#include "CoreRP/ShaderLibrary/Common.hlsl" static const float2 poissonDisk64[64] = { float2 ( 0.1187053, 0.7951565), float2 ( 0.1173675, 0.6087878), float2 (-0.09958518, 0.7248842), float2 ( 0.4259812, 0.6152718), float2 ( 0.3723574, 0.8892787), float2 (-0.02289676, 0.9972908), float2 (-0.08234791, 0.5048386), float2 ( 0.1821235, 0.9673787), float2 (-0.2137264, 0.9011746), float2 ( 0.3115066, 0.4205415), float2 ( 0.1216329, 0.383266), float2 ( 0.5948939, 0.7594361), float2 ( 0.7576465, 0.5336417), float2 (-0.521125, 0.7599803), float2 (-0.2923127, 0.6545699), float2 ( 0.6782473, 0.22385), float2 (-0.3077152, 0.4697627), float2 ( 0.4484913, 0.2619455), float2 (-0.5308799, 0.4998215), float2 (-0.7379634, 0.5304936), float2 ( 0.02613133, 0.1764302), float2 (-0.1461073, 0.3047384), float2 (-0.8451027, 0.3249073), float2 (-0.4507707, 0.2101997), float2 (-0.6137282, 0.3283674), float2 (-0.2385868, 0.08716244), float2 ( 0.3386548, 0.01528411), float2 (-0.04230833, -0.1494652), float2 ( 0.167115, -0.1098648), float2 (-0.525606, 0.01572019), float2 (-0.7966855, 0.1318727), float2 ( 0.5704287, 0.4778273), float2 (-0.9516637, 0.002725032), float2 (-0.7068223, -0.1572321), float2 ( 0.2173306, -0.3494083), float2 ( 0.06100426, -0.4492816), float2 ( 0.2333982, 0.2247189), float2 ( 0.07270987, -0.6396734), float2 ( 0.4670808, -0.2324669), float2 ( 0.3729528, -0.512625), float2 ( 0.5675077, -0.4054544), float2 (-0.3691984, -0.128435), float2 ( 0.8752473, 0.2256988), float2 (-0.2680127, -0.4684393), float2 (-0.1177551, -0.7205751), float2 (-0.1270121, -0.3105424), float2 ( 0.5595394, -0.06309237), float2 (-0.9299136, -0.1870008), float2 ( 0.974674, 0.03677348), float2 ( 0.7726735, -0.06944724), float2 (-0.4995361, -0.3663749), float2 ( 0.6474168, -0.2315787), float2 ( 0.1911449, -0.8858921), float2 ( 0.3671001, -0.7970535), float2 (-0.6970353, -0.4449432), float2 (-0.417599, -0.7189326), float2 (-0.5584748, -0.6026504), float2 (-0.02624448, -0.9141423), float2 ( 0.565636, -0.6585149), float2 (-0.874976, -0.3997879), float2 ( 0.9177843, -0.2110524), float2 ( 0.8156927, -0.3969557), float2 (-0.2833054, -0.8395444), float2 ( 0.799141, -0.5886372) }; real PenumbraSize(real Reciever, real Blocker) { return abs((Reciever - Blocker) / Blocker); } bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, real2 sampleJitter, real2 sampleBias, ShadowContext shadowContext, float slice, uint texIdx, uint sampIdx, int sampleCount) { real blockerSum = 0.0; for (int i = 0; i < sampleCount; ++i) { real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea; real shadowMapDepth = SampleShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xy + offset, slice).x; if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z + dot(sampleBias, offset))) { blockerSum += shadowMapDepth; numBlockers += 1.0; } } averageBlockerDepth = blockerSum / numBlockers; return numBlockers >= 1; } bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, float slice, real2 sampleJitter, real2 sampleBias, Texture2DArray shadowMap, SamplerState PointSampler, int sampleCount) { real blockerSum = 0.0; for (int i = 0; i < sampleCount; ++i) { real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * lightArea; real shadowMapDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(shadowMap, PointSampler, coord.xy + offset, slice, 0.0).x; if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z + dot(sampleBias, offset))) { blockerSum += shadowMapDepth; numBlockers += 1.0; } } averageBlockerDepth = blockerSum / numBlockers; return numBlockers >= 1; } real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleBias, real2 sampleJitter, ShadowContext shadowContext, uint texIdx, uint sampIdx, int sampleCount) { real UMin = scaleOffset.z; real UMax = scaleOffset.z + scaleOffset.x; real VMin = scaleOffset.w; real VMax = scaleOffset.w + scaleOffset.y; real sum = 0.0; for(int i = 0; i < sampleCount; ++i) { real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * filterRadius; real U = coord.x + offset.x; real V = coord.y + offset.y; //NOTE: We must clamp the sampling within the bounds of the shadow atlas. // Overfiltering will leak results from other shadow lights. //TODO: Investigate moving this to blocker search. if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(coord.xy, coord.z), slice).r; else sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(U, V, coord.z + dot(sampleBias, offset)), slice).r; } return sum / sampleCount; } real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleBias, real2 sampleJitter, Texture2DArray shadowMap, SamplerComparisonState compSampler, int sampleCount) { real UMin = scaleOffset.z; real UMax = scaleOffset.z + scaleOffset.x; real VMin = scaleOffset.w; real VMax = scaleOffset.w + scaleOffset.y; real sum = 0.0; for(int i = 0; i < sampleCount; ++i) { real2 offset = real2(poissonDisk64[i].x * sampleJitter.y + poissonDisk64[i].y * sampleJitter.x, poissonDisk64[i].x * -sampleJitter.x + poissonDisk64[i].y * sampleJitter.y) * filterRadius; real U = coord.x + offset.x; real V = coord.y + offset.y; //NOTE: We must clamp the sampling within the bounds of the shadow atlas. // Overfiltering will leak results from other shadow lights. //TODO: Investigate moving this to blocker search. if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(coord.xy, coord.z), slice).r; else sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(U, V, coord.z + dot(sampleBias, offset)), slice).r; } return sum / sampleCount; }