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Fix issue with shadow mask + small optim

/main
sebastienlagarde 6 年前
当前提交
8d684e8b
共有 2 个文件被更改,包括 6 次插入4 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
  2. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


payloadOffset++;
alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
real cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
alpha = lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
return shadowSplitIndex;
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl


int cascadeCount;
int shadowSplitIndex = EvalShadow_GetSplitIndex(lightLoopContext.shadowContext, lightData.shadowIndex, positionWS, payloadOffset, fade, cascadeCount);
// we have a fade caclulation for each cascade but we must lerp with shadow mask only for the last one
fade = ((shadowSplitIndex + 1) == cascadeCount || shadowSplitIndex == -1.0) ? fade : 0.0;
// if shadowSplitIndex is -1 it mean we are outside cascade and should return 1.0 to use shadowmask: saturate(-shadowSplitIndex) return 0 for >= 0 and 1 for -1
fade = ((shadowSplitIndex + 1) == cascadeCount) ? fade : saturate(-shadowSplitIndex);
// See comment in EvaluateBSDF_Punctual
shadow = lightData.nonLightmappedOnly ? min(shadowMask, shadow) : shadow;
// See comment in EvaluateBSDF_Punctual
shadow = lightData.nonLightmappedOnly ? min(shadowMask, shadow) : shadow;
// Note: There is no shadowDimmer when there is no shadow mask
#endif

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