// calc TCs
float2 posTC = posNDC * 0.5 + 0.5;
closestSampleNDC = (floor(posTC * sd.textureSize.zw) + 0.5) * sd.texelSizeRcp.zw * 2.0 - 1.0.xx;
return (posTC * sd.scaleOffset.xy + sd.scaleOffset.zw) * sd.textureSize.xy;
return uint2( (posTC * sd.scaleOffset.xy + sd.scaleOffset.zw) * sd.textureSize.xy ) ;
}
int EvalShadow_GetCubeFaceID( float3 dir )
//
#define kMaxShadowCascades 4
#define SHADOW_REPEAT_CASCADE( _x ) _x, _x, _x, _x
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4], out float relDistance )
{
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float border = borders[shadowSplitIndex];
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
// normal based bias
/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */
float border = borders[shadowSplitIndex];
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex];
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[min(3,shadowSplitIndex+1)].xyz );
float3 wposDir = normalize( -splitSphere.xyz + positionWS );
// Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz;
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( shadowSplitIndex+1, kMaxShadowCascades-1 )].xyz );
float3 wposDir = normalize( -splitSphere + positionWS );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
// sample the texture
uint texIdx, sampIdx;
float slice;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
float shadow1 = 1.0;
float shadow1 = 1.0;
[branch]
if( alpha > 0.0 )
{
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
UnpackShadowmapId( sd.id, slice );
[branch]
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) )
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
}
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
uint orig_payloadOffset = payloadOffset; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
\
/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */ \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex]; \
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[min(kMaxShadowCascades-1,shadowSplitIndex+1)].xyz ); \
float3 wposDir = normalize( -splitSphere.xyz + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
\
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
\
shadowSplitIndex++; \
float shadow1 = 1.0; \
if( shadowSplitIndex < kMaxShadowCascades ) \
{ \
shadow1 = shadow; \
\
[branch] \
if( alpha > 0.0 ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false ); \
/* sample the texture */ \
UnpackShadowmapId( sd.id, slice ); \
\
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) ) \
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
} \
} \
shadow = lerp( shadow, shadow1, alpha ); \
return shadow; \
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithms[kMaxShadowCascades], Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
uint orig_payloadOffset = payloadOffset; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */ \
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz; \
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( shadowSplitIndex+1, kMaxShadowCascades-1 )].xyz ); \
float3 wposDir = normalize( -splitSphere + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
\
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
\
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
float shadow1 = 1.0; \
\
shadowSplitIndex++; \
if( shadowSplitIndex < kMaxShadowCascades ) \
{ \
shadow1 = shadow; \
\
if( alpha > 0.0 ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false ); \
/* sample the texture */ \
UnpackShadowmapId( sd.id, slice ); \
\
[branch] \
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) ) \
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
} \
} \
shadow = lerp( shadow, shadow1, alpha ); \
return shadow; \
} \
\
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
uint shadowAlgorithms[kMaxShadowCascades] = { SHADOW_REPEAT_CASCADE( shadowAlgorithm ) }; \
return EvalShadow_CascadedDepth_Blend( shadowContext, shadowAlgorithms, tex, samp, positionWS, normalWS, index, L ); \
EvalShadow_CascadedDepth_( SamplerComparisonState )
EvalShadow_CascadedDepth_( SamplerState )
#undef EvalShadow_CascadedDepth_
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4 ];
float4 dirShadowSplitSpheres[kMaxShadowCascades ];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
float3 posNDC;
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true );
if( shadowSplitIndex < (kMaxShadowCascades-1) )
int nextSplit = min( shadowSplitIndex+1, kMaxShadowCascades-1 );
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz;
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( 3, shadowSplitIndex + 1 )].xyz );
float3 wposDir = normalize( -splitSphere + positionWS );
float cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
if( shadowSplitIndex < nextSplit && step( EvalShadow_hash12( posTC.xy ), alpha ) )
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex];
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex+1].xyz );
float3 wposDir = normalize( -splitSphere.xyz + positionWS );
float cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
if( step( EvalShadow_hash12( posTC.xy ), alpha ) )
{
shadowSplitIndex++;
sd = shadowContext.shadowDatas[index + 2 + shadowSplitIndex];
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex+1] * sd.texelSizeRcp.zw, sd.normalBias );
posTC = EvalShadow_GetTexcoords( sd, positionWS );
}
sd = shadowContext.shadowDatas[index + 1 + nextSplit];
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[nextSplit] * sd.texelSizeRcp.zw, sd.normalBias );
posTC = EvalShadow_GetTexcoords( sd, positionWS );
}
// sample the texture
uint texIdx, sampIdx;
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha );
}
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
\
if( shadowSplitIndex < (kMaxShadowCascades-1) ) \
{ \
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex]; \
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex+1].xyz ); \
float3 wposDir = normalize( -splitSphere.xyz + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
if( step( EvalShadow_hash12( posTC.xy ), alpha ) ) \
{ \
sd = shadowContext.shadowDatas[index + 2 + shadowSplitIndex]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex+1] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
} \
} \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha ); \
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, uint shadowAlgorithms[kMaxShadowCascades], Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
\
int nextSplit = min( shadowSplitIndex+1, kMaxShadowCascades-1 ); \
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz; \
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[nextSplit].xyz ); \
float3 wposDir = normalize( -splitSphere + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
if( shadowSplitIndex != nextSplit && step( EvalShadow_hash12( posTC.xy ), alpha ) ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + nextSplit]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[nextSplit] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
} \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha ); \
} \
\
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
uint shadowAlgorithms[kMaxShadowCascades] = { SHADOW_REPEAT_CASCADE( shadowAlgorithm ) }; \
return EvalShadow_CascadedDepth_Dither( shadowContext, shadowAlgorithms, tex, samp, positionWS, normalWS, index, L ); \
EvalShadow_CascadedDepth_( SamplerComparisonState )
EvalShadow_CascadedDepth_( SamplerState )
#undef EvalShadow_CascadedDepth_
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, Texture2DArray tex, float3 positionWS, float3 normalWS, int index, float4 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
if( shadowSplitIndex < 0 )
return 1.0;
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LOAD_TEXTURE2D_ARRAY_LOD( tex, texelIdx, slice, 0 ).x;
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}