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151 行
5.8 KiB
151 行
5.8 KiB
// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel DeferredDirectionalShadow DEFERRED_DIRECTIONAL=DeferredDirectionalShadow
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#pragma kernel DeferredDirectionalShadow_Contact DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact ENABLE_CONTACT_SHADOWS
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#pragma kernel DeferredDirectionalShadow_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Normals ENABLE_NORMALS
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#pragma kernel DeferredDirectionalShadow_Contact_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact_Normals ENABLE_CONTACT_SHADOWS ENABLE_NORMALS
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#ifdef ENABLE_NORMALS
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# define LIGHTLOOP_TILE_PASS 1
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# define USE_FPTL_LIGHTLIST 1 // deferred opaque always use FPTL
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# define UNITY_MATERIAL_LIT
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#else
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# define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // Enable only light view vector based biasing. If undefined, biasing will be based on the normal and calling code must provide a valid normal.
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#endif
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#ifdef SHADER_API_PSSL
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# pragma argument( scheduler=minpressure ) // instruct the shader compiler to prefer minimizing vgpr usage
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#endif
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "../ShaderVariables.hlsl"
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#include "Lighting.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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//#pragma enable_d3d11_debug_symbols
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RWTexture2D<float4> _DeferredShadowTextureUAV;
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CBUFFER_START(DeferredShadowParameters)
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uint _DirectionalShadowIndex;
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float3 _LightDirection;
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float4 _ScreenSpaceShadowsParameters;
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int _SampleCount;
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CBUFFER_END
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#define _ContactShadowLength _ScreenSpaceShadowsParameters.x
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#define _ContactShadowDistanceScaleFactor _ScreenSpaceShadowsParameters.y
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#define _ContactShadowFadeEnd _ScreenSpaceShadowsParameters.z
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#define _ContactShadowFadeOneOverRange _ScreenSpaceShadowsParameters.w
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#define DEFERRED_SHADOW_TILE_SIZE 16
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// Return 1.0 if occluded 0.0 if not
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float4 ScreenSpaceShadowRayCast(float3 positionWS, float3 rayDirection, float rayLength)
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{
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uint3 hashInput = uint3(abs(GetAbsolutePositionWS(positionWS)) * 1000);
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// Dither pattern is shifted by 0.5 because we want to jitter the ray starting position backward and forward (so we need values between -0.5 and 0.5)
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float ditherBias = 0.5;
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float dither = GenerateHashedRandomFloat(hashInput) - ditherBias;
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float3 rayStartWS = positionWS;
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float3 rayEndWS = rayStartWS + rayDirection * rayLength;
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float4 rayStartCS = TransformWorldToHClip(rayStartWS);
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float4 rayEndCS = TransformWorldToHClip(rayEndWS);
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// Here we compute a ray perpendicular to view space. This is the ray we use to compute the threshold for rejecting samples.
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// This is done this way so that the threshold is less dependent of ray slope.
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float4 rayOrthoViewSpace = rayStartCS + mul(GetViewToHClipMatrix(), float4(0, 0, rayLength, 0));
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rayOrthoViewSpace = rayOrthoViewSpace / rayOrthoViewSpace.w;
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rayStartCS.xyz = rayStartCS.xyz / rayStartCS.w;
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rayEndCS.xyz = rayEndCS.xyz / rayEndCS.w;
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// Pixel to light ray in clip space.
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float3 rayCS = rayEndCS.xyz - rayStartCS.xyz;
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// Depth at the start of the ray
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float startDepth = rayStartCS.z;
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// Depth range of the ray
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float rayDepth = rayCS.z;
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// Starting UV of the sampling loop
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float2 startUV = rayStartCS.xy * 0.5f + 0.5f;
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startUV.y = 1.0 - startUV.y;
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// Pixel to light ray in
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float2 rayUV = rayCS.xy * 0.5f;
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rayUV.y = -rayUV.y;
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float step = 1.0 / _SampleCount;
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float compareThreshold = abs(rayOrthoViewSpace.z - rayStartCS.z) * step;
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float occluded = 0.0f;
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for (int i = 0; i < _SampleCount; i++)
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{
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// Step for this sample
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float sampleStep = ((i + 1) * step + step * dither);
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// UVs for the current sample
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float2 sampleUV = (startUV + rayUV * sampleStep) * _ScreenToTargetScale.xy;
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// Ray depth for this sample
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float raySampleDepth = startDepth + rayDepth * sampleStep;
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// Depth buffer depth for this sample
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float sampleDepth = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, sampler_MainDepthTexture, sampleUV, 0.0).x;
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bool Hit = false;
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float depthDiff = sampleDepth - raySampleDepth;
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Hit = depthDiff < compareThreshold && depthDiff > 0.0;// 1e-4;
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if (Hit)
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occluded = 1.0f;
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}
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// Off screen masking
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// We remove the occlusion if the ray is occluded and only if direction steps out of the screen
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float2 vignette = max(6.0 * abs(rayStartCS.xy + rayCS.xy * occluded * 0.5) - 5.0, 0.0);
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occluded *= saturate( 1.0 - dot(vignette, vignette) );
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return occluded;
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}
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[numthreads(DEFERRED_SHADOW_TILE_SIZE, DEFERRED_SHADOW_TILE_SIZE, 1)]
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void DEFERRED_DIRECTIONAL(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID)
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{
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uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId;
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uint2 tileCoord = groupId;
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, pixelCoord.xy).x;
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if (depth == UNITY_RAW_FAR_CLIP_VALUE)
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return;
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, tileCoord);
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#ifdef ENABLE_NORMALS
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BSDFData bsdfData;
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BakeLightingData unused;
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DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, unused.bakeDiffuseLighting);
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float3 nrm = bsdfData.normalWS;
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#else
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float3 nrm = 0.0.xxx;
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#endif
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ShadowContext shadowContext = InitShadowContext();
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float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, nrm, _DirectionalShadowIndex, _LightDirection);
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#ifdef ENABLE_CONTACT_SHADOWS
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float contactShadow = 1.0f;
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if (_ContactShadowLength > 0.0f)
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{
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float4 result = ScreenSpaceShadowRayCast(posInput.positionWS, normalize(_LightDirection), _ContactShadowLength * max(0.5, posInput.linearDepth * _ContactShadowDistanceScaleFactor));
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contactShadow = 1.0 - result.x * saturate((_ContactShadowFadeEnd - posInput.linearDepth) * _ContactShadowFadeOneOverRange);
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shadow *= contactShadow;
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}
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#endif
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_DeferredShadowTextureUAV[pixelCoord] = float4(shadow, 0.0, 0.0, 0.0);
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}
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