f && cam.nearClipPlane < max.z && min.z < cam.farClipPlane) {
                     isVisible = true;
                     break;
                  }
               }
            }
         }
         if (isVisible != m_isVisible) {
            SetVisible(isVisible);
         }
         if (!isVisible) {
            if (m_camera != null) {
               m_camera.enabled = false;
            }
            if (m_shadowTexture != null && !m_shadowTextureValid) {
               RenderTexture currentRT = RenderTexture.active;
               RenderTexture.active = m_shadowTexture;
               GL.Clear(false, true, new Color(1,1,1,0));
               m_shadowTextureValid = true;
               RenderTexture.active = currentRT;
            }
         }
      }
            {
                if (m_camerasForViewClipTest == null || m_camerasForViewClipTest.Length == 0)
                {
                    if (Camera.main != null)
                    {
                        m_camerasForViewClipTest = new Camera[1] { Camera.main };
                    }
                }
                if (m_camerasForViewClipTest != null && 0 < m_camerasForViewClipTest.Length)
                {
                    Vector3 v0 = m_camera.ViewportToWorldPoint(new Vector3(0, 0, m_camera.nearClipPlane));
                    Vector3 v1 = m_camera.ViewportToWorldPoint(new Vector3(1, 0, m_camera.nearClipPlane));
                    Vector3 v2 = m_camera.ViewportToWorldPoint(new Vector3(0, 1, m_camera.nearClipPlane));
                    Vector3 v3 = m_camera.ViewportToWorldPoint(new Vector3(1, 1, m_camera.nearClipPlane));
                    Vector3 v4 = m_camera.ViewportToWorldPoint(new Vector3(0, 0, m_camera.farClipPlane));
                    Vector3 v5 = m_camera.ViewportToWorldPoint(new Vector3(1, 0, m_camera.farClipPlane));
                    Vector3 v6 = m_camera.ViewportToWorldPoint(new Vector3(0, 1, m_camera.farClipPlane));
                    Vector3 v7 = m_camera.ViewportToWorldPoint(new Vector3(1, 1, m_camera.farClipPlane));
                    isVisible = false;
                    for (int i = 0; i < m_camerasForViewClipTest.Length; ++i)
                    {
                        Camera cam = m_camerasForViewClipTest[i];
                        Vector3 min = cam.WorldToViewportPoint(v0);
                        if (min.z < 0.0f) { min.x = -min.x; min.y = -min.y; }
                        Vector3 max = min;
                        Vector3 v = cam.WorldToViewportPoint(v1);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v2);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v3);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v4);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v5);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v6);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        v = cam.WorldToViewportPoint(v7);
                        if (v.z < 0.0f) { v.x = -v.x; v.y = -v.y; }
                        min.x = Mathf.Min(min.x, v.x); min.y = Mathf.Min(min.y, v.y); min.z = Mathf.Min(min.z, v.z);
                        max.x = Mathf.Max(max.x, v.x); max.y = Mathf.Max(max.y, v.y); max.z = Mathf.Max(max.z, v.z);
                        if (0.0f < max.x && min.x < 1.0f && 0.0f < max.y && min.y < 1.0f && cam.nearClipPlane < max.z && min.z < cam.farClipPlane)
                        {
                            isVisible = true;
                            break;
                        }
                    }
                }
            }
            if (isVisible != m_isVisible)
            {
                SetVisible(isVisible);
            }
            if (!isVisible)
            {
                if (m_camera != null)
                {
                    m_camera.enabled = false;
                }
                if (m_shadowTexture != null && !m_shadowTextureValid)
                {
                    RenderTexture currentRT = RenderTexture.active;
                    RenderTexture.active = m_shadowTexture;
                    GL.Clear(false, true, new Color(1, 1, 1, 0));
                    m_shadowTextureValid = true;
                    RenderTexture.active = currentRT;
                }
            }
        }
      bool HasShadowColor()
      {
         return m_shadowColor.a != 1 || (m_shadowColor.r + shadowColor.g + shadowColor.b) != 0;
      }
        bool HasShadowColor()
        {
            return m_shadowColor.a != 1 || (m_shadowColor.r + shadowColor.g + shadowColor.b) != 0;
        }
      void OnPreRender()
      {
        void OnPreRender()
        {
#if UNITY_EDITOR
         if (!(Application.isPlaying || m_isRenderingFromUpdate)) {
            return;
         }
            if (!(Application.isPlaying || m_isRenderingFromUpdate))
            {
                return;
            }
#endif
         if (!m_isVisible) {
            return;
         }
         m_shadowTexture.DiscardContents();
         if (useIntermediateTexture) {
            int width = m_textureWidth * (int)m_superSampling;
            int height = m_textureHeight * (int)m_superSampling;
            m_camera.targetTexture = RenderTexture.GetTemporary(width, height, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear, (int)m_multiSampling);
            m_camera.targetTexture.filterMode = FilterMode.Bilinear;
         }
         else {
            m_camera.targetTexture = m_shadowTexture;
         }
         m_camera.clearFlags = CameraClearFlags.SolidColor;
      }
      private const int MAX_BLUR_TAP_SIZE = 7;
      private static float[] s_blurWeights = new float[MAX_BLUR_TAP_SIZE];
      struct BlurParam {
         public int tap;
         public Vector4 offset;
         public Vector4 weight;
      };
      static BlurParam GetBlurParam(float blurSize, BlurFilter filter)
      {
         BlurParam param = new BlurParam();
            if (!m_isVisible)
            {
                return;
            }
            m_shadowTexture.DiscardContents();
            if (useIntermediateTexture)
            {
                int width = m_textureWidth * (int)m_superSampling;
                int height = m_textureHeight * (int)m_superSampling;
                m_camera.targetTexture = RenderTexture.GetTemporary(width, height, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear, (int)m_multiSampling);
                m_camera.targetTexture.filterMode = FilterMode.Bilinear;
            }
            else
            {
                m_camera.targetTexture = m_shadowTexture;
            }
            m_camera.clearFlags = CameraClearFlags.SolidColor;
        }
        private const int MAX_BLUR_TAP_SIZE = 7;
        private static float[] s_blurWeights = new float[MAX_BLUR_TAP_SIZE];
        struct BlurParam
        {
            public int tap;
            public Vector4 offset;
            public Vector4 weight;
        };
        static BlurParam GetBlurParam(float blurSize, BlurFilter filter)
        {
            BlurParam param = new BlurParam();
         if (blurSize < 0.1f) {
            param.tap = 3;
            param.offset.x = 0.0f;
            param.offset.y = 0.0f;
            param.offset.z = 0.0f;
            param.offset.w = 0.0f;
            param.weight.x = 1.0f;
            param.weight.y = 0.0f;
            param.weight.z = 0.0f;
            param.weight.w = 0.0f;
            return param;
         }
         // calculate weights
         if (filter == BlurFilter.Gaussian) {
            // gaussian filter
            float a = 1.0f/(2.0f*blurSize*blurSize);
            float totalWeight = 1.0f;
            s_blurWeights[0] = 1.0f;
            for (int i = 1; i < s_blurWeights.Length; ++i) {
               s_blurWeights[i] = Mathf.Exp(-i*i*a);
               totalWeight += 2.0f*s_blurWeights[i];
            }
            float w = 1.0f/totalWeight;
            for (int i = 0; i < s_blurWeights.Length; ++i) {
               s_blurWeights[i] *= w;
            }
         }
         else {
            // uniform filter
            float a = 0.5f/(0.5f + blurSize);
            for (int i = 0; i < s_blurWeights.Length; ++i) {
               if (i <= blurSize) {
                  s_blurWeights[i] = a;
               }
               else if (i - 1 < blurSize) {
                  s_blurWeights[i] = a * (blurSize - (i - 1));
               }
               else {
                  s_blurWeights[i] = 0.0f;
               }
            }
         }
         param.offset.x = 1.0f + s_blurWeights[2]/(s_blurWeights[1] + s_blurWeights[2]);
         param.offset.y = 3.0f + s_blurWeights[4]/(s_blurWeights[3] + s_blurWeights[4]);
         param.offset.z = 5.0f + s_blurWeights[6]/(s_blurWeights[5] + s_blurWeights[6]);
         param.offset.w = 0.0f;
            if (blurSize < 0.1f)
            {
                param.tap = 3;
                param.offset.x = 0.0f;
                param.offset.y = 0.0f;
                param.offset.z = 0.0f;
                param.offset.w = 0.0f;
                param.weight.x = 1.0f;
                param.weight.y = 0.0f;
                param.weight.z = 0.0f;
                param.weight.w = 0.0f;
                return param;
            }
            // calculate weights
            if (filter == BlurFilter.Gaussian)
            {
                // gaussian filter
                float a = 1.0f / (2.0f * blurSize * blurSize);
                float totalWeight = 1.0f;
                s_blurWeights[0] = 1.0f;
                for (int i = 1; i < s_blurWeights.Length; ++i)
                {
                    s_blurWeights[i] = Mathf.Exp(-i * i * a);
                    totalWeight += 2.0f * s_blurWeights[i];
                }
                float w = 1.0f / totalWeight;
                for (int i = 0; i < s_blurWeights.Length; ++i)
                {
                    s_blurWeights[i] *= w;
                }
            }
            else
            {
                // uniform filter
                float a = 0.5f / (0.5f + blurSize);
                for (int i = 0; i < s_blurWeights.Length; ++i)
                {
                    if (i <= blurSize)
                    {
                        s_blurWeights[i] = a;
                    }
                    else if (i - 1 < blurSize)
                    {
                        s_blurWeights[i] = a * (blurSize - (i - 1));
                    }
                    else
                    {
                        s_blurWeights[i] = 0.0f;
                    }
                }
            }
            param.offset.x = 1.0f + s_blurWeights[2] / (s_blurWeights[1] + s_blurWeights[2]);
            param.offset.y = 3.0f + s_blurWeights[4] / (s_blurWeights[3] + s_blurWeights[4]);
            param.offset.z = 5.0f + s_blurWeights[6] / (s_blurWeights[5] + s_blurWeights[6]);
            param.offset.w = 0.0f;
         if (s_blurWeights[3] < 0.02f) {
            param.tap = 3;
            float a = 0.5f/(0.5f*s_blurWeights[0] + s_blurWeights[1] + s_blurWeights[2]);
            param.weight.x = Mathf.Round(255*a*s_blurWeights[0])/255.0f;
            param.weight.y = 0.5f - 0.5f*param.weight.x;
            param.weight.z = 0.0f;
            param.weight.w = 0.0f;
         }
         else if (s_blurWeights[5] < 0.02f) {
            param.tap = 5;
            float a = 0.5f/(0.5f*s_blurWeights[0] + s_blurWeights[1] + s_blurWeights[2] + s_blurWeights[3] + s_blurWeights[4]);
            param.weight.x = Mathf.Round(255*a*s_blurWeights[0])/255.0f;
            param.weight.y = Mathf.Round(255*a*(s_blurWeights[1] + s_blurWeights[2]))/255.0f;
            param.weight.z = 0.5f - (0.5f*param.weight.x + param.weight.y);
            param.weight.w = 0.0f;
         }
         else {
            param.tap = 7;
            param.weight.x = Mathf.Round(255*s_blurWeights[0])/255.0f;
            param.weight.y = Mathf.Round(255*(s_blurWeights[1] + s_blurWeights[2]))/255.0f;
            param.weight.z = Mathf.Round(255*(s_blurWeights[3] + s_blurWeights[4]))/255.0f;
            param.weight.w = 0.5f - (0.5f*param.weight.x + param.weight.y + param.weight.z);
         }
         return param;
      }
      static BlurParam GetDownsampleBlurParam(float blurSize, BlurFilter filter)
      {
         BlurParam param = new BlurParam();
         param.tap = 4;
         if (blurSize < 0.1f) {
            param.offset.x = 0.0f;
            param.offset.y = 0.0f;
            param.offset.z = 0.0f;
            param.offset.w = 0.0f;
            param.weight.x = 1.0f;
            param.weight.y = 0.0f;
            param.weight.z = 0.0f;
            param.weight.w = 0.0f;
            return param;
         }
         // calculate weights
         if (filter == BlurFilter.Gaussian) {
            // gaussian filter
            float a = 1.0f/(2.0f*blurSize*blurSize);
            float totalWeight = 0.0f;
            for (int i = 0; i < param.tap; ++i) {
               float x = i + 0.5f;
               s_blurWeights[i] = Mathf.Exp(-x*x*a);
               totalWeight += 2.0f*s_blurWeights[i];
            }
            float w = 1.0f/totalWeight;
            for (int i = 0; i < param.tap; ++i) {
               s_blurWeights[i] *= w;
            }
         }
         else {
            // uniform filter
            float a = 0.5f/blurSize;
            for (int i = 0; i < param.tap; ++i) {
               if (i + 1 <= blurSize) {
                  s_blurWeights[i] = a;
               }
               else if (i < blurSize) {
                  s_blurWeights[i] = a * (blurSize - i);
               }
               else {
                  s_blurWeights[i] = 0.0f;
               }
            }
         }
         param.offset.x = 0.5f + s_blurWeights[1]/(s_blurWeights[0] + s_blurWeights[1]);
         param.offset.y = 2.5f + s_blurWeights[3]/(s_blurWeights[2] + s_blurWeights[3]);
         param.offset.z = 0.0f;
         param.offset.w = 0.0f;
         param.weight.x = s_blurWeights[0] + s_blurWeights[1];
         param.weight.y = s_blurWeights[2] + s_blurWeights[3];
         param.weight.z = 0.0f;
         param.weight.w = 0.0f;
            if (s_blurWeights[3] < 0.02f)
            {
                param.tap = 3;
                float a = 0.5f / (0.5f * s_blurWeights[0] + s_blurWeights[1] + s_blurWeights[2]);
                param.weight.x = Mathf.Round(255 * a * s_blurWeights[0]) / 255.0f;
                param.weight.y = 0.5f - 0.5f * param.weight.x;
                param.weight.z = 0.0f;
                param.weight.w = 0.0f;
            }
            else if (s_blurWeights[5] < 0.02f)
            {
                param.tap = 5;
                float a = 0.5f / (0.5f * s_blurWeights[0] + s_blurWeights[1] + s_blurWeights[2] + s_blurWeights[3] + s_blurWeights[4]);
                param.weight.x = Mathf.Round(255 * a * s_blurWeights[0]) / 255.0f;
                param.weight.y = Mathf.Round(255 * a * (s_blurWeights[1] + s_blurWeights[2])) / 255.0f;
                param.weight.z = 0.5f - (0.5f * param.weight.x + param.weight.y);
                param.weight.w = 0.0f;
            }
            else
            {
                param.tap = 7;
                param.weight.x = Mathf.Round(255 * s_blurWeights[0]) / 255.0f;
                param.weight.y = Mathf.Round(255 * (s_blurWeights[1] + s_blurWeights[2])) / 255.0f;
                param.weight.z = Mathf.Round(255 * (s_blurWeights[3] + s_blurWeights[4])) / 255.0f;
                param.weight.w = 0.5f - (0.5f * param.weight.x + param.weight.y + param.weight.z);
            }
            return param;
        }
        static BlurParam GetDownsampleBlurParam(float blurSize, BlurFilter filter)
        {
            BlurParam param = new BlurParam();
            param.tap = 4;
            if (blurSize < 0.1f)
            {
                param.offset.x = 0.0f;
                param.offset.y = 0.0f;
                param.offset.z = 0.0f;
                param.offset.w = 0.0f;
                param.weight.x = 1.0f;
                param.weight.y = 0.0f;
                param.weight.z = 0.0f;
                param.weight.w = 0.0f;
                return param;
            }
            // calculate weights
            if (filter == BlurFilter.Gaussian)
            {
                // gaussian filter
                float a = 1.0f / (2.0f * blurSize * blurSize);
                float totalWeight = 0.0f;
                for (int i = 0; i < param.tap; ++i)
                {
                    float x = i + 0.5f;
                    s_blurWeights[i] = Mathf.Exp(-x * x * a);
                    totalWeight += 2.0f * s_blurWeights[i];
                }
                float w = 1.0f / totalWeight;
                for (int i = 0; i < param.tap; ++i)
                {
                    s_blurWeights[i] *= w;
                }
            }
            else
            {
                // uniform filter
                float a = 0.5f / blurSize;
                for (int i = 0; i < param.tap; ++i)
                {
                    if (i + 1 <= blurSize)
                    {
                        s_blurWeights[i] = a;
                    }
                    else if (i < blurSize)
                    {
                        s_blurWeights[i] = a * (blurSize - i);
                    }
                    else
                    {
                        s_blurWeights[i] = 0.0f;
                    }
                }
            }
            param.offset.x = 0.5f + s_blurWeights[1] / (s_blurWeights[0] + s_blurWeights[1]);
            param.offset.y = 2.5f + s_blurWeights[3] / (s_blurWeights[2] + s_blurWeights[3]);
            param.offset.z = 0.0f;
            param.offset.w = 0.0f;
         return param;
      }
      void OnPostRender()
      {
            param.weight.x = s_blurWeights[0] + s_blurWeights[1];
            param.weight.y = s_blurWeights[2] + s_blurWeights[3];
            param.weight.z = 0.0f;
            param.weight.w = 0.0f;
            return param;
        }
        void OnPostRender()
        {
#if UNITY_EDITOR
         if (!(Application.isPlaying || m_isRenderingFromUpdate)) {
            return;
         }
            if (!(Application.isPlaying || m_isRenderingFromUpdate))
            {
                return;
            }
#endif
         m_camera.clearFlags = CameraClearFlags.Nothing;
         if (!m_isVisible) {
            return;
         }
         RenderTexture srcRT = m_camera.targetTexture;
            m_camera.clearFlags = CameraClearFlags.Nothing;
            if (!m_isVisible)
            {
                return;
            }
            RenderTexture srcRT = m_camera.targetTexture;
#if UNITY_5_6
         // workaround for Unity 5.6
         // Unity 5.6 has a bug whereby a temporary render texture does not work if m_camera.targetTexture != null. This bug is fixed in Unity 2017.
         // However, this workaround might conflict with VR support. If you have a problem with VR SDK, please let us know via e-mail (support@nyahoon.com).
         if (srcRT != m_shadowTexture) {
            m_camera.targetTexture = null;
         }
            // workaround for Unity 5.6
            // Unity 5.6 has a bug whereby a temporary render texture does not work if m_camera.targetTexture != null. This bug is fixed in Unity 2017.
            // However, this workaround might conflict with VR support. If you have a problem with VR SDK, please let us know via e-mail (support@nyahoon.com).
            if (srcRT != m_shadowTexture)
            {
                m_camera.targetTexture = null;
            }
#else
         m_camera.targetTexture = m_shadowTexture;
#endif
         if (m_superSampling != TextureSuperSample.x1 || HasShadowColor()) {
            m_downsampleShader.color = m_shadowColor;
            // downsample
            RenderTexture dstRT;
            if (0 < m_blurLevel) {
               dstRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
               dstRT.filterMode = FilterMode.Bilinear;
            }
            else {
               dstRT = m_shadowTexture;
            }
            Graphics.SetRenderTarget(dstRT);
            int pass = m_superSampling == TextureSuperSample.x16 ? 0 : 2;
            Graphics.Blit(srcRT, dstRT, m_downsampleShader, HasShadowColor() ? pass + 1 : pass);
            RenderTexture.ReleaseTemporary(srcRT);
            srcRT = dstRT;
         }
         if (0 < m_blurLevel) {
            // adjust blur size according to texel aspect
            float texelAspect = (m_projector.aspectRatio * m_textureHeight)/(float)m_textureWidth;
            float blurSizeH = m_blurSize;
            float blurSizeV = m_blurSize;
            if (texelAspect < 1.0f) {
               blurSizeV *= texelAspect;
            }
            else {
               blurSizeH /= texelAspect;
            }
            // blur parameters
            BlurParam blurH = GetBlurParam(blurSizeH, m_blurFilter);
            BlurParam blurV = GetBlurParam(blurSizeV, m_blurFilter);
            blurH.tap = (blurH.tap - 3); // index of pass
            blurV.tap = (blurV.tap - 3) + 1; // index of pass
            m_blurShader.SetVector(s_blurOffsetHParamID, blurH.offset);
            m_blurShader.SetVector(s_blurOffsetVParamID, blurV.offset);
            m_blurShader.SetVector(s_blurWeightHParamID, blurH.weight);
            m_blurShader.SetVector(s_blurWeightVParamID, blurV.weight);
            if (m_superSampling != TextureSuperSample.x1 || HasShadowColor())
            {
                m_downsampleShader.color = m_shadowColor;
                // downsample
                RenderTexture dstRT;
                if (0 < m_blurLevel)
                {
                    dstRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                    dstRT.filterMode = FilterMode.Bilinear;
                }
                else
                {
                    dstRT = m_shadowTexture;
                }
                Graphics.SetRenderTarget(dstRT);
                int pass = m_superSampling == TextureSuperSample.x16 ? 0 : 2;
                Graphics.Blit(srcRT, dstRT, m_downsampleShader, HasShadowColor() ? pass + 1 : pass);
                RenderTexture.ReleaseTemporary(srcRT);
                srcRT = dstRT;
            }
            if (0 < m_blurLevel)
            {
                // adjust blur size according to texel aspect
                float texelAspect = (m_projector.aspectRatio * m_textureHeight) / (float)m_textureWidth;
                float blurSizeH = m_blurSize;
                float blurSizeV = m_blurSize;
                if (texelAspect < 1.0f)
                {
                    blurSizeV *= texelAspect;
                }
                else
                {
                    blurSizeH /= texelAspect;
                }
                // blur parameters
                BlurParam blurH = GetBlurParam(blurSizeH, m_blurFilter);
                BlurParam blurV = GetBlurParam(blurSizeV, m_blurFilter);
                blurH.tap = (blurH.tap - 3); // index of pass
                blurV.tap = (blurV.tap - 3) + 1; // index of pass
                m_blurShader.SetVector(s_blurOffsetHParamID, blurH.offset);
                m_blurShader.SetVector(s_blurOffsetVParamID, blurV.offset);
                m_blurShader.SetVector(s_blurWeightHParamID, blurH.weight);
                m_blurShader.SetVector(s_blurWeightVParamID, blurV.weight);
            RenderTexture dstRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
            dstRT.filterMode = FilterMode.Bilinear;
            srcRT.wrapMode = TextureWrapMode.Clamp;
            dstRT.wrapMode = TextureWrapMode.Clamp;
            Graphics.Blit(srcRT, dstRT, m_blurShader, blurH.tap);
            if (1 < srcRT.antiAliasing) {
               RenderTexture.ReleaseTemporary(srcRT);
               srcRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
            }
            else {
               srcRT.DiscardContents();
            }
            for (int i = 1; i < m_blurLevel - 1; ++i) {
               Graphics.Blit(dstRT, srcRT, m_blurShader, blurV.tap);
               dstRT.DiscardContents();
               Graphics.Blit(srcRT, dstRT, m_blurShader, blurH.tap);
               srcRT.DiscardContents();
            }
            RenderTexture.ReleaseTemporary(srcRT);
            srcRT = m_shadowTexture;
            Graphics.Blit(dstRT, srcRT, m_blurShader, blurV.tap);
            RenderTexture.ReleaseTemporary(dstRT);
         }
         Graphics.SetRenderTarget(m_shadowTexture);
         if (srcRT != m_shadowTexture) {
            Graphics.Blit(srcRT, m_downsampleShader, 2);
            if (m_mipLevel == 0) {
               RenderTexture.ReleaseTemporary(srcRT);
            }
         }
         EraseShadowOnBoarder(m_textureWidth, m_textureHeight);
         if (0 < m_mipLevel) {
            // setup blur parameters
            BlurParam blurH = new BlurParam(), blurV = new BlurParam();
            if (0.1f < m_mipmapBlurSize) {
               // adjust blur size according to texel aspect
               float texelAspect = (m_projector.aspectRatio * m_textureHeight)/(float)m_textureWidth;
               float blurSizeH = m_mipmapBlurSize;
               float blurSizeV = m_mipmapBlurSize;
               if (texelAspect < 1.0f) {
                  blurSizeV *= texelAspect;
               }
               else {
                  blurSizeH /= texelAspect;
               }
               // blur parameters
               if (m_singlePassMipmapBlur) {
                  blurH = GetDownsampleBlurParam(2.0f + 2.0f*blurSizeH, m_blurFilter);
                  blurV = GetDownsampleBlurParam(2.0f + 2.0f*blurSizeV, m_blurFilter);
                  Vector4 weight = new Vector4(blurH.weight.x * blurV.weight.x, blurH.weight.x * blurV.weight.y, blurH.weight.y * blurV.weight.x, blurH.weight.y * blurV.weight.y);
                  float a = 0.25f/(weight.x + weight.y + weight.z + weight.w);
                  weight.x = Mathf.Round(255*a*weight.x)/255.0f;
                  weight.y = Mathf.Round(255*a*weight.y)/255.0f;
                  weight.z = Mathf.Round(255*a*weight.z)/255.0f;
                  weight.w = 0.25f - weight.x - weight.y - weight.z;
                  m_downsampleShader.SetVector(s_downSampleBlurWeightParamID, weight);
               }
               else {
                  blurH = GetBlurParam(blurSizeH, m_blurFilter);
                  blurV = GetBlurParam(blurSizeV, m_blurFilter);
                  blurH.tap = (blurH.tap - 3); // index of pass
                  blurV.tap = (blurV.tap - 3) + 1; // index of pass
                  m_blurShader.SetVector(s_blurOffsetHParamID, blurH.offset);
                  m_blurShader.SetVector(s_blurOffsetVParamID, blurV.offset);
                  m_blurShader.SetVector(s_blurWeightHParamID, blurH.weight);
                  m_blurShader.SetVector(s_blurWeightVParamID, blurV.weight);
               }
            }
            int w = m_textureWidth >> 1;
            int h = m_textureHeight >> 1;
            RenderTexture tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
            tempRT.filterMode = FilterMode.Bilinear;
            bool downSampleWithBlur = m_singlePassMipmapBlur && 0.1f < m_mipmapBlurSize;
            if (downSampleWithBlur) {
               SetDownsampleBlurOffsetParams(blurH, blurV, w, h);
            }
            if (srcRT == m_shadowTexture) {
               if (downSampleWithBlur) {
                  Graphics.Blit(srcRT, tempRT, m_downsampleShader, 5);
               }
               else {
                  Graphics.Blit(srcRT, tempRT, m_copyMipmapShader, 1);
               }
            }
            else {
               Graphics.Blit(srcRT, tempRT, m_downsampleShader, downSampleWithBlur ? 4 : 0);
               RenderTexture.ReleaseTemporary(srcRT);
            }
            srcRT = tempRT;
            int i = 0;
            float falloff = 1.0f;
            for ( ; ; ) {
               if (0.1f < m_mipmapBlurSize && !m_singlePassMipmapBlur) {
                  tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                  tempRT.filterMode = FilterMode.Bilinear;
                  tempRT.wrapMode = TextureWrapMode.Clamp;
                  srcRT.wrapMode = TextureWrapMode.Clamp;
                  Graphics.Blit(srcRT, tempRT, m_blurShader, blurH.tap);
                  srcRT.DiscardContents();
                  Graphics.Blit(tempRT, srcRT, m_blurShader, blurV.tap);
                  RenderTexture.ReleaseTemporary(tempRT);
               }
               if (m_mipmapFalloff == MipmapFalloff.Linear) {
                  falloff = ((float)(m_mipLevel - i))/(m_mipLevel + 1.0f);
               }
               else if (m_mipmapFalloff == MipmapFalloff.Custom && m_customMipmapFalloff != null && 0 < m_customMipmapFalloff.Length) {
                  falloff = m_customMipmapFalloff[Mathf.Min(i, m_customMipmapFalloff.Length-1)];
               }
               m_copyMipmapShader.SetFloat(s_falloffParamID, falloff);
               m_copyMipmapShader.SetFloat(s_falloffParamID, falloff);
               m_shadowTexture.DiscardContents(); // To avoid Tiled GPU perf warning. It just tells GPU not to copy back the rendered image to a tile buffer. It won't destroy the rendered image.
               ++i;
               Graphics.SetRenderTarget(m_shadowTexture, i);
               Graphics.Blit(srcRT, m_copyMipmapShader, 0);
               EraseShadowOnBoarder(w, h);
               w = Mathf.Max(1, w >> 1);
               h = Mathf.Max(1, h >> 1);
               if (i == m_mipLevel || w <= 4 || h <= 4) {
                  RenderTexture.ReleaseTemporary(srcRT);
                  break;
               }
               tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
               tempRT.filterMode = FilterMode.Bilinear;
               if (downSampleWithBlur) {
                  SetDownsampleBlurOffsetParams(blurH, blurV, w, h);
                  Graphics.Blit(srcRT, tempRT, m_downsampleShader, 4);
               }
               else {
                  Graphics.Blit(srcRT, tempRT, m_downsampleShader, 0);
               }
               RenderTexture.ReleaseTemporary(srcRT);
               srcRT = tempRT;
            }
            while (1 <= w || 1 <= h) {
               ++i;
               Graphics.SetRenderTarget(m_shadowTexture, i);
               GL.Clear(false, true, new Color(1,1,1,0));
               w = w >> 1;
               h = h >> 1;
            }
         }
         m_shadowTextureValid = true;
      }
      void EraseShadowOnBoarder(int w, int h)
      {
         float x = 1.0f - 1.0f/w;
         float y = 1.0f - 1.0f/h;
         m_eraseShadowShader.SetPass(0);
         GL.Begin(GL.LINES);
         GL.Vertex3(-x,-y,0);
         GL.Vertex3( x,-y,0);
         GL.Vertex3( x,-y,0);
         GL.Vertex3( x, y,0);
         GL.Vertex3( x, y,0);
         GL.Vertex3(-x, y,0);
         GL.Vertex3(-x, y,0);
         GL.Vertex3(-x,-y,0);
         GL.End();
      }
      void SetDownsampleBlurOffsetParams(BlurParam blurH, BlurParam blurV, int w, int h)
      {
         float invW = 0.5f/w;
         float invH = 0.5f/h;
         float offsetX0 = invW * blurH.offset.x;
         float offsetX1 = invW * blurH.offset.y;
         float offsetY0 = invH * blurV.offset.x;
         float offsetY1 = invH * blurV.offset.y;
         m_downsampleShader.SetVector(s_downSampleBlurOffset0ParamID, new Vector4(offsetX0, offsetY0, -offsetX0, -offsetY0));
         m_downsampleShader.SetVector(s_downSampleBlurOffset1ParamID, new Vector4(offsetX0, offsetY1, -offsetX0, -offsetY1));
         m_downsampleShader.SetVector(s_downSampleBlurOffset2ParamID, new Vector4(offsetX1, offsetY0, -offsetX1, -offsetY0));
         m_downsampleShader.SetVector(s_downSampleBlurOffset3ParamID, new Vector4(offsetX1, offsetY1, -offsetX1, -offsetY1));
      }
   }
                RenderTexture dstRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                dstRT.filterMode = FilterMode.Bilinear;
                srcRT.wrapMode = TextureWrapMode.Clamp;
                dstRT.wrapMode = TextureWrapMode.Clamp;
                Graphics.Blit(srcRT, dstRT, m_blurShader, blurH.tap);
                if (1 < srcRT.antiAliasing)
                {
                    RenderTexture.ReleaseTemporary(srcRT);
                    srcRT = RenderTexture.GetTemporary(m_textureWidth, m_textureHeight, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                }
                else
                {
                    srcRT.DiscardContents();
                }
                for (int i = 1; i < m_blurLevel - 1; ++i)
                {
                    Graphics.Blit(dstRT, srcRT, m_blurShader, blurV.tap);
                    dstRT.DiscardContents();
                    Graphics.Blit(srcRT, dstRT, m_blurShader, blurH.tap);
                    srcRT.DiscardContents();
                }
                RenderTexture.ReleaseTemporary(srcRT);
                srcRT = m_shadowTexture;
                Graphics.Blit(dstRT, srcRT, m_blurShader, blurV.tap);
                RenderTexture.ReleaseTemporary(dstRT);
            }
            Graphics.SetRenderTarget(m_shadowTexture);
            if (srcRT != m_shadowTexture)
            {
                Graphics.Blit(srcRT, m_downsampleShader, 2);
                if (m_mipLevel == 0)
                {
                    RenderTexture.ReleaseTemporary(srcRT);
                }
            }
            EraseShadowOnBoarder(m_textureWidth, m_textureHeight);
            if (0 < m_mipLevel)
            {
                // setup blur parameters
                BlurParam blurH = new BlurParam(), blurV = new BlurParam();
                if (0.1f < m_mipmapBlurSize)
                {
                    // adjust blur size according to texel aspect
                    float texelAspect = (m_projector.aspectRatio * m_textureHeight) / (float)m_textureWidth;
                    float blurSizeH = m_mipmapBlurSize;
                    float blurSizeV = m_mipmapBlurSize;
                    if (texelAspect < 1.0f)
                    {
                        blurSizeV *= texelAspect;
                    }
                    else
                    {
                        blurSizeH /= texelAspect;
                    }
                    // blur parameters
                    if (m_singlePassMipmapBlur)
                    {
                        blurH = GetDownsampleBlurParam(2.0f + 2.0f * blurSizeH, m_blurFilter);
                        blurV = GetDownsampleBlurParam(2.0f + 2.0f * blurSizeV, m_blurFilter);
                        Vector4 weight = new Vector4(blurH.weight.x * blurV.weight.x, blurH.weight.x * blurV.weight.y, blurH.weight.y * blurV.weight.x, blurH.weight.y * blurV.weight.y);
                        float a = 0.25f / (weight.x + weight.y + weight.z + weight.w);
                        weight.x = Mathf.Round(255 * a * weight.x) / 255.0f;
                        weight.y = Mathf.Round(255 * a * weight.y) / 255.0f;
                        weight.z = Mathf.Round(255 * a * weight.z) / 255.0f;
                        weight.w = 0.25f - weight.x - weight.y - weight.z;
                        m_downsampleShader.SetVector(s_downSampleBlurWeightParamID, weight);
                    }
                    else
                    {
                        blurH = GetBlurParam(blurSizeH, m_blurFilter);
                        blurV = GetBlurParam(blurSizeV, m_blurFilter);
                        blurH.tap = (blurH.tap - 3); // index of pass
                        blurV.tap = (blurV.tap - 3) + 1; // index of pass
                        m_blurShader.SetVector(s_blurOffsetHParamID, blurH.offset);
                        m_blurShader.SetVector(s_blurOffsetVParamID, blurV.offset);
                        m_blurShader.SetVector(s_blurWeightHParamID, blurH.weight);
                        m_blurShader.SetVector(s_blurWeightVParamID, blurV.weight);
                    }
                }
                int w = m_textureWidth >> 1;
                int h = m_textureHeight >> 1;
                RenderTexture tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                tempRT.filterMode = FilterMode.Bilinear;
                bool downSampleWithBlur = m_singlePassMipmapBlur && 0.1f < m_mipmapBlurSize;
                if (downSampleWithBlur)
                {
                    SetDownsampleBlurOffsetParams(blurH, blurV, w, h);
                }
                if (srcRT == m_shadowTexture)
                {
                    if (downSampleWithBlur)
                    {
                        Graphics.Blit(srcRT, tempRT, m_downsampleShader, 5);
                    }
                    else
                    {
                        Graphics.Blit(srcRT, tempRT, m_copyMipmapShader, 1);
                    }
                }
                else
                {
                    Graphics.Blit(srcRT, tempRT, m_downsampleShader, downSampleWithBlur ? 4 : 0);
                    RenderTexture.ReleaseTemporary(srcRT);
                }
                srcRT = tempRT;
                int i = 0;
                float falloff = 1.0f;
                for (; ; )
                {
                    if (0.1f < m_mipmapBlurSize && !m_singlePassMipmapBlur)
                    {
                        tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                        tempRT.filterMode = FilterMode.Bilinear;
                        tempRT.wrapMode = TextureWrapMode.Clamp;
                        srcRT.wrapMode = TextureWrapMode.Clamp;
                        Graphics.Blit(srcRT, tempRT, m_blurShader, blurH.tap);
                        srcRT.DiscardContents();
                        Graphics.Blit(tempRT, srcRT, m_blurShader, blurV.tap);
                        RenderTexture.ReleaseTemporary(tempRT);
                    }
                    if (m_mipmapFalloff == MipmapFalloff.Linear)
                    {
                        falloff = ((float)(m_mipLevel - i)) / (m_mipLevel + 1.0f);
                    }
                    else if (m_mipmapFalloff == MipmapFalloff.Custom && m_customMipmapFalloff != null && 0 < m_customMipmapFalloff.Length)
                    {
                        falloff = m_customMipmapFalloff[Mathf.Min(i, m_customMipmapFalloff.Length - 1)];
                    }
                    m_copyMipmapShader.SetFloat(s_falloffParamID, falloff);
                    m_copyMipmapShader.SetFloat(s_falloffParamID, falloff);
                    m_shadowTexture.DiscardContents(); // To avoid Tiled GPU perf warning. It just tells GPU not to copy back the rendered image to a tile buffer. It won't destroy the rendered image.
                    ++i;
                    Graphics.SetRenderTarget(m_shadowTexture, i);
                    Graphics.Blit(srcRT, m_copyMipmapShader, 0);
                    EraseShadowOnBoarder(w, h);
                    w = Mathf.Max(1, w >> 1);
                    h = Mathf.Max(1, h >> 1);
                    if (i == m_mipLevel || w <= 4 || h <= 4)
                    {
                        RenderTexture.ReleaseTemporary(srcRT);
                        break;
                    }
                    tempRT = RenderTexture.GetTemporary(w, h, 0, m_shadowTexture.format, RenderTextureReadWrite.Linear);
                    tempRT.filterMode = FilterMode.Bilinear;
                    if (downSampleWithBlur)
                    {
                        SetDownsampleBlurOffsetParams(blurH, blurV, w, h);
                        Graphics.Blit(srcRT, tempRT, m_downsampleShader, 4);
                    }
                    else
                    {
                        Graphics.Blit(srcRT, tempRT, m_downsampleShader, 0);
                    }
                    RenderTexture.ReleaseTemporary(srcRT);
                    srcRT = tempRT;
                }
                while (1 <= w || 1 <= h)
                {
                    ++i;
                    Graphics.SetRenderTarget(m_shadowTexture, i);
                    GL.Clear(false, true, new Color(1, 1, 1, 0));
                    w = w >> 1;
                    h = h >> 1;
                }
            }
            m_shadowTextureValid = true;
        }
        void EraseShadowOnBoarder(int w, int h)
        {
            float x = 1.0f - 1.0f / w;
            float y = 1.0f - 1.0f / h;
            if (m_eraseShadowShader != null)
            {
                m_eraseShadowShader.SetPass(0);
            }
            GL.Begin(GL.LINES);
            GL.Vertex3(-x, -y, 0);
            GL.Vertex3(x, -y, 0);
            GL.Vertex3(x, -y, 0);
            GL.Vertex3(x, y, 0);
            GL.Vertex3(x, y, 0);
            GL.Vertex3(-x, y, 0);
            GL.Vertex3(-x, y, 0);
            GL.Vertex3(-x, -y, 0);
            GL.End();
        }
        void SetDownsampleBlurOffsetParams(BlurParam blurH, BlurParam blurV, int w, int h)
        {
            float invW = 0.5f / w;
            float invH = 0.5f / h;
            float offsetX0 = invW * blurH.offset.x;
            float offsetX1 = invW * blurH.offset.y;
            float offsetY0 = invH * blurV.offset.x;
            float offsetY1 = invH * blurV.offset.y;
            m_downsampleShader.SetVector(s_downSampleBlurOffset0ParamID, new Vector4(offsetX0, offsetY0, -offsetX0, -offsetY0));
            m_downsampleShader.SetVector(s_downSampleBlurOffset1ParamID, new Vector4(offsetX0, offsetY1, -offsetX0, -offsetY1));
            m_downsampleShader.SetVector(s_downSampleBlurOffset2ParamID, new Vector4(offsetX1, offsetY0, -offsetX1, -offsetY0));
            m_downsampleShader.SetVector(s_downSampleBlurOffset3ParamID, new Vector4(offsetX1, offsetY1, -offsetX1, -offsetY1));
        }
    }
}