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Fixed PCSS bias for PCSSS block search and depth compare with reversed z

/main
Antoine Lelievre 7 年前
当前提交
2bdab402
共有 3 个文件被更改,包括 21 次插入11 次删除
  1. 8
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Macros.hlsl
  2. 20
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/PCSS.hlsl
  3. 4
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl

8
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Macros.hlsl


#define TRANSFORM_TEX(tex, name) ((tex.xy) * name##_ST.xy + name##_ST.zw)
#define GET_TEXELSIZE_NAME(name) (name##_TexelSize)
#if UNITY_REVERSED_Z
# define COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, zDevice) (shadowMapDepth > zDevice)
# define COMPARE_DEVICE_DEPTH_CLOSEREQUAL(shadowMapDepth, zDevice) (shadowMapDepth >= zDevice)
#else
# define COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, zDevice) (shadowMapDepth < zDevice)
# define COMPARE_DEVICE_DEPTH_CLOSEREQUAL(shadowMapDepth, zDevice) (shadowMapDepth <= zDevice)
#endif
#endif // UNITY_MACROS_INCLUDED

20
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/PCSS.hlsl


#include "CoreRP/ShaderLibrary/Common.hlsl"
static const float2 poissonDisk64[64] =
{
float2 ( 0.1187053, 0.7951565),

return abs((Reciever - Blocker) / Blocker);
}
bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, float slice, real2 sampleBias, Texture2DArray shadowMap, SamplerState PointSampler, int sampleCount)
bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, float slice, real2 sampleJitter, real2 sampleBias, Texture2DArray shadowMap, SamplerState PointSampler, int sampleCount)
real2 offset = real2(poissonDisk64[i].x * sampleBias.y + poissonDisk64[i].y * sampleBias.x,
poissonDisk64[i].x * -sampleBias.x + poissonDisk64[i].y * sampleBias.y) * lightArea;
real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x,
poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea;
if(shadowMapDepth > coord.z)
if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z))
{
blockerSum += shadowMapDepth;
numBlockers += 1.0;

return numBlockers >= 1;
}
bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, real2 sampleBias, ShadowContext shadowContext, float slice, uint texIdx, uint sampIdx, int sampleCount)
bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, real2 sampleJitter, real2 sampleBias, ShadowContext shadowContext, float slice, uint texIdx, uint sampIdx, int sampleCount)
real2 offset = real2(poissonDisk64[i].x * sampleBias.y + poissonDisk64[i].y * sampleBias.x,
poissonDisk64[i].x * -sampleBias.x + poissonDisk64[i].y * sampleBias.y) * lightArea;
real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x,
poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea;
real shadowMapDepth = SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xyz, slice).x;
real shadowMapDepth = SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(coord.xy, coord.z + dot(sampleBias, offset)), slice).x;
if(shadowMapDepth > coord.z)
if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z))
{
blockerSum += shadowMapDepth;
numBlockers += 1.0;

4
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl


//1) Blocker Search
real averageBlockerDepth = 0.0;
real numBlockers = 0.0;
if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, sampleJitter, shadowContext, slice, texIdx, sampIdx, sampleCount))
if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, sampleJitter, sampleBias, shadowContext, slice, texIdx, sampIdx, sampleCount))
return 1.0;
//2) Penumbra Estimation

//1) Blocker Search
real averageBlockerDepth = 0.0;
real numBlockers = 0.0;
if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, slice, sampleJitter, tex, samp, sampleCount))
if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, slice, sampleJitter, sampleBias, tex, samp, sampleCount))
return 1.0;
//2) Penumbra Estimation

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