#ifndef TILEPASS_SHADOW_HLSL #define TILEPASS_SHADOW_HLSL #define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL #define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL #include "ShadowContext.hlsl" // This is an example of how to override the default dynamic resource dispatcher // by hardcoding the resources used and calling the shadow sampling routines that take an explicit texture and sampler. // It is the responsibility of the author to make sure that ShadowContext.hlsl binds the correct texture to the right slot, // and that on the C# side the shadowContext bindDelegate binds the correct resource to the correct texture id. //#define SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS // enables separate cascade sampling variants for each cascade //#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights // directional #define SHADOW_DISPATCH_DIR_TEX 3 #define SHADOW_DISPATCH_DIR_SMP 0 #define SHADOW_DISPATCH_DIR_ALG GPUSHADOWALGORITHM_PCF_TENT_5X5 // all cascades #define SHADOW_DISPATCH_DIR_ALG_0 GPUSHADOWALGORITHM_PCF_TENT_7X7 // 1st cascade #define SHADOW_DISPATCH_DIR_ALG_1 GPUSHADOWALGORITHM_PCF_TENT_5X5 // 2nd cascade #define SHADOW_DISPATCH_DIR_ALG_2 GPUSHADOWALGORITHM_PCF_TENT_3X3 // 3rd cascade #define SHADOW_DISPATCH_DIR_ALG_3 GPUSHADOWALGORITHM_PCF_1TAP // 4th cascade // point #define SHADOW_DISPATCH_POINT_TEX 3 #define SHADOW_DISPATCH_POINT_SMP 0 #define SHADOW_DISPATCH_POINT_ALG GPUSHADOWALGORITHM_PCF_1TAP // spot #define SHADOW_DISPATCH_SPOT_TEX 3 #define SHADOW_DISPATCH_SPOT_SMP 0 #define SHADOW_DISPATCH_SPOT_ALG GPUSHADOWALGORITHM_PCF_9TAP //punctual #define SHADOW_DISPATCH_PUNC_TEX 3 #define SHADOW_DISPATCH_PUNC_SMP 0 #define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_9TAP // example of overriding directional lights #ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L ) { Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_DIR_TEX]; SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_DIR_SMP]; #ifdef SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS uint algo[kMaxShadowCascades] = { SHADOW_DISPATCH_DIR_ALG_0, SHADOW_DISPATCH_DIR_ALG_1, SHADOW_DISPATCH_DIR_ALG_2, SHADOW_DISPATCH_DIR_ALG_3 }; #else uint algo = SHADOW_DISPATCH_DIR_ALG; #endif return EvalShadow_CascadedDepth_Blend( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L ); } float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 positionSS ) { return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L ); } #endif // example of overriding punctual lights #ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L ) { #ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // example for choosing different algos for point and spot lights ShadowData sd = shadowContext.shadowDatas[shadowDataIndex]; uint shadowType; UnpackShadowType( sd.shadowType, shadowType ); [branch] if( shadowType == GPUSHADOWTYPE_POINT ) { Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_POINT_TEX]; SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_POINT_SMP]; uint algo = SHADOW_DISPATCH_POINT_ALG; return EvalShadow_PointDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L ); } else { Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_SPOT_TEX]; SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_SPOT_SMP]; uint algo = SHADOW_DISPATCH_SPOT_ALG; return EvalShadow_SpotDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L ); } #else // example for choosing the same algo Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX]; SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_PUNC_SMP]; uint algo = SHADOW_DISPATCH_PUNC_ALG; return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L ); #endif } float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 positionSS ) { return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L ); } #endif // cleanup the defines #undef SHADOW_DISPATCH_DIR_TEX #undef SHADOW_DISPATCH_DIR_SMP #undef SHADOW_DISPATCH_DIR_ALG #undef SHADOW_DISPATCH_DIR_ALG_0 #undef SHADOW_DISPATCH_DIR_ALG_1 #undef SHADOW_DISPATCH_DIR_ALG_2 #undef SHADOW_DISPATCH_DIR_ALG_3 #undef SHADOW_DISPATCH_POINT_TEX #undef SHADOW_DISPATCH_POINT_SMP #undef SHADOW_DISPATCH_POINT_ALG #undef SHADOW_DISPATCH_SPOT_TEX #undef SHADOW_DISPATCH_SPOT_SMP #undef SHADOW_DISPATCH_SPOT_ALG #undef SHADOW_DISPATCH_PUNC_TEX #undef SHADOW_DISPATCH_PUNC_SMP #undef SHADOW_DISPATCH_PUNC_ALG #ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS #undef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS #endif #endif // TILEPASS_SHADOW_HLSL