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Bring back SampleClosestDistance_Cascade

/main
sebastienlagarde 7 年前
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e83e0cea
共有 1 个文件被更改,包括 40 次插入8 次删除
  1. 48
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl

48
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


real3 tcs = EvalShadow_GetTexcoords( sd, pos, perspProj );
weight = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, sd.slice ).x;
}
return lerp( 1.0, weight, EvalShadow_ReceiverBiasWeightFlag( sd.normalBias.w ) );
}

// get the algorithm
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
// get the texture
// get the texture
uint texIdx, sampIdx;
UnpackShadowmapId( sd.id, texIdx, sampIdx );
// bias the world position

sd.scaleOffset.zw = shadowContext.shadowDatas[index + CubeMapFaceID( -L ) + 1].scaleOffset.zw;
sd.slice = shadowContext.shadowDatas[index + CubeMapFaceID( -L ) + 1].slice;
}
uint texIdx, sampIdx;
UnpackShadowmapId( sd.id, texIdx, sampIdx );
// bias the world position

float distSq = dot( wposDir, wposDir );
relDistance = distSq / sphere.w;
if( relDistance > 0.0 && relDistance <= 1.0 )
{
{
splitSphere = sphere.xyz;
wposDir /= sqrt( distSq );
break;

uint payloadOffset;
real alpha;
int shadowSplitIndex = EvalShadow_GetSplitIndex(shadowContext, index, positionWS, payloadOffset, alpha);
if( shadowSplitIndex < 0 )
return 1.0;

UnpackShadowmapId( sd.id, texIdx, sampIdx );
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
// normal based bias
real3 orig_pos = positionWS;
real recvBiasWeight = EvalShadow_ReceiverBiasWeight( shadowContext, shadowAlgorithm, sd, texIdx, sampIdx, positionWS, normalWS, L, 1.0, false );

uint payloadOffset;
real alpha;
int shadowSplitIndex = EvalShadow_GetSplitIndex( shadowContext, index, positionWS, payloadOffset, alpha );
if( shadowSplitIndex < 0 )
return 0.0;

uint payloadOffset;
real alpha;
int shadowSplitIndex = EvalShadow_GetSplitIndex( shadowContext, index, positionWS, payloadOffset, alpha );
if( shadowSplitIndex < 0 )
return 0.0;

real4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
real EvalShadow_SampleClosestDistance_Cascade( ShadowContext shadowContext, Texture2DArray tex, SamplerState sampl,
real3 positionWS, real3 normalWS, int index, real4 L, out real3 nearPlanePositionWS )
{
// load the right shadow data for the current face
uint payloadOffset;
real alpha;
int shadowSplitIndex = EvalShadow_GetSplitIndex( shadowContext, index, positionWS, payloadOffset, alpha );
if( shadowSplitIndex < 0 )
return 0.0;
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
real4 closestNDC = { 0,0,0,1 };
real2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy, false );
// sample the shadow map
uint texIdx, sampIdx;
UnpackShadowmapId( sd.id, texIdx, sampIdx );
closestNDC.z = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, sampl, texelIdx, sd.slice, 0 ).x;
// reconstruct depth position
real4 closestWS = mul( closestNDC, sd.shadowToWorld );
real3 occluderPosWS = closestWS.xyz / closestWS.w;
// TODO: avoid the matrix multiplication here.
real4 nearPlanePos = mul( real4( 0,0,1,1 ), sd.shadowToWorld ); // Note the reversed Z
nearPlanePositionWS = nearPlanePos.xyz / nearPlanePos.w;
return distance( occluderPosWS, nearPlanePositionWS );
}
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