├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── OnDemandShadowMapUpdate.meta └── OnDemandShadowMapUpdate │ ├── Scenes.meta │ ├── Scenes │ ├── IndoorsScene.meta │ ├── IndoorsScene.unity │ ├── IndoorsScene.unity.meta │ └── IndoorsScene │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── SkyandFogSettingsProfile.asset │ │ ├── SkyandFogSettingsProfile.asset.meta │ │ ├── Volume.png │ │ ├── Volume.png.meta │ │ ├── VolumeProfileAsset.png │ │ └── VolumeProfileAsset.png.meta │ ├── Scripts.meta │ ├── Scripts │ ├── OnDemandShadowMapUpdate.cs │ └── OnDemandShadowMapUpdate.cs.meta │ ├── Settings.meta │ └── Settings │ ├── HDRP High Fidelity.asset │ ├── HDRP High Fidelity.asset.meta │ ├── HDRPDefaultResources.meta │ ├── HDRPDefaultResources │ ├── DefaultLookDevProfile.asset │ ├── DefaultLookDevProfile.asset.meta │ ├── DefaultSettingsVolumeProfile.asset │ ├── DefaultSettingsVolumeProfile.asset.meta │ ├── FoliageDiffusionProfile.asset │ ├── FoliageDiffusionProfile.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── HDRenderPipelineGlobalSettings.asset │ ├── HDRenderPipelineGlobalSettings.asset.meta │ ├── SkinDiffusionProfile.asset │ └── SkinDiffusionProfile.asset.meta │ ├── SkyandFogSettingsProfile.asset │ └── SkyandFogSettingsProfile.asset.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "visualstudiotoolsforunity.vstuc" 4 | ] 5 | } 6 | -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "0.2.0", 3 | "configurations": [ 4 | { 5 | "name": "Attach to Unity", 6 | "type": "vstuc", 7 | "request": "attach" 8 | } 9 | ] 10 | } -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": { 3 | "**/.DS_Store": true, 4 | "**/.git": true, 5 | "**/.gitmodules": true, 6 | "**/*.booproj": true, 7 | "**/*.pidb": true, 8 | "**/*.suo": true, 9 | "**/*.user": true, 10 | "**/*.userprefs": true, 11 | "**/*.unityproj": true, 12 | "**/*.dll": true, 13 | 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-------------------------------------------------------------------------------- /Assets/OnDemandShadowMapUpdate/Scripts/OnDemandShadowMapUpdate.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Globalization; 5 | using UnityEditor; 6 | using UnityEngine; 7 | using UnityEngine.PlayerLoop; 8 | using UnityEngine.Rendering.HighDefinition; 9 | 10 | public class OnDemandShadowMapUpdate : MonoBehaviour 11 | { 12 | // Update on camera move variables 13 | [HideInInspector] 14 | public bool updateOnCameraMove; 15 | [HideInInspector] 16 | public Camera cameraToTrack; 17 | 18 | // Enums for the shadow map to refresh and the counter mode 19 | [HideInInspector] 20 | public ShadowMapToRefresh shadowMapToRefresh = ShadowMapToRefresh.EntireShadowMap; 21 | [HideInInspector] 22 | public CounterMode counterMode = CounterMode.Frames; 23 | 24 | // Unity GameObjects and components 25 | [HideInInspector] 26 | public Camera mainCamera; 27 | private HDAdditionalLightData hdLight; 28 | 29 | // Full shadow map refresh counter variables 30 | [HideInInspector] 31 | public int fullShadowMapRefreshWaitFrames; 32 | [HideInInspector] 33 | public float fullShadowMapRefreshWaitSeconds; 34 | private int framesCounterFullShadowMap; 35 | private float secondsCounterFullShadowMap; 36 | 37 | // Cascades refresh counter variables 38 | [HideInInspector] 39 | public int[] cascadesRefreshWaitFrames = new int[NumberOfCascades]; 40 | [HideInInspector] 41 | public float[] cascadesRefreshWaitSeconds = new float[NumberOfCascades]; 42 | private int[] framesCounterCascades = new int[NumberOfCascades]; 43 | private float[] secondsCounterCascades = new float[NumberOfCascades]; 44 | private const int NumberOfCascades = 4; 45 | 46 | // Subshadows refresh counter variables 47 | [HideInInspector] 48 | public int[] subshadowsRefreshWaitFrames = new int[NumberOfSubshadows]; 49 | [HideInInspector] 50 | public float[] subshadowsRefreshWaitSeconds = new float[NumberOfSubshadows]; 51 | private int[] framesCounterSubshadows = new int[NumberOfSubshadows]; 52 | private float[] secondsCounterSubshadows = new float[NumberOfSubshadows]; 53 | private const int NumberOfSubshadows = 6; 54 | 55 | void Start() 56 | { 57 | ResetCounters(); 58 | 59 | // Null check for the HDAdditionalLightData component 60 | hdLight = GetComponent(); 61 | if (hdLight == null) 62 | { 63 | Debug.LogError("This script requires an HDAdditionalLightData component to work!"); 64 | return; 65 | } 66 | 67 | // Cache the main camera and do a null check 68 | mainCamera = Camera.main; 69 | if (mainCamera == null) 70 | { 71 | Debug.LogError("There's no Camera GameObject with the MainCamera tag in the scene!"); 72 | return; 73 | } 74 | } 75 | 76 | private void Update() 77 | { 78 | // Check which shadow map to refresh mode is selected 79 | switch (shadowMapToRefresh) 80 | { 81 | case ShadowMapToRefresh.EntireShadowMap: 82 | UpdateShadowMap(); 83 | break; 84 | case ShadowMapToRefresh.Cascades: 85 | UpdateCascades(); 86 | break; 87 | case ShadowMapToRefresh.Subshadows: 88 | UpdateSubshadows(); 89 | break; 90 | } 91 | 92 | // Call this method if Update On Camera Movement is enabled 93 | if (updateOnCameraMove) 94 | { 95 | UpdateOnCameraMove(); 96 | } 97 | } 98 | 99 | private void ResetCounters() 100 | { 101 | // Initialize the refresh wait frames counters for shadow maps 102 | framesCounterFullShadowMap = 0; 103 | secondsCounterFullShadowMap = 0; 104 | 105 | // Initialize the refresh wait frames counters for shadow cascades 106 | for (int i = 0; i < NumberOfCascades; i++) 107 | { 108 | framesCounterCascades[i] = 0; 109 | secondsCounterCascades[i] = 0; 110 | } 111 | 112 | // Initialize the refresh wait frames counters for subshadows 113 | for (int i = 0; i < NumberOfSubshadows; i++) 114 | { 115 | framesCounterSubshadows[i] = 0; 116 | secondsCounterSubshadows[i] = 0; 117 | } 118 | } 119 | 120 | private void UpdateShadowMap() 121 | { 122 | // Check which counter mode (frames or seconds) is selected 123 | switch (counterMode) 124 | { 125 | case CounterMode.Frames: 126 | framesCounterFullShadowMap++; 127 | if (fullShadowMapRefreshWaitFrames > 0 && framesCounterFullShadowMap >= fullShadowMapRefreshWaitFrames) 128 | { 129 | hdLight.RequestShadowMapRendering(); 130 | framesCounterFullShadowMap = 0; 131 | } 132 | break; 133 | case CounterMode.Seconds: 134 | secondsCounterFullShadowMap += Time.deltaTime; 135 | if (fullShadowMapRefreshWaitSeconds > 0 && secondsCounterFullShadowMap >= fullShadowMapRefreshWaitSeconds) 136 | { 137 | hdLight.RequestShadowMapRendering(); 138 | secondsCounterFullShadowMap = 0; 139 | } 140 | break; 141 | } 142 | } 143 | 144 | private void UpdateCascades() 145 | { 146 | // Check which counter mode (frames or seconds) is selected 147 | switch (counterMode) 148 | { 149 | case CounterMode.Frames: 150 | for (int i = 0; i < framesCounterCascades.Length; i++) 151 | { 152 | framesCounterCascades[i]++; 153 | 154 | if (cascadesRefreshWaitFrames[i] > 0 && framesCounterCascades[i] >= cascadesRefreshWaitFrames[i]) 155 | { 156 | hdLight.RequestSubShadowMapRendering(i); 157 | framesCounterCascades[i] = 0; 158 | } 159 | } 160 | break; 161 | case CounterMode.Seconds: 162 | for (int i = 0; i < secondsCounterCascades.Length; i++) 163 | { 164 | secondsCounterCascades[i] += Time.deltaTime; 165 | 166 | if (cascadesRefreshWaitSeconds[i] > 0 && secondsCounterCascades[i] >= cascadesRefreshWaitSeconds[i]) 167 | { 168 | hdLight.RequestSubShadowMapRendering(i); 169 | secondsCounterCascades[i] = 0; 170 | } 171 | } 172 | break; 173 | } 174 | } 175 | 176 | private void UpdateSubshadows() 177 | { 178 | // Check which counter mode (frames or seconds) is selected 179 | switch (counterMode) 180 | { 181 | case CounterMode.Frames: 182 | for (int i = 0; i < framesCounterSubshadows.Length; i++) 183 | { 184 | framesCounterSubshadows[i]++; 185 | 186 | if (subshadowsRefreshWaitFrames[i] > 0 && framesCounterSubshadows[i] >= subshadowsRefreshWaitFrames[i]) 187 | { 188 | hdLight.RequestSubShadowMapRendering(i); 189 | framesCounterSubshadows[i] = 0; 190 | } 191 | } 192 | break; 193 | case CounterMode.Seconds: 194 | for (int i = 0; i < secondsCounterSubshadows.Length; i++) 195 | { 196 | secondsCounterSubshadows[i] += Time.deltaTime; 197 | 198 | if (subshadowsRefreshWaitSeconds[i] > 0 && secondsCounterSubshadows[i] >= subshadowsRefreshWaitSeconds[i]) 199 | { 200 | hdLight.RequestSubShadowMapRendering(i); 201 | secondsCounterSubshadows[i] = 0; 202 | } 203 | } 204 | break; 205 | } 206 | } 207 | 208 | private void UpdateOnCameraMove() 209 | { 210 | if (cameraToTrack != null) 211 | { 212 | if (cameraToTrack.transform.hasChanged) 213 | { 214 | hdLight.RequestShadowMapRendering(); 215 | cameraToTrack.transform.hasChanged = false; 216 | } 217 | } 218 | } 219 | 220 | [CustomEditor(typeof(OnDemandShadowMapUpdate))] 221 | public class ShadowMapRefreshEditor : Editor 222 | { 223 | public override void OnInspectorGUI() 224 | { 225 | DrawDefaultInspector(); 226 | 227 | OnDemandShadowMapUpdate myScript = (OnDemandShadowMapUpdate)target; 228 | 229 | // Update on camera move UI toggle 230 | myScript.updateOnCameraMove = EditorGUILayout.Toggle("Update On Camera Movement", myScript.updateOnCameraMove); 231 | 232 | if (myScript.updateOnCameraMove) 233 | { 234 | DrawCameraField("Camera To Track", ref myScript.cameraToTrack); 235 | 236 | // If the camera to track is null, display a help box and a assign the MainCamera automatically 237 | if (myScript.cameraToTrack == null) 238 | { 239 | EditorGUILayout.HelpBox("The MainCamera GameObject will be automatically assigned if none is specified.", MessageType.Info); 240 | myScript.cameraToTrack = myScript.mainCamera; 241 | } 242 | } 243 | 244 | // Counter mode UI 245 | myScript.counterMode = (CounterMode)EditorGUILayout.EnumPopup("Counter Mode", myScript.counterMode); 246 | 247 | // Shadow map to refresh UI 248 | myScript.shadowMapToRefresh = (ShadowMapToRefresh)EditorGUILayout.EnumPopup("Shadow Map To Update", myScript.shadowMapToRefresh); 249 | 250 | // Draw the appropriate UI based on the shadow map to refresh mode 251 | switch (myScript.shadowMapToRefresh) 252 | { 253 | case ShadowMapToRefresh.EntireShadowMap: 254 | if (myScript.counterMode == CounterMode.Frames) 255 | { 256 | DrawShadowMapGUIIntField("Update Interval", ref myScript.fullShadowMapRefreshWaitFrames); 257 | } 258 | else if (myScript.counterMode == CounterMode.Seconds) 259 | { 260 | DrawShadowMapGUIFloatField("Update Interval", ref myScript.fullShadowMapRefreshWaitSeconds); 261 | } 262 | break; 263 | case ShadowMapToRefresh.Cascades: 264 | if (myScript.counterMode == CounterMode.Frames) 265 | { 266 | DrawShadowMapGUIIntField("Cascade 1 Update Interval", ref myScript.cascadesRefreshWaitFrames[0]); 267 | DrawShadowMapGUIIntField("Cascade 2 Update Interval", ref myScript.cascadesRefreshWaitFrames[1]); 268 | DrawShadowMapGUIIntField("Cascade 3 Update Interval", ref myScript.cascadesRefreshWaitFrames[2]); 269 | DrawShadowMapGUIIntField("Cascade 4 Update Interval", ref myScript.cascadesRefreshWaitFrames[3]); 270 | } 271 | else if (myScript.counterMode == CounterMode.Seconds) 272 | { 273 | DrawShadowMapGUIFloatField("Cascade 1 Update Interval", ref myScript.cascadesRefreshWaitSeconds[0]); 274 | DrawShadowMapGUIFloatField("Cascade 2 Update Interval", ref myScript.cascadesRefreshWaitSeconds[1]); 275 | DrawShadowMapGUIFloatField("Cascade 3 Update Interval", ref myScript.cascadesRefreshWaitSeconds[2]); 276 | DrawShadowMapGUIFloatField("Cascade 4 Update Interval", ref myScript.cascadesRefreshWaitSeconds[3]); 277 | } 278 | break; 279 | case ShadowMapToRefresh.Subshadows: 280 | if (myScript.counterMode == CounterMode.Frames) 281 | { 282 | DrawShadowMapGUIIntField("Subshadow 1 Update Interval", ref myScript.subshadowsRefreshWaitFrames[0]); 283 | DrawShadowMapGUIIntField("Subshadow 2 Update Interval", ref myScript.subshadowsRefreshWaitFrames[1]); 284 | DrawShadowMapGUIIntField("Subshadow 3 Update Interval", ref myScript.subshadowsRefreshWaitFrames[2]); 285 | DrawShadowMapGUIIntField("Subshadow 4 Update Interval", ref myScript.subshadowsRefreshWaitFrames[3]); 286 | DrawShadowMapGUIIntField("Subshadow 5 Update Interval", ref myScript.subshadowsRefreshWaitFrames[4]); 287 | DrawShadowMapGUIIntField("Subshadow 6 Update Interval", ref myScript.subshadowsRefreshWaitFrames[5]); 288 | } 289 | else if (myScript.counterMode == CounterMode.Seconds) 290 | { 291 | DrawShadowMapGUIFloatField("Subshadow 1 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[0]); 292 | DrawShadowMapGUIFloatField("Subshadow 2 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[1]); 293 | DrawShadowMapGUIFloatField("Subshadow 3 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[2]); 294 | DrawShadowMapGUIFloatField("Subshadow 4 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[3]); 295 | DrawShadowMapGUIFloatField("Subshadow 5 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[4]); 296 | DrawShadowMapGUIFloatField("Subshadow 6 Update Interval", ref myScript.subshadowsRefreshWaitSeconds[5]); 297 | } 298 | break; 299 | } 300 | } 301 | 302 | // Helper method for drawing int fields 303 | private void DrawShadowMapGUIIntField(string label, ref int refreshWaitFrames) 304 | { 305 | OnDemandShadowMapUpdate myScript = (OnDemandShadowMapUpdate)target; 306 | 307 | EditorGUI.indentLevel++; 308 | EditorGUILayout.BeginHorizontal(); 309 | refreshWaitFrames = Mathf.Max(0, EditorGUILayout.IntField(label, refreshWaitFrames)); 310 | EditorGUI.indentLevel--; 311 | EditorGUILayout.LabelField("Frames", GUILayout.MaxWidth(43)); 312 | EditorGUILayout.EndHorizontal(); 313 | } 314 | 315 | // Helper method for drawing float fields 316 | private void DrawShadowMapGUIFloatField(string label, ref float refreshWaitSeconds) 317 | { 318 | OnDemandShadowMapUpdate myScript = (OnDemandShadowMapUpdate)target; 319 | 320 | EditorGUI.indentLevel++; 321 | EditorGUILayout.BeginHorizontal(); 322 | refreshWaitSeconds = Mathf.Max(0, EditorGUILayout.FloatField(label, refreshWaitSeconds)); 323 | EditorGUI.indentLevel--; 324 | EditorGUILayout.LabelField("Seconds", GUILayout.MaxWidth(52)); 325 | EditorGUILayout.EndHorizontal(); 326 | } 327 | 328 | // Draw a Camera GameObject field 329 | private void DrawCameraField(string label, ref Camera gameObject) 330 | { 331 | OnDemandShadowMapUpdate myScript = (OnDemandShadowMapUpdate)target; 332 | 333 | EditorGUI.indentLevel++; 334 | EditorGUILayout.BeginHorizontal(); 335 | myScript.cameraToTrack = (Camera)EditorGUILayout.ObjectField(label, gameObject, typeof(Camera), true); 336 | EditorGUI.indentLevel--; 337 | EditorGUILayout.EndHorizontal(); 338 | } 339 | } 340 | } 341 | 342 | public enum ShadowMapToRefresh 343 | { 344 | EntireShadowMap, 345 | Cascades, 346 | Subshadows 347 | } 348 | 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-------------------------------------------------------------------------------- 1 | # OnDemandShadowMapUpdate 2 | By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This script adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on `RequestShadowMapRendering` and `RequestSubShadowMapRendering` functions which you can read about in the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/Shadows-in-HDRP.html?q=requestshadowmaprendering#shadow-update-mode). 3 | 4 | Special thanks to [Remy](https://github.com/RemyUnity) for introducing me to this feature. 5 | 6 | ## Features 7 | * Update shadow map on camera movement. 8 | * This is especially useful for Directional Lights, since their shadows are view-dependent. 9 | * The MainCamera is automatically selected, if none is assigned. 10 | * Three shadow map update modes: 11 | * Entire Shadow Map. Intended for all light types. 12 | * Cascades. Intended for Directions Lights. 13 | * Subshadows. Intended for Point Lights. 14 | * Update shadows on a per-second or per-frame basis. 15 | 16 | ## Setup 17 | 18 | ### Cloning and importing the project 19 | 1. Clone the repository, or download the latest [release](https://github.com/radishface/OnDemandShadowMapUpdate/releases). 20 | 2. Import the project using **Unity 2021.3.33f1** or newer. 21 | 3. Open the `IndoorsScene.unity` file to explore the example scene. 22 | 23 | ### Enabling the script 24 | 1. Select an existing light in your scene, or add a new one. 25 | 2. Under its **Light** component, find the **Shadows** header. 26 | 3. Enable the shadows, and set the **Update Mode** to **On Demand**. 27 | 4. Attach the `OnDemandShadowMapUpdate` script to the light either by dragging and dropping it, or by using the **Add Component** button. 28 | 29 | If done correctly, you should see the UI shown in the screenshot below: 30 | 31 | OnDemandShadpwMapUpadte-MainUI 32 | 33 | *Please note that any changes made to the script will only be visible in Play mode or in standalone builds.* 34 | --------------------------------------------------------------------------------