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Moved ShadowSampling Tent function to a separate library so it can be used by LW without depending on ShadowContext.

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Felipe Lira 7 年前
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98d9ef89
共有 3 个文件被更改,包括 254 次插入244 次删除
  1. 245
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl
  2. 244
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl
  3. 9
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl.meta

245
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl


// Various shadow sampling logic.
// Again two versions, one for dynamic resource indexing, one for static resource access.
// ------------------------------------------------------------------
// PCF Filtering helpers
// ------------------------------------------------------------------
// Assuming a isoceles right angled triangle of height "triangleHeight" (as drawn below).
// This function return the area of the triangle above the first texel.
//
// |\ <-- 45 degree slop isosceles right angled triangle
// | \
// ---- <-- length of this side is "triangleHeight"
// _ _ _ _ <-- texels
real SampleShadow_GetTriangleTexelArea(real triangleHeight)
{
return triangleHeight - 0.5;
}
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
// This function return the area of the triangle above each of those texels.
// | <-- offset from -0.5 to 0.5, 0 meaning triangle is exactly in the center
// / \ <-- 45 degree slop isosceles triangle (ie tent projected in 2D)
// / \
// _ _ _ _ <-- texels
// X Y Z W <-- result indices (in computedArea.xyzw and computedAreaUncut.xyzw)
void SampleShadow_GetTexelAreas_Tent_3x3(real offset, out real4 computedArea, out real4 computedAreaUncut)
{
// Compute the exterior areas
real offset01SquaredHalved = (offset + 0.5) * (offset + 0.5) * 0.5;
computedAreaUncut.x = computedArea.x = offset01SquaredHalved - offset;
computedAreaUncut.w = computedArea.w = offset01SquaredHalved;
// Compute the middle areas
// For Y : We find the area in Y of as if the left section of the isoceles triangle would
// intersect the axis between Y and Z (ie where offset = 0).
computedAreaUncut.y = SampleShadow_GetTriangleTexelArea(1.5 - offset);
// This area is superior to the one we are looking for if (offset < 0) thus we need to
// subtract the area of the triangle defined by (0,1.5-offset), (0,1.5+offset), (-offset,1.5).
real clampedOffsetLeft = min(offset,0);
real areaOfSmallLeftTriangle = clampedOffsetLeft * clampedOffsetLeft;
computedArea.y = computedAreaUncut.y - areaOfSmallLeftTriangle;
// We do the same for the Z but with the right part of the isoceles triangle
computedAreaUncut.z = SampleShadow_GetTriangleTexelArea(1.5 + offset);
real clampedOffsetRight = max(offset,0);
real areaOfSmallRightTriangle = clampedOffsetRight * clampedOffsetRight;
computedArea.z = computedAreaUncut.z - areaOfSmallRightTriangle;
}
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
// This function return the weight of each texels area relative to the full triangle area.
void SampleShadow_GetTexelWeights_Tent_3x3(real offset, out real4 computedWeight)
{
real4 dummy;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedWeight, dummy);
computedWeight *= 0.44444;//0.44 == 1/(the triangle area)
}
// Assuming a isoceles triangle of 2.5 texel height and 5 texels wide lying on 6 texels.
// This function return the weight of each texels area relative to the full triangle area.
// / \
// _ _ _ _ _ _ <-- texels
// 0 1 2 3 4 5 <-- computed area indices (in texelsWeights[])
void SampleShadow_GetTexelWeights_Tent_5x5(real offset, out real3 texelsWeightsA, out real3 texelsWeightsB)
{
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
real4 computedArea_From3texelTriangle;
real4 computedAreaUncut_From3texelTriangle;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
// the 5 texel wide triangle can be seen as the 3 texel wide one but shifted up by one unit/texel.
// 0.16 is 1/(the triangle area)
texelsWeightsA.x = 0.16 * (computedArea_From3texelTriangle.x);
texelsWeightsA.y = 0.16 * (computedAreaUncut_From3texelTriangle.y);
texelsWeightsA.z = 0.16 * (computedArea_From3texelTriangle.y + 1);
texelsWeightsB.x = 0.16 * (computedArea_From3texelTriangle.z + 1);
texelsWeightsB.y = 0.16 * (computedAreaUncut_From3texelTriangle.z);
texelsWeightsB.z = 0.16 * (computedArea_From3texelTriangle.w);
}
// Assuming a isoceles triangle of 3.5 texel height and 7 texels wide lying on 8 texels.
// This function return the weight of each texels area relative to the full triangle area.
// / \
// _ _ _ _ _ _ _ _ <-- texels
// 0 1 2 3 4 5 6 7 <-- computed area indices (in texelsWeights[])
void SampleShadow_GetTexelWeights_Tent_7x7(real offset, out real4 texelsWeightsA, out real4 texelsWeightsB)
{
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
real4 computedArea_From3texelTriangle;
real4 computedAreaUncut_From3texelTriangle;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
// the 7 texel wide triangle can be seen as the 3 texel wide one but shifted up by two unit/texel.
// 0.081632 is 1/(the triangle area)
texelsWeightsA.x = 0.081632 * (computedArea_From3texelTriangle.x);
texelsWeightsA.y = 0.081632 * (computedAreaUncut_From3texelTriangle.y);
texelsWeightsA.z = 0.081632 * (computedAreaUncut_From3texelTriangle.y + 1);
texelsWeightsA.w = 0.081632 * (computedArea_From3texelTriangle.y + 2);
texelsWeightsB.x = 0.081632 * (computedArea_From3texelTriangle.z + 2);
texelsWeightsB.y = 0.081632 * (computedAreaUncut_From3texelTriangle.z + 1);
texelsWeightsB.z = 0.081632 * (computedAreaUncut_From3texelTriangle.z);
texelsWeightsB.w = 0.081632 * (computedArea_From3texelTriangle.w);
}
// 3x3 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_3x3(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[4], out real2 fetchesUV[4])
{
// tent base is 3x3 base thus covering from 9 to 12 texels, thus we need 4 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based
real4 texelsWeightsU, texelsWeightsV;
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU);
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real2 fetchesWeightsU = texelsWeightsU.xz + texelsWeightsU.yw;
real2 fetchesWeightsV = texelsWeightsV.xz + texelsWeightsV.yw;
// move the PCF bilinear fetches to respect texels weights
real2 fetchesOffsetsU = texelsWeightsU.yw / fetchesWeightsU.xy + real2(-1.5,0.5);
real2 fetchesOffsetsV = texelsWeightsV.yw / fetchesWeightsV.xy + real2(-1.5,0.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[3] = fetchesWeightsU.y * fetchesWeightsV.y;
}
// 5x5 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9])
{
// tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
real3 texelsWeightsU_A, texelsWeightsU_B;
real3 texelsWeightsV_A, texelsWeightsV_B;
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real3 fetchesWeightsU = real3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + real3(texelsWeightsU_A.y, texelsWeightsU_B.xz);
real3 fetchesWeightsV = real3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + real3(texelsWeightsV_A.y, texelsWeightsV_B.xz);
// move the PCF bilinear fetches to respect texels weights
real3 fetchesOffsetsU = real3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + real3(-2.5,-0.5,1.5);
real3 fetchesOffsetsV = real3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + real3(-2.5,-0.5,1.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y;
fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y;
fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z;
fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z;
fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z;
}
// 7x7 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16])
{
// tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
real4 texelsWeightsU_A, texelsWeightsU_B;
real4 texelsWeightsV_A, texelsWeightsV_B;
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real4 fetchesWeightsU = real4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw);
real4 fetchesWeightsV = real4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw);
// move the PCF bilinear fetches to respect texels weights
real4 fetchesOffsetsU = real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + real4(-3.5,-1.5,0.5,2.5);
real4 fetchesOffsetsV = real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + real4(-3.5,-1.5,0.5,2.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxxx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyyy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.x);
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.y);
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
fetchesUV[9] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
fetchesUV[10] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
fetchesUV[11] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.z);
fetchesUV[12] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.w);
fetchesUV[13] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.w);
fetchesUV[14] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.w);
fetchesUV[15] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.w);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
fetchesWeights[3] = fetchesWeightsU.w * fetchesWeightsV.x;
fetchesWeights[4] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[5] = fetchesWeightsU.y * fetchesWeightsV.y;
fetchesWeights[6] = fetchesWeightsU.z * fetchesWeightsV.y;
fetchesWeights[7] = fetchesWeightsU.w * fetchesWeightsV.y;
fetchesWeights[8] = fetchesWeightsU.x * fetchesWeightsV.z;
fetchesWeights[9] = fetchesWeightsU.y * fetchesWeightsV.z;
fetchesWeights[10] = fetchesWeightsU.z * fetchesWeightsV.z;
fetchesWeights[11] = fetchesWeightsU.w * fetchesWeightsV.z;
fetchesWeights[12] = fetchesWeightsU.x * fetchesWeightsV.w;
fetchesWeights[13] = fetchesWeightsU.y * fetchesWeightsV.w;
fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w;
fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w;
}
#include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
// ------------------------------------------------------------------
// PCF Filtering methods

244
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl


// ------------------------------------------------------------------
// PCF Filtering Tent Functions
// ------------------------------------------------------------------
// Assuming a isoceles right angled triangle of height "triangleHeight" (as drawn below).
// This function return the area of the triangle above the first texel.
//
// |\ <-- 45 degree slop isosceles right angled triangle
// | \
// ---- <-- length of this side is "triangleHeight"
// _ _ _ _ <-- texels
real SampleShadow_GetTriangleTexelArea(real triangleHeight)
{
return triangleHeight - 0.5;
}
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
// This function return the area of the triangle above each of those texels.
// | <-- offset from -0.5 to 0.5, 0 meaning triangle is exactly in the center
// / \ <-- 45 degree slop isosceles triangle (ie tent projected in 2D)
// / \
// _ _ _ _ <-- texels
// X Y Z W <-- result indices (in computedArea.xyzw and computedAreaUncut.xyzw)
void SampleShadow_GetTexelAreas_Tent_3x3(real offset, out real4 computedArea, out real4 computedAreaUncut)
{
// Compute the exterior areas
real offset01SquaredHalved = (offset + 0.5) * (offset + 0.5) * 0.5;
computedAreaUncut.x = computedArea.x = offset01SquaredHalved - offset;
computedAreaUncut.w = computedArea.w = offset01SquaredHalved;
// Compute the middle areas
// For Y : We find the area in Y of as if the left section of the isoceles triangle would
// intersect the axis between Y and Z (ie where offset = 0).
computedAreaUncut.y = SampleShadow_GetTriangleTexelArea(1.5 - offset);
// This area is superior to the one we are looking for if (offset < 0) thus we need to
// subtract the area of the triangle defined by (0,1.5-offset), (0,1.5+offset), (-offset,1.5).
real clampedOffsetLeft = min(offset,0);
real areaOfSmallLeftTriangle = clampedOffsetLeft * clampedOffsetLeft;
computedArea.y = computedAreaUncut.y - areaOfSmallLeftTriangle;
// We do the same for the Z but with the right part of the isoceles triangle
computedAreaUncut.z = SampleShadow_GetTriangleTexelArea(1.5 + offset);
real clampedOffsetRight = max(offset,0);
real areaOfSmallRightTriangle = clampedOffsetRight * clampedOffsetRight;
computedArea.z = computedAreaUncut.z - areaOfSmallRightTriangle;
}
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
// This function return the weight of each texels area relative to the full triangle area.
void SampleShadow_GetTexelWeights_Tent_3x3(real offset, out real4 computedWeight)
{
real4 dummy;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedWeight, dummy);
computedWeight *= 0.44444;//0.44 == 1/(the triangle area)
}
// Assuming a isoceles triangle of 2.5 texel height and 5 texels wide lying on 6 texels.
// This function return the weight of each texels area relative to the full triangle area.
// / \
// _ _ _ _ _ _ <-- texels
// 0 1 2 3 4 5 <-- computed area indices (in texelsWeights[])
void SampleShadow_GetTexelWeights_Tent_5x5(real offset, out real3 texelsWeightsA, out real3 texelsWeightsB)
{
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
real4 computedArea_From3texelTriangle;
real4 computedAreaUncut_From3texelTriangle;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
// the 5 texel wide triangle can be seen as the 3 texel wide one but shifted up by one unit/texel.
// 0.16 is 1/(the triangle area)
texelsWeightsA.x = 0.16 * (computedArea_From3texelTriangle.x);
texelsWeightsA.y = 0.16 * (computedAreaUncut_From3texelTriangle.y);
texelsWeightsA.z = 0.16 * (computedArea_From3texelTriangle.y + 1);
texelsWeightsB.x = 0.16 * (computedArea_From3texelTriangle.z + 1);
texelsWeightsB.y = 0.16 * (computedAreaUncut_From3texelTriangle.z);
texelsWeightsB.z = 0.16 * (computedArea_From3texelTriangle.w);
}
// Assuming a isoceles triangle of 3.5 texel height and 7 texels wide lying on 8 texels.
// This function return the weight of each texels area relative to the full triangle area.
// / \
// _ _ _ _ _ _ _ _ <-- texels
// 0 1 2 3 4 5 6 7 <-- computed area indices (in texelsWeights[])
void SampleShadow_GetTexelWeights_Tent_7x7(real offset, out real4 texelsWeightsA, out real4 texelsWeightsB)
{
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
real4 computedArea_From3texelTriangle;
real4 computedAreaUncut_From3texelTriangle;
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
// the 7 texel wide triangle can be seen as the 3 texel wide one but shifted up by two unit/texel.
// 0.081632 is 1/(the triangle area)
texelsWeightsA.x = 0.081632 * (computedArea_From3texelTriangle.x);
texelsWeightsA.y = 0.081632 * (computedAreaUncut_From3texelTriangle.y);
texelsWeightsA.z = 0.081632 * (computedAreaUncut_From3texelTriangle.y + 1);
texelsWeightsA.w = 0.081632 * (computedArea_From3texelTriangle.y + 2);
texelsWeightsB.x = 0.081632 * (computedArea_From3texelTriangle.z + 2);
texelsWeightsB.y = 0.081632 * (computedAreaUncut_From3texelTriangle.z + 1);
texelsWeightsB.z = 0.081632 * (computedAreaUncut_From3texelTriangle.z);
texelsWeightsB.w = 0.081632 * (computedArea_From3texelTriangle.w);
}
// 3x3 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_3x3(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[4], out real2 fetchesUV[4])
{
// tent base is 3x3 base thus covering from 9 to 12 texels, thus we need 4 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based
real4 texelsWeightsU, texelsWeightsV;
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU);
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real2 fetchesWeightsU = texelsWeightsU.xz + texelsWeightsU.yw;
real2 fetchesWeightsV = texelsWeightsV.xz + texelsWeightsV.yw;
// move the PCF bilinear fetches to respect texels weights
real2 fetchesOffsetsU = texelsWeightsU.yw / fetchesWeightsU.xy + real2(-1.5,0.5);
real2 fetchesOffsetsV = texelsWeightsV.yw / fetchesWeightsV.xy + real2(-1.5,0.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[3] = fetchesWeightsU.y * fetchesWeightsV.y;
}
// 5x5 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9])
{
// tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
real3 texelsWeightsU_A, texelsWeightsU_B;
real3 texelsWeightsV_A, texelsWeightsV_B;
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real3 fetchesWeightsU = real3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + real3(texelsWeightsU_A.y, texelsWeightsU_B.xz);
real3 fetchesWeightsV = real3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + real3(texelsWeightsV_A.y, texelsWeightsV_B.xz);
// move the PCF bilinear fetches to respect texels weights
real3 fetchesOffsetsU = real3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + real3(-2.5,-0.5,1.5);
real3 fetchesOffsetsV = real3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + real3(-2.5,-0.5,1.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y;
fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y;
fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z;
fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z;
fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z;
}
// 7x7 Tent filter (45 degree sloped triangles in U and V)
void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16])
{
// tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
real4 texelsWeightsU_A, texelsWeightsU_B;
real4 texelsWeightsV_A, texelsWeightsV_B;
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
real4 fetchesWeightsU = real4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw);
real4 fetchesWeightsV = real4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw);
// move the PCF bilinear fetches to respect texels weights
real4 fetchesOffsetsU = real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + real4(-3.5,-1.5,0.5,2.5);
real4 fetchesOffsetsV = real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + real4(-3.5,-1.5,0.5,2.5);
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxxx;
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyyy;
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.x);
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.y);
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
fetchesUV[9] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
fetchesUV[10] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
fetchesUV[11] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.z);
fetchesUV[12] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.w);
fetchesUV[13] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.w);
fetchesUV[14] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.w);
fetchesUV[15] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.w);
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
fetchesWeights[3] = fetchesWeightsU.w * fetchesWeightsV.x;
fetchesWeights[4] = fetchesWeightsU.x * fetchesWeightsV.y;
fetchesWeights[5] = fetchesWeightsU.y * fetchesWeightsV.y;
fetchesWeights[6] = fetchesWeightsU.z * fetchesWeightsV.y;
fetchesWeights[7] = fetchesWeightsU.w * fetchesWeightsV.y;
fetchesWeights[8] = fetchesWeightsU.x * fetchesWeightsV.z;
fetchesWeights[9] = fetchesWeightsU.y * fetchesWeightsV.z;
fetchesWeights[10] = fetchesWeightsU.z * fetchesWeightsV.z;
fetchesWeights[11] = fetchesWeightsU.w * fetchesWeightsV.z;
fetchesWeights[12] = fetchesWeightsU.x * fetchesWeightsV.w;
fetchesWeights[13] = fetchesWeightsU.y * fetchesWeightsV.w;
fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w;
fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w;
}

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ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl.meta


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