浏览代码

Screen Space Shadows for directional light v0 (WIP)

/Yibing-Project-2
Julien Ignace 7 年前
当前提交
8c3d6702
共有 8 个文件被更改,包括 173 次插入6 次删除
  1. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl
  2. 8
      ScriptableRenderPipeline/Core/Shadow/AdditionalShadowData.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.Styles.cs
  5. 25
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.cs
  6. 103
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/DeferredDirectionalShadow.compute
  7. 8
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  8. 23
      ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl

4
ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl


uint JenkinsHash(uint3 v)
{
return JenkinsHash(v.x ^ JenkinsHash(v.y) ^ JenkinsHash(v.z));
return JenkinsHash(v.x ^ JenkinsHash(v.yz));
return JenkinsHash(v.x ^ JenkinsHash(v.y) ^ JenkinsHash(v.z) ^ JenkinsHash(v.w));
return JenkinsHash(v.x ^ JenkinsHash(v.yzw));
}
// Construct a float with half-open range [0:1] using low 23 bits.

8
ScriptableRenderPipeline/Core/Shadow/AdditionalShadowData.cs


return DefaultShadowResolution;
}
[Range(0.0F, 1.0F)]
[Range(0.0F, 1.0f)]
[Range(0.0f, 1.0f)]
public float contactShadowLength = 0.0f;
[Range(0.0f, 1.0f)]
public float contactShadowDistanceScaleFactor = 0.5f;
public float contactShadowMaxDistance = 50.0f;
public float contactShadowFadeDistance = 5.0f;
// shadow related parameters
[System.Serializable]

2
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture");
public static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV");
public static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex");
public static readonly int _DirectionalContactShadowParams = Shader.PropertyToID("_ScreenSpaceShadowsParameters");
public static readonly int _DirectionalLightDirection = Shader.PropertyToID("_LightDirection");
public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams");
public static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams");

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.Styles.cs


public readonly GUIContent[] shapeNames;
// Additional shadow data
public readonly GUIContent shadowCascades = new GUIContent("Cascades", "");
public readonly GUIContent contactShadow = new GUIContent("Contact Shadows");
public readonly GUIContent contactShadowLength = new GUIContent("Length", "Length of rays used to gather contact shadows in world units.\nZero will disable the feature.");
public readonly GUIContent contactShadowDistanceScaleFactor = new GUIContent("Distance Scale Factor", "Contact Shadows are scaled up with distance. Use this parameter to dampen this effect.");
public readonly GUIContent contactShadowMaxDistance = new GUIContent("Max Distance", "Distance from the camera in world units at which contact shadows are faded out to zero.");
public readonly GUIContent contactShadowFadeDistance = new GUIContent("Fade Distance", "Distance in world units over which the contact shadows are faded out (see Max Distance).");
public Styles()
{

25
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.cs


public SerializedProperty cascadeRatios;
public SerializedProperty cascadeBorders;
public SerializedProperty resolution;
public SerializedProperty contactShadowLength;
public SerializedProperty contactShadowDistanceScaleFactor;
public SerializedProperty contactShadowMaxDistance;
public SerializedProperty contactShadowFadeDistance;
}
SerializedObject m_SerializedAdditionalLightData;

cascadeCount = o.Find("shadowCascadeCount"),
cascadeRatios = o.Find("shadowCascadeRatios"),
cascadeBorders = o.Find("shadowCascadeBorders"),
resolution = o.Find(x => x.shadowResolution)
resolution = o.Find(x => x.shadowResolution),
contactShadowLength = o.Find(x => x.contactShadowLength),
contactShadowDistanceScaleFactor = o.Find(x => x.contactShadowDistanceScaleFactor),
contactShadowMaxDistance = o.Find(x => x.contactShadowMaxDistance),
contactShadowFadeDistance = o.Find(x => x.contactShadowFadeDistance),
};
}

if (m_BaseData.type.enumValueIndex != (int)LightType.Directional)
return;
EditorGUILayout.LabelField(s_Styles.shadowCascades, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
using (var scope = new EditorGUI.ChangeCheckScope())
{
EditorGUILayout.IntSlider(m_AdditionalShadowData.cascadeCount, 1, 4, s_Styles.shadowCascadeCount);

}
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
EditorGUILayout.LabelField(s_Styles.contactShadow, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowLength, s_Styles.contactShadowLength);
bool disableContactShadowScope = m_AdditionalShadowData.contactShadowLength.hasMultipleDifferentValues || m_AdditionalShadowData.contactShadowLength.floatValue == 0.0f;
using (new EditorGUI.DisabledScope(disableContactShadowScope))
{
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowDistanceScaleFactor, s_Styles.contactShadowDistanceScaleFactor);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowMaxDistance, s_Styles.contactShadowMaxDistance);
EditorGUILayout.PropertyField(m_AdditionalShadowData.contactShadowFadeDistance, s_Styles.contactShadowFadeDistance);
}
EditorGUI.indentLevel--;
if (m_AdditionalLightData.showAdditionalSettings.boolValue)

103
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/DeferredDirectionalShadow.compute


#include "../../Lighting/Lighting.hlsl"
RWTexture2D<float4> _DeferredShadowTextureUAV;
float _DirectionalShadowIndex;
CBUFFER_START(DeferredShadowParameters)
float _DirectionalShadowIndex;
float3 _LightDirection;
float4 _ScreenSpaceShadowsParameters;
CBUFFER_END
#define _ContactShadowLength _ScreenSpaceShadowsParameters.x
#define _ContactShadowDistanceScaleFactor _ScreenSpaceShadowsParameters.y
#define _ContactShadowFadeEnd _ScreenSpaceShadowsParameters.z
#define _ContactShadowFadeOneOverRange _ScreenSpaceShadowsParameters.w
// Return 1.0 if occluded 0.0 if not
float4 ScreenSpaceShadowRayCast(float3 positionWS, float3 rayDirection, float rayLength)
{
int stepCount = 8;
uint3 hashInput = uint3(abs(GetAbsolutePositionWS(positionWS))* 5000);
// Dither pattern is shifted by 0.5 because we want to jitter the ray starting position backward and forward (so we need values between -0.5 and 0.5)
float ditherBias = 0.5;
float dither = GenerateHashedRandomFloat(hashInput) - ditherBias;
float3 rayStartWS = positionWS;
float3 rayEndWS = rayStartWS + rayDirection * rayLength;
float4 rayStartCS = TransformWorldToHClip(rayStartWS);
float4 rayEndCS = TransformWorldToHClip(rayEndWS);
// Here we compute a ray perpendicular to view space. This is the ray we use to compute the threshold for rejecting samples.
// This is done this way so that the threshold is less dependent of ray slope.
float4 rayOrthoViewSpace = rayStartCS + mul(GetViewToHClipMatrix(), float4(0, 0, rayLength, 0));
rayOrthoViewSpace = rayOrthoViewSpace / rayOrthoViewSpace.w;
rayStartCS.xyz = rayStartCS.xyz / rayStartCS.w;
rayEndCS.xyz = rayEndCS.xyz / rayEndCS.w;
// Pixel to light ray in clip space.
float3 rayCS = rayEndCS.xyz - rayStartCS.xyz;
// Depth at the start of the ray
float startDepth = rayStartCS.z;
// Depth range of the ray
float rayDepth = rayCS.z;
// Starting UV of the sampling loop
float2 startUV = rayStartCS.xy * 0.5f + 0.5f;
startUV.y = 1.0 - startUV.y;
// Pixel to light ray in
float2 rayUV = rayCS.xy * 0.5f;
rayUV.y = -rayUV.y;
float step = 1.0 / stepCount;
float compareThreshold = abs( rayOrthoViewSpace.z - rayStartCS.z ) * step ;
float FirstHitTime = -1.0;
[unroll]
for( int i = 0; i < stepCount; i++ )
{
// Step for this sample
float sampleStep = ((i + 1) * step + step * dither);
// UVs for the current sample
float2 sampleUV = startUV + rayUV * sampleStep;
// Ray depth for this sample
float raySampleDepth = startDepth + rayDepth * sampleStep;
// Depth buffer depth for this sample
float sampleDepth = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, sampler_MainDepthTexture, sampleUV, 0.0).x;
bool Hit = false;
float depthDiff = sampleDepth - raySampleDepth;
Hit = depthDiff < compareThreshold && depthDiff > 0.0;// 1e-4;
FirstHitTime = (Hit && FirstHitTime < 0.0) ? 1.0 : FirstHitTime;
}
float occluded = FirstHitTime > 0.0 ? 1.0 : 0.0;
// Off screen masking
//float2 Vignette = max(6.0 * abs(RayStartScreen.xy + RayStepScreen.xy * FirstHitTime) - 5.0, 0.0);
//Shadow *= saturate( 1.0 - dot( Vignette, Vignette ) );
return occluded;
}
float hash( float2 input )
{
return frac( 1.0e4 * sin( 17.0*input.x + 0.1*input.y ) *( 0.1 + abs( sin( 13.0*input.y + input.x ))));
}
float hash3D( float3 input )
{
return hash( float2( hash( input.xy ), input.z ) );
}
[numthreads(DEFERRED_SHADOW_TILE_SIZE, DEFERRED_SHADOW_TILE_SIZE, 1)]
void DeferredDirectionalShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID)
{

ShadowContext shadowContext = InitShadowContext();
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, float3(0.0, 0.0, 0.0), (uint)_DirectionalShadowIndex, float3(0.0, 0.0, 0.0));
_DeferredShadowTextureUAV[pixelCoord] = float4(shadow.xxx, 0.0);
float4 result = ScreenSpaceShadowRayCast(posInput.positionWS, normalize(_LightDirection), _ContactShadowLength * max(0.5, posInput.depthVS * _ContactShadowDistanceScaleFactor));
float contactShadow = 1.0 - result.x * saturate((_ContactShadowFadeEnd - posInput.depthVS) * _ContactShadowFadeOneOverRange);
_DeferredShadowTextureUAV[pixelCoord] = float4(shadow.x * contactShadow, 0.0, 0.0, 0.0);
//_DeferredShadowTextureUAV[pixelCoord] = contactShadow;
}

8
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


using (new ProfilingSample(cmd, "Deferred Directional"))
{
AdditionalShadowData asd = m_CurrentSunLight.GetComponent<AdditionalShadowData>();
float contactShadowRange = Mathf.Clamp(asd.contactShadowFadeDistance, 0.0f, asd.contactShadowMaxDistance);
float contactShadowFadeEnd = asd.contactShadowMaxDistance;
float contactShadowOneOverFadeRange = 1.0f / (contactShadowRange);
Vector4 contactShadowParams = new Vector4(asd.contactShadowLength, asd.contactShadowDistanceScaleFactor, contactShadowFadeEnd, contactShadowOneOverFadeRange);
cmd.SetComputeVectorParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalContactShadowParams, contactShadowParams);
cmd.SetComputeVectorParam(deferredDirectionalShadowComputeShader, HDShaderIDs._DirectionalLightDirection, -m_CurrentSunLight.transform.forward);
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel, HDShaderIDs._DeferredShadowTextureUAV, deferredShadowRT);
cmd.SetComputeTextureParam(deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel, HDShaderIDs._MainDepthTexture, depthTexture);

23
ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl


}
// Transform to homogenous clip space
float4x4 GetViewToHClipMatrix()
{
return UNITY_MATRIX_P;
}
float4x4 GetWorldToHClipMatrix()
{
return UNITY_MATRIX_VP;

float4 TransformWorldToHClip(float3 positionWS)
{
return mul(GetWorldToHClipMatrix(), float4(positionWS, 1.0));
}
// Tranforms vector from world space to homogenous space
float3 TransformWorldToHClipDir(float3 directionWS)
{
return mul((float3x3)GetWorldToHClipMatrix(), directionWS);
}
// Tranforms position from view space to homogenous space
float4 TransformWViewToHClip(float3 positionVS)
{
return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0));
}
// Tranforms vector from world space to homogenous space
float3 TransformViewToHClipDir(float3 directionVS)
{
return mul((float3x3)GetViewToHClipMatrix(), directionVS);
}
float3 GetAbsolutePositionWS(float3 positionWS)

正在加载...
取消
保存