#ifndef LIGHTLOOP_SHADOW_CONTEXT_HLSL #define LIGHTLOOP_SHADOW_CONTEXT_HLSL #define SHADOWCONTEXT_MAX_TEX2DARRAY 4 #define SHADOWCONTEXT_MAX_TEXCUBEARRAY 0 #define SHADOWCONTEXT_MAX_SAMPLER 3 #define SHADOWCONTEXT_MAX_COMPSAMPLER 1 #define SHADOW_OPTIMIZE_REGISTER_USAGE 1 #include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl" TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0); SAMPLER(sampler_ShadowmapExp_VSM_0); TEXTURE2D_ARRAY(_ShadowmapExp_VSM_1); SAMPLER(sampler_ShadowmapExp_VSM_1); TEXTURE2D_ARRAY(_ShadowmapExp_VSM_2); SAMPLER(sampler_ShadowmapExp_VSM_2); TEXTURE2D_ARRAY(_ShadowmapExp_PCF); SAMPLER_CMP(sampler_ShadowmapExp_PCF); StructuredBuffer _ShadowDatasExp; StructuredBuffer _ShadowPayloads; // Currently we only use the PCF atlas. // Keeping all other bindings for reference and for future PC dynamic shadow configuration as it's harmless anyway. ShadowContext InitShadowContext() { ShadowContext sc; sc.shadowDatas = _ShadowDatasExp; sc.payloads = _ShadowPayloads; sc.tex2DArray[0] = _ShadowmapExp_PCF; sc.tex2DArray[1] = _ShadowmapExp_VSM_0; sc.tex2DArray[2] = _ShadowmapExp_VSM_1; sc.tex2DArray[3] = _ShadowmapExp_VSM_2; sc.compSamplers[0] = sampler_ShadowmapExp_PCF; sc.samplers[0] = sampler_ShadowmapExp_VSM_0; sc.samplers[1] = sampler_ShadowmapExp_VSM_1; sc.samplers[2] = sampler_ShadowmapExp_VSM_2; return sc; } #endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL