// Various shadow sampling logic. // Again two versions, one for dynamic resource indexing, one for static resource access. #include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl" // ------------------------------------------------------------------ // PCF Filtering methods // ------------------------------------------------------------------ // // 1 tap PCF sampling // real SampleShadow_PCF_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 coord, float slice, uint texIdx, uint sampIdx ) { real depthBias = asfloat( shadowContext.payloads[payloadOffset].x ); payloadOffset++; #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif // sample the texture return SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, coord, slice ).x; } real SampleShadow_PCF_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 coord, float slice, Texture2DArray tex, SamplerComparisonState compSamp ) { real depthBias = asfloat( shadowContext.payloads[payloadOffset].x ); payloadOffset++; #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif // sample the texture return SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, coord, slice ); } // // 3x3 tent PCF sampling (4 taps) // real SampleShadow_PCF_Tent_3x3( ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, uint texIdx, uint sampIdx ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[4]; real2 fetchesUV[4]; SampleShadow_ComputeSamples_Tent_3x3(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV); UNITY_LOOP for( int i = 0; i < 4; i++ ) { shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } return shadow; } real SampleShadow_PCF_Tent_3x3(ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, Texture2DArray tex, SamplerComparisonState compSamp ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[4]; real2 fetchesUV[4]; SampleShadow_ComputeSamples_Tent_3x3(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV); for (int i = 0; i < 4; i++) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } return shadow; } // // 5x5 tent PCF sampling (9 taps) // real SampleShadow_PCF_Tent_5x5( ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, uint texIdx, uint sampIdx ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[9]; real2 fetchesUV[9]; SampleShadow_ComputeSamples_Tent_5x5( shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV ); UNITY_LOOP for( int i = 0; i < 9; i++ ) { shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } return shadow; } real SampleShadow_PCF_Tent_5x5(ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, Texture2DArray tex, SamplerComparisonState compSamp ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[9]; real2 fetchesUV[9]; SampleShadow_ComputeSamples_Tent_5x5( shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV ); #if SHADOW_OPTIMIZE_REGISTER_USAGE == 1 && SHADOW_USE_SAMPLE_BIASING == 0 // the loops are only there to prevent the compiler form coalescing all 9 texture fetches which increases register usage int i; UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[ 0] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 0].xy, coord.z + dot( fetchesUV[ 0].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 1] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 1].xy, coord.z + dot( fetchesUV[ 1].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 2] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 2].xy, coord.z + dot( fetchesUV[ 2].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 3] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 3].xy, coord.z + dot( fetchesUV[ 3].xy - coord.xy, sampleBias ) ), slice ).x; } UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[ 4] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 4].xy, coord.z + dot( fetchesUV[ 4].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 5] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 5].xy, coord.z + dot( fetchesUV[ 5].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 6] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 6].xy, coord.z + dot( fetchesUV[ 6].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 7] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 7].xy, coord.z + dot( fetchesUV[ 7].xy - coord.xy, sampleBias ) ), slice ).x; } shadow += fetchesWeights[ 8] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 8].xy, coord.z + dot( fetchesUV[ 8].xy - coord.xy, sampleBias ) ), slice ).x; #else for( int i = 0; i < 9; i++ ) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } #endif return shadow; } // // 7x7 tent PCF sampling (16 taps) // real SampleShadow_PCF_Tent_7x7( ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, uint texIdx, uint sampIdx ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[16]; real2 fetchesUV[16]; SampleShadow_ComputeSamples_Tent_7x7( shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV ); UNITY_LOOP for( int i = 0; i < 16; i++ ) { shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } return shadow; } real SampleShadow_PCF_Tent_7x7(ShadowContext shadowContext, inout uint payloadOffset, real4 textureSize, real4 texelSizeRcp, real3 coord, real2 sampleBias, float slice, Texture2DArray tex, SamplerComparisonState compSamp ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; payloadOffset++; real4 shadowMapTexture_TexelSize = real4( texelSizeRcp.xy, textureSize.xy ); #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[16]; real2 fetchesUV[16]; SampleShadow_ComputeSamples_Tent_7x7( shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV ); #if SHADOW_OPTIMIZE_REGISTER_USAGE == 1 // the loops are only there to prevent the compiler form coalescing all 16 texture fetches which increases register usage int i; UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[ 0] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 0].xy, coord.z + dot( fetchesUV[ 0].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 1] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 1].xy, coord.z + dot( fetchesUV[ 1].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 2] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 2].xy, coord.z + dot( fetchesUV[ 2].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 3] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 3].xy, coord.z + dot( fetchesUV[ 3].xy - coord.xy, sampleBias ) ), slice ).x; } UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[ 4] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 4].xy, coord.z + dot( fetchesUV[ 4].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 5] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 5].xy, coord.z + dot( fetchesUV[ 5].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 6] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 6].xy, coord.z + dot( fetchesUV[ 6].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 7] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 7].xy, coord.z + dot( fetchesUV[ 7].xy - coord.xy, sampleBias ) ), slice ).x; } UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[ 8] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 8].xy, coord.z + dot( fetchesUV[ 8].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[ 9] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 9].xy, coord.z + dot( fetchesUV[ 9].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[10] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[10].xy, coord.z + dot( fetchesUV[10].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[11] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[11].xy, coord.z + dot( fetchesUV[11].xy - coord.xy, sampleBias ) ), slice ).x; } UNITY_LOOP for( i = 0; i < 1; i++ ) { shadow += fetchesWeights[12] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[12].xy, coord.z + dot( fetchesUV[12].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[13] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[13].xy, coord.z + dot( fetchesUV[13].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[14] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[14].xy, coord.z + dot( fetchesUV[14].xy - coord.xy, sampleBias ) ), slice ).x; shadow += fetchesWeights[15] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[15].xy, coord.z + dot( fetchesUV[15].xy - coord.xy, sampleBias ) ), slice ).x; } #else for( int i = 0; i < 16; i++ ) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z + dot( fetchesUV[i].xy - coord.xy, sampleBias ) ), slice ).x; } #endif return shadow; } // // 9 tap adaptive PCF sampling // real SampleShadow_PCF_9tap_Adaptive( ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 tcs, real2 sampleBias, float slice, uint texIdx, uint sampIdx ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; real filterSize = params.y; payloadOffset++; texelSizeRcp *= filterSize; #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias tcs.z += depthBias; #endif // Terms0 are weights for the individual samples, the other terms are offsets in texel space real4 vShadow3x3PCFTerms0 = real4( 20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0 ); real4 vShadow3x3PCFTerms1 = real4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y ); real4 vShadow3x3PCFTerms2 = real4( texelSizeRcp.x, texelSizeRcp.y, 0.0, 0.0 ); real4 vShadow3x3PCFTerms3 = real4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0, 0.0 ); real4 v20Taps; v20Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z + dot( vShadow3x3PCFTerms1.xy, sampleBias ) ), slice ).x; // 1 1 v20Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z + dot( vShadow3x3PCFTerms1.zy, sampleBias ) ), slice ).x; // -1 1 v20Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z + dot( vShadow3x3PCFTerms1.xw, sampleBias ) ), slice ).x; // 1 -1 v20Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z + dot( vShadow3x3PCFTerms1.zw, sampleBias ) ), slice ).x; // -1 -1 real flSum = dot( v20Taps.xyzw, real4( 0.25, 0.25, 0.25, 0.25 ) ); // fully in light or shadow? -> bail if( ( flSum == 0.0 ) || ( flSum == 1.0 ) ) return flSum; // we're in a transition area, do 5 more taps flSum *= vShadow3x3PCFTerms0.x * 4.0; real4 v33Taps; v33Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z + dot( vShadow3x3PCFTerms2.xz, sampleBias ) ), slice ).x; // 1 0 v33Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z + dot( vShadow3x3PCFTerms3.xz, sampleBias ) ), slice ).x; // -1 0 v33Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z + dot( vShadow3x3PCFTerms3.zy, sampleBias ) ), slice ).x; // 0 -1 v33Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z + dot( vShadow3x3PCFTerms2.zy, sampleBias ) ), slice ).x; // 0 1 flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy ); flSum += SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, slice ).x * vShadow3x3PCFTerms0.z; return flSum; } real SampleShadow_PCF_9tap_Adaptive(ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 tcs, real2 sampleBias, float slice, Texture2DArray tex, SamplerComparisonState compSamp ) { real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real depthBias = params.x; real filterSize = params.y; payloadOffset++; texelSizeRcp *= filterSize; #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias tcs.z += depthBias; #endif // Terms0 are weights for the individual samples, the other terms are offsets in texel space real4 vShadow3x3PCFTerms0 = real4(20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0); real4 vShadow3x3PCFTerms1 = real4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y); real4 vShadow3x3PCFTerms2 = real4( texelSizeRcp.x, texelSizeRcp.y, 0.0, 0.0); real4 vShadow3x3PCFTerms3 = real4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0, 0.0); real4 v20Taps; v20Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z + dot( vShadow3x3PCFTerms1.xy, sampleBias ) ), slice ).x; // 1 1 v20Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z + dot( vShadow3x3PCFTerms1.zy, sampleBias ) ), slice ).x; // -1 1 v20Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z + dot( vShadow3x3PCFTerms1.xw, sampleBias ) ), slice ).x; // 1 -1 v20Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z + dot( vShadow3x3PCFTerms1.zw, sampleBias ) ), slice ).x; // -1 -1 real flSum = dot( v20Taps.xyzw, real4( 0.25, 0.25, 0.25, 0.25 ) ); // fully in light or shadow? -> bail if( ( flSum == 0.0 ) || ( flSum == 1.0 ) ) return flSum; // we're in a transition area, do 5 more taps flSum *= vShadow3x3PCFTerms0.x * 4.0; real4 v33Taps; v33Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z + dot( vShadow3x3PCFTerms2.xz, sampleBias ) ), slice ).x; // 1 0 v33Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z + dot( vShadow3x3PCFTerms3.xz, sampleBias ) ), slice ).x; // -1 0 v33Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z + dot( vShadow3x3PCFTerms3.zy, sampleBias ) ), slice ).x; // 0 -1 v33Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z + dot( vShadow3x3PCFTerms2.zy, sampleBias ) ), slice ).x; // 0 1 flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy ); flSum += SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, tcs, slice ).x * vShadow3x3PCFTerms0.z; return flSum; } #include "ShadowMoments.hlsl" // // 1 tap VSM sampling // real SampleShadow_VSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, uint texIdx, uint sampIdx ) { #if UNITY_REVERSED_Z real depth = 1.0 - tcs.z; #else real depth = tcs.z; #endif real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real lightLeakBias = params.x; real varianceBias = params.y; payloadOffset++; real2 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice ).xy; return ShadowMoments_ChebyshevsInequality( moments, depth, varianceBias, lightLeakBias ); } real SampleShadow_VSM_1tap(ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, Texture2DArray tex, SamplerState samp ) { #if UNITY_REVERSED_Z real depth = 1.0 - tcs.z; #else real depth = tcs.z; #endif real2 params = asfloat( shadowContext.payloads[payloadOffset].xy ); real lightLeakBias = params.x; real varianceBias = params.y; payloadOffset++; real2 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 ).xy; return ShadowMoments_ChebyshevsInequality( moments, depth, varianceBias, lightLeakBias ); } // // 1 tap EVSM sampling // real SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, uint texIdx, uint sampIdx, bool fourMoments ) { #if UNITY_REVERSED_Z real depth = 1.0 - tcs.z; #else real depth = tcs.z; #endif real4 params = asfloat( shadowContext.payloads[payloadOffset] ); real lightLeakBias = params.x; real varianceBias = params.y; real2 evsmExponents = params.zw; payloadOffset++; real2 warpedDepth = ShadowMoments_WarpDepth( depth, evsmExponents ); real4 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice ); // Derivate of warping at depth real2 depthScale = evsmExponents * warpedDepth; real2 minVariance = depthScale * depthScale * varianceBias; UNITY_BRANCH if( fourMoments ) { real posContrib = ShadowMoments_ChebyshevsInequality( moments.xz, warpedDepth.x, minVariance.x, lightLeakBias ); real negContrib = ShadowMoments_ChebyshevsInequality( moments.yw, warpedDepth.y, minVariance.y, lightLeakBias ); return min( posContrib, negContrib ); } else { return ShadowMoments_ChebyshevsInequality( moments.xy, warpedDepth.x, minVariance.x, lightLeakBias ); } } real SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, Texture2DArray tex, SamplerState samp, bool fourMoments ) { #if UNITY_REVERSED_Z real depth = 1.0 - tcs.z; #else real depth = tcs.z; #endif real4 params = asfloat( shadowContext.payloads[payloadOffset] ); real lightLeakBias = params.x; real varianceBias = params.y; real2 evsmExponents = params.zw; payloadOffset++; real2 warpedDepth = ShadowMoments_WarpDepth( depth, evsmExponents ); real4 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 ); // Derivate of warping at depth real2 depthScale = evsmExponents * warpedDepth; real2 minVariance = depthScale * depthScale * varianceBias; UNITY_BRANCH if( fourMoments ) { real posContrib = ShadowMoments_ChebyshevsInequality( moments.xz, warpedDepth.x, minVariance.x, lightLeakBias ); real negContrib = ShadowMoments_ChebyshevsInequality( moments.yw, warpedDepth.y, minVariance.y, lightLeakBias ); return min( posContrib, negContrib ); } else { return ShadowMoments_ChebyshevsInequality( moments.xy, warpedDepth.x, minVariance.x, lightLeakBias ); } } // // 1 tap MSM sampling // real SampleShadow_MSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, uint texIdx, uint sampIdx, bool useHamburger ) { real4 params = asfloat( shadowContext.payloads[payloadOffset] ); real lightLeakBias = params.x; real momentBias = params.y; real depthBias = params.z; real bpp16 = params.w; #if UNITY_REVERSED_Z real depth = (1.0 - tcs.z) - depthBias; #else real depth = tcs.z + depthBias; #endif payloadOffset++; real4 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice ); if( bpp16 != 0.0 ) moments = ShadowMoments_Decode16MSM( moments ); real3 z; real4 b; ShadowMoments_SolveMSM( moments, depth, momentBias, z, b ); if( useHamburger ) return ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias ); else return (z[1] < 0.0 || z[2] > 1.0) ? ShadowMoments_SolveDelta4MSM( z, b, lightLeakBias ) : ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias ); } real SampleShadow_MSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, float slice, Texture2DArray tex, SamplerState samp, bool useHamburger ) { real4 params = asfloat( shadowContext.payloads[payloadOffset] ); real lightLeakBias = params.x; real momentBias = params.y; real depthBias = params.z; real bpp16 = params.w; #if UNITY_REVERSED_Z real depth = (1.0 - tcs.z) - depthBias; #else real depth = tcs.z + depthBias; #endif payloadOffset++; real4 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 ); if( bpp16 != 0.0 ) moments = ShadowMoments_Decode16MSM( moments ); real3 z; real4 b; ShadowMoments_SolveMSM( moments, depth, momentBias, z, b ); if( useHamburger ) return ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias ); else return (z[1] < 0.0 || z[2] > 1.0) ? ShadowMoments_SolveDelta4MSM( z, b, lightLeakBias ) : ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias ); } #include "PCSS.hlsl" real SampleShadow_PCSS( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, real4 scaleOffset, real2 sampleBias, float slice, uint texIdx, uint sampIdx ) { real2 params = asfloat(shadowContext.payloads[payloadOffset].xy); real shadowSoftnesss = params.x; int sampleCount = params.y; payloadOffset++; real2 sampleJitter = real2(sin(GenerateHashedRandomFloat(tcs.x)), cos(GenerateHashedRandomFloat(tcs.y))); //1) Blocker Search real averageBlockerDepth = 0.0; real numBlockers = 0.0; if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, sampleJitter, sampleBias, shadowContext, slice, texIdx, sampIdx, sampleCount)) return 1.0; //2) Penumbra Estimation real filterSize = shadowSoftnesss * PenumbraSize(tcs.z, averageBlockerDepth); filterSize = max(filterSize, 0.000001); //3) Filter return PCSS(tcs, filterSize, scaleOffset, slice, sampleBias, sampleJitter, shadowContext, texIdx, sampIdx, sampleCount); } real SampleShadow_PCSS( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, real4 scaleOffset, real2 sampleBias, float slice, Texture2DArray tex, SamplerComparisonState compSamp, SamplerState samp ) { real2 params = asfloat(shadowContext.payloads[payloadOffset].xy); real shadowSoftnesss = params.x; int sampleCount = params.y; payloadOffset++; real2 sampleJitter = real2(sin(GenerateHashedRandomFloat(tcs.x)), cos(GenerateHashedRandomFloat(tcs.y))); //1) Blocker Search real averageBlockerDepth = 0.0; real numBlockers = 0.0; if (!BlockerSearch(averageBlockerDepth, numBlockers, shadowSoftnesss + 0.000001, tcs, slice, sampleJitter, sampleBias, tex, samp, sampleCount)) return 1.0; //2) Penumbra Estimation real filterSize = shadowSoftnesss * PenumbraSize(tcs.z, averageBlockerDepth); filterSize = max(filterSize, 0.000001); //3) Filter return PCSS(tcs, filterSize, scaleOffset, slice, sampleBias, sampleJitter, tex, compSamp, sampleCount); } //----------------------------------------------------------------------------------------------------- // helper function to dispatch a specific shadow algorithm real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real2 sampleBias, uint algorithm, uint texIdx, uint sampIdx ) { UNITY_BRANCH switch( algorithm ) { case GPUSHADOWALGORITHM_PCF_1TAP : return SampleShadow_PCF_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_PCF_9TAP : return SampleShadow_PCF_9tap_Adaptive( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_PCF_TENT_3X3 : return SampleShadow_PCF_Tent_3x3( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_PCF_TENT_5X5 : return SampleShadow_PCF_Tent_5x5( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_PCF_TENT_7X7 : return SampleShadow_PCF_Tent_7x7( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_PCSS : return SampleShadow_PCSS( shadowContext, payloadOffset, posTC, shadowData.scaleOffset, sampleBias, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_VSM : return SampleShadow_VSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx ); case GPUSHADOWALGORITHM_EVSM_2 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx, false ); case GPUSHADOWALGORITHM_EVSM_4 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx, true ); case GPUSHADOWALGORITHM_MSM_HAM : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx, true ); case GPUSHADOWALGORITHM_MSM_HAUS : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, texIdx, sampIdx, false ); default: return 1.0; } } real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real2 sampleBias, uint algorithm, Texture2DArray tex, SamplerComparisonState compSamp ) { UNITY_BRANCH switch( algorithm ) { case GPUSHADOWALGORITHM_PCF_1TAP : return SampleShadow_PCF_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, compSamp ); case GPUSHADOWALGORITHM_PCF_9TAP : return SampleShadow_PCF_9tap_Adaptive( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, tex, compSamp ); case GPUSHADOWALGORITHM_PCF_TENT_3X3 : return SampleShadow_PCF_Tent_3x3( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, tex, compSamp ); case GPUSHADOWALGORITHM_PCF_TENT_5X5 : return SampleShadow_PCF_Tent_5x5( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, tex, compSamp ); case GPUSHADOWALGORITHM_PCF_TENT_7X7 : return SampleShadow_PCF_Tent_7x7( shadowContext, payloadOffset, shadowData.textureSize, shadowData.texelSizeRcp, posTC, sampleBias, shadowData.slice, tex, compSamp ); case GPUSHADOWALGORITHM_PCSS : return SampleShadow_PCSS( shadowContext, payloadOffset, posTC, shadowData.scaleOffset, sampleBias, shadowData.slice, tex, compSamp, s_point_clamp_sampler ); default: return 1.0; } } real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real2 sampleBias, uint algorithm, Texture2DArray tex, SamplerState samp ) { UNITY_BRANCH switch( algorithm ) { case GPUSHADOWALGORITHM_VSM : return SampleShadow_VSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, samp ); case GPUSHADOWALGORITHM_EVSM_2 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, samp, false ); case GPUSHADOWALGORITHM_EVSM_4 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, samp, true ); case GPUSHADOWALGORITHM_MSM_HAM : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, samp, true ); case GPUSHADOWALGORITHM_MSM_HAUS : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, shadowData.slice, tex, samp, false ); default: return 1.0; } }