GitHub
6 年前
当前提交
5bbb2099
共有 7 个文件被更改,包括 324 次插入 和 22 次删除
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8com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Macros.hlsl
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52com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl
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100com.unity.render-pipelines.core/CoreRP/Shadow/Shadow.cs
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2com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs
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1com.unity.render-pipelines.core/CoreRP/Shadow/ShadowBase.cs.hlsl
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174com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/PCSS.hlsl
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9com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Shadow/PCSS.hlsl.meta
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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static const float2 poissonDisk64[64] = |
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{ |
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float2 ( 0.1187053, 0.7951565), |
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float2 ( 0.1173675, 0.6087878), |
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float2 (-0.09958518, 0.7248842), |
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float2 ( 0.4259812, 0.6152718), |
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float2 ( 0.3723574, 0.8892787), |
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float2 (-0.02289676, 0.9972908), |
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float2 (-0.08234791, 0.5048386), |
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float2 ( 0.1821235, 0.9673787), |
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float2 (-0.2137264, 0.9011746), |
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float2 ( 0.3115066, 0.4205415), |
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float2 ( 0.1216329, 0.383266), |
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float2 ( 0.5948939, 0.7594361), |
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float2 ( 0.7576465, 0.5336417), |
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float2 (-0.521125, 0.7599803), |
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float2 (-0.2923127, 0.6545699), |
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float2 ( 0.6782473, 0.22385), |
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float2 (-0.3077152, 0.4697627), |
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float2 ( 0.4484913, 0.2619455), |
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float2 (-0.5308799, 0.4998215), |
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float2 (-0.7379634, 0.5304936), |
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float2 ( 0.02613133, 0.1764302), |
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float2 (-0.1461073, 0.3047384), |
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float2 (-0.8451027, 0.3249073), |
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float2 (-0.4507707, 0.2101997), |
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float2 (-0.6137282, 0.3283674), |
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float2 (-0.2385868, 0.08716244), |
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float2 ( 0.3386548, 0.01528411), |
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float2 (-0.04230833, -0.1494652), |
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float2 ( 0.167115, -0.1098648), |
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float2 (-0.525606, 0.01572019), |
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float2 (-0.7966855, 0.1318727), |
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float2 ( 0.5704287, 0.4778273), |
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float2 (-0.9516637, 0.002725032), |
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float2 (-0.7068223, -0.1572321), |
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float2 ( 0.2173306, -0.3494083), |
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float2 ( 0.06100426, -0.4492816), |
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float2 ( 0.2333982, 0.2247189), |
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float2 ( 0.07270987, -0.6396734), |
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float2 ( 0.4670808, -0.2324669), |
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float2 ( 0.3729528, -0.512625), |
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float2 ( 0.5675077, -0.4054544), |
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float2 (-0.3691984, -0.128435), |
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float2 ( 0.8752473, 0.2256988), |
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float2 (-0.2680127, -0.4684393), |
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float2 (-0.1177551, -0.7205751), |
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float2 (-0.1270121, -0.3105424), |
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float2 ( 0.5595394, -0.06309237), |
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float2 (-0.9299136, -0.1870008), |
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float2 ( 0.974674, 0.03677348), |
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float2 ( 0.7726735, -0.06944724), |
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float2 (-0.4995361, -0.3663749), |
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float2 ( 0.6474168, -0.2315787), |
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float2 ( 0.1911449, -0.8858921), |
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float2 ( 0.3671001, -0.7970535), |
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float2 (-0.6970353, -0.4449432), |
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float2 (-0.417599, -0.7189326), |
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float2 (-0.5584748, -0.6026504), |
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float2 (-0.02624448, -0.9141423), |
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float2 ( 0.565636, -0.6585149), |
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float2 (-0.874976, -0.3997879), |
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float2 ( 0.9177843, -0.2110524), |
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float2 ( 0.8156927, -0.3969557), |
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float2 (-0.2833054, -0.8395444), |
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float2 ( 0.799141, -0.5886372) |
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}; |
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real PenumbraSize(real Reciever, real Blocker) |
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{ |
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return abs((Reciever - Blocker) / Blocker); |
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} |
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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) |
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{ |
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real blockerSum = 0.0; |
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for (int i = 0; i < sampleCount; ++i) |
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{ |
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real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, |
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poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea; |
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real shadowMapDepth = SampleShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xy + offset, slice).x; |
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if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z + dot(sampleBias, offset))) |
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{ |
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blockerSum += shadowMapDepth; |
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numBlockers += 1.0; |
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} |
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} |
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averageBlockerDepth = blockerSum / numBlockers; |
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return numBlockers >= 1; |
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} |
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bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, float slice, real2 sampleJitter, real2 sampleBias, Texture2DArray shadowMap, SamplerState PointSampler, int sampleCount) |
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{ |
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real blockerSum = 0.0; |
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for (int i = 0; i < sampleCount; ++i) |
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{ |
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real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, |
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poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea; |
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real shadowMapDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(shadowMap, PointSampler, coord.xy + offset, slice, 0.0).x; |
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if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z + dot(sampleBias, offset))) |
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{ |
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blockerSum += shadowMapDepth; |
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numBlockers += 1.0; |
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} |
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} |
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averageBlockerDepth = blockerSum / numBlockers; |
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return numBlockers >= 1; |
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} |
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real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleBias, real2 sampleJitter, ShadowContext shadowContext, uint texIdx, uint sampIdx, int sampleCount) |
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{ |
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real UMin = scaleOffset.z; |
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real UMax = scaleOffset.z + scaleOffset.x; |
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real VMin = scaleOffset.w; |
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real VMax = scaleOffset.w + scaleOffset.y; |
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real sum = 0.0; |
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for(int i = 0; i < sampleCount; ++i) |
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{ |
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real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, |
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poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * filterRadius; |
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real U = coord.x + offset.x; |
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real V = coord.y + offset.y; |
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//NOTE: We must clamp the sampling within the bounds of the shadow atlas. |
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// Overfiltering will leak results from other shadow lights. |
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//TODO: Investigate moving this to blocker search. |
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if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) |
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sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(coord.xy, coord.z), slice); |
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else |
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sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(U, V, coord.z + dot(sampleBias, offset)), slice); |
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} |
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return sum / sampleCount; |
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} |
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real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleBias, real2 sampleJitter, Texture2DArray shadowMap, SamplerComparisonState compSampler, int sampleCount) |
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{ |
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real UMin = scaleOffset.z; |
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real UMax = scaleOffset.z + scaleOffset.x; |
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real VMin = scaleOffset.w; |
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real VMax = scaleOffset.w + scaleOffset.y; |
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real sum = 0.0; |
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for(int i = 0; i < sampleCount; ++i) |
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{ |
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real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, |
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poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * filterRadius; |
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real U = coord.x + offset.x; |
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real V = coord.y + offset.y; |
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//NOTE: We must clamp the sampling within the bounds of the shadow atlas. |
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// Overfiltering will leak results from other shadow lights. |
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//TODO: Investigate moving this to blocker search. |
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if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) |
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sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(coord.xy, coord.z), slice); |
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else |
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sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(U, V, coord.z + dot(sampleBias, offset)), slice); |
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} |
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return sum / sampleCount; |
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} |
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fileFormatVersion: 2 |
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guid: 24c12fe97ac0c9240af12fb1ed0c9275 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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