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Revert "Pass the light position to the shadow code"

This reverts commit d702605939cf2bb80b30cab85e4a8ec83a5f77c5.
/main
uygar 7 年前
当前提交
738c9de1
共有 4 个文件被更改,包括 37 次插入36 次删除
  1. 14
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
  2. 44
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
  3. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl
  4. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl

14
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl


}
// shadow sampling prototypes
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 lightPositionWS, real3 L );
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 lightPositionWS, real3 L, real2 positionSS );
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L );
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L, real2 positionSS );
// shadow sampling prototypes with screenspace info
real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L );

#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify)
#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 lightPositionWS, real3 L )
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L )
return EvalShadow_PunctualDepth(shadowContext, positionWS, normalWS, shadowDataIndex, lightPositionWS, L);
return EvalShadow_PunctualDepth(shadowContext, positionWS, normalWS, shadowDataIndex, L);
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 lightPositionWS, real3 L, real2 positionSS )
real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L, real2 positionSS )
return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}
#endif

real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L, real2 positionSS )
{
return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}
#endif

44
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


//
// Point shadows
//
real EvalShadow_PointDepth( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L )
real EvalShadow_PointDepth( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real4 L )
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
real3 lpos = lightPositionWS;
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
real3 lpos = positionWS + L.xyz * L.w;
positionWS = biased_posWS;
int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
// load the right shadow data for the current face

positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
// get shadowmap texcoords
real3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
// get the algorithm

}
#define EvalShadow_PointDepth_( _samplerType ) \
real EvalShadow_PointDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L ) \
real EvalShadow_PointDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, real3 positionWS, real3 normalWS, int index, real4 L ) \
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
real3 lpos = lightPositionWS; \
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
real3 lpos = positionWS + L.xyz * L.w; \
positionWS = biased_posWS; \
int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
/* load the right shadow data for the current face */ \

positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
real3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
/* sample the texture */ \

//
// Punctual shadows for Point and Spot
//
real EvalShadow_PunctualDepth( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L )
real EvalShadow_PunctualDepth( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real4 L )
{
// load the right shadow data for the current face
int faceIndex = 0;

[branch]
if( shadowType == GPUSHADOWTYPE_POINT )
{
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
real3 lpos = lightPositionWS;
positionWS = biased_posWS;
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
real3 lpos = positionWS + L.xyz * L.w;
positionWS = biased_posWS;
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
sd = shadowContext.shadowDatas[index + faceIndex];
uint payloadOffset = GetPayloadOffset( sd );

}
#define EvalShadow_PunctualDepth_( _samplerType ) \
real EvalShadow_PunctualDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L ) \
real EvalShadow_PunctualDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, real3 positionWS, real3 normalWS, int index, real4 L ) \
{ \
/* load the right shadow data for the current face */ \
int faceIndex = 0; \

[branch] \
if( shadowType == GPUSHADOWTYPE_POINT ) \
{ \
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
real3 lpos = lightPositionWS; \
positionWS = biased_posWS; \
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
real3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
real3 lpos = positionWS + L.xyz * L.w; \
positionWS = biased_posWS; \
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
\
sd = shadowContext.shadowDatas[index + faceIndex]; \
uint payloadOffset = GetPayloadOffset( sd ); \

return closestWS.xyz / closestWS.w;
}
real3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L )
real3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real4 L )
{
// load the right shadow data for the current face
real4 dirShadowSplitSpheres[4];

return closestWS.xyz / closestWS.w;
}
real3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, Texture2DArray tex, real3 positionWS, real3 normalWS, int index, real3 lightPositionWS, real3 L )
real3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, Texture2DArray tex, real3 positionWS, real3 normalWS, int index, real4 L )
{
// load the right shadow data for the current face
real4 dirShadowSplitSpheres[4];

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl


{
// TODO: make projector lights cast shadows.
float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal);
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, N, lightData.shadowIndex, lightData.positionWS, L, posInput.positionSS);
float4 L_dist = float4(L, distances.x);
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, N, lightData.shadowIndex, L_dist, posInput.positionSS);
#ifdef SHADOWS_SHADOWMASK
// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value)
// and ShadowMask_Distance (ShadowMask contain static objects shadow and ShadowMap contain everything and is blend with ShadowMask based on distance (Global distance setup in QualitySettigns)).

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Shadow.hlsl


// example of overriding punctual lights
#ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 lightPositionWS, float3 L)
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L )
{
#ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
// example for choosing different algos for point and spot lights

Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_POINT_TEX];
SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_POINT_SMP];
uint algo = SHADOW_DISPATCH_POINT_ALG;
return EvalShadow_PointDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return EvalShadow_PointDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
}
else
{

return EvalShadow_SpotDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return EvalShadow_SpotDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
}
#else
// example for choosing the same algo

return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 lightPositionWS, float3 L, float2 positionSS )
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 positionSS )
return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, lightPositionWS, L );
return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}
#endif

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