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shadowType = packedShadowType >> 10; |
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} |
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// shadow sampling prototypes |
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L ); |
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS ); |
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS ); |
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#include "ShadowSampling.hlsl" // sampling patterns (don't modify) |
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#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify) |
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#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this) |
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#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL |
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L ) |
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return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L ); |
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} |
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#endif |
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#include "ShadowSampling.hlsl" // sampling patterns (don't modify) |
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#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify) |
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#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this) |
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#endif // SHADOW_HLSL |