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172 行
7.8 KiB
172 行
7.8 KiB
// This files include various function uses to evaluate lights
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// To use deferred directional shadow with cascaded shadow map,
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// it is required to define USE_DEFERRED_DIRECTIONAL_SHADOWS before including this files
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//-----------------------------------------------------------------------------
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// Directional Light evaluation helper
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//-----------------------------------------------------------------------------
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float3 EvaluateCookie_Directional(LightLoopContext lightLoopContext, DirectionalLightData lightData,
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float3 lightToSample)
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{
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// Translate and rotate 'positionWS' into the light space.
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// 'lightData.right' and 'lightData.up' are pre-scaled on CPU.
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float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
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float3 positionLS = mul(lightToSample, transpose(lightToWorld));
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// Perform orthographic projection.
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float2 positionCS = positionLS.xy;
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// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2.
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float2 positionNDC = positionCS * 0.5 + 0.5;
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// We let the sampler handle clamping to border.
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return SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex, lightData.tileCookie);
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}
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// None of the outputs are premultiplied.
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void EvaluateLight_Directional(LightLoopContext lightLoopContext, PositionInputs posInput,
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DirectionalLightData lightData, BakeLightingData bakeLightingData,
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float3 N, float3 L,
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out float3 color, out float attenuation)
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{
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float3 positionWS = posInput.positionWS;
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float shadow = 1.0;
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float shadowMask = 1.0;
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color = lightData.color;
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attenuation = 1.0; // Note: no volumetric attenuation along shadow rays for directional lights
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UNITY_BRANCH if (lightData.cookieIndex >= 0)
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{
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float3 lightToSample = positionWS - lightData.positionWS;
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float3 cookie = EvaluateCookie_Directional(lightLoopContext, lightData, lightToSample);
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color *= cookie;
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}
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#ifdef SHADOWS_SHADOWMASK
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// shadowMaskSelector.x is -1 if there is no shadow mask
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// Note that we override shadow value (in case we don't have any dynamic shadow)
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shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0;
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#endif
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UNITY_BRANCH if (lightData.shadowIndex >= 0)
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{
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#ifdef USE_DEFERRED_DIRECTIONAL_SHADOWS
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shadow = LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.positionSS).x;
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#else
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shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS);
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#endif
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#ifdef SHADOWS_SHADOWMASK
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float fade = saturate(posInput.linearDepth * lightData.fadeDistanceScaleAndBias.x + lightData.fadeDistanceScaleAndBias.y);
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// See comment in EvaluateBSDF_Punctual
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shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow;
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shadow = lerp(shadow, shadowMask, fade); // Caution to lerp parameter: fade is the reverse of shadowDimmer
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// Note: There is no shadowDimmer when there is no shadow mask
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#endif
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}
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attenuation *= shadow;
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}
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//-----------------------------------------------------------------------------
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// Punctual Light evaluation helper
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//-----------------------------------------------------------------------------
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float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData lightData,
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float3 lightToSample)
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{
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int lightType = lightData.lightType;
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// Translate and rotate 'positionWS' into the light space.
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// 'lightData.right' and 'lightData.up' are pre-scaled on CPU.
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float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward);
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float3 positionLS = mul(lightToSample, transpose(lightToWorld));
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float4 cookie;
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UNITY_BRANCH if (lightType == GPULIGHTTYPE_POINT)
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{
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cookie.rgb = SampleCookieCube(lightLoopContext, positionLS, lightData.cookieIndex);
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cookie.a = 1;
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}
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else
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{
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// Perform orthographic or perspective projection.
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float perspectiveZ = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? positionLS.z : 1.0;
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float2 positionCS = positionLS.xy / perspectiveZ;
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bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), 1.0 - positionLS.z) <= 1.0;
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// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2.
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float2 positionNDC = positionCS * 0.5 + 0.5;
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// Manually clamp to border (black).
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cookie.rgb = SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex, false);
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cookie.a = isInBounds ? 1 : 0;
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}
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return cookie;
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}
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// None of the outputs are premultiplied.
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// distances = {d, d^2, 1/d, d_proj}, where d_proj = dot(lightToSample, lightData.forward).
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void EvaluateLight_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput,
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LightData lightData, BakeLightingData bakeLightingData,
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float3 N, float3 L, float3 lightToSample, float4 distances,
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out float3 color, out float attenuation)
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{
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float3 positionWS = posInput.positionWS;
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float shadow = 1.0;
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float shadowMask = 1.0;
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color = lightData.color;
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attenuation = SmoothPunctualLightAttenuation(distances, lightData.invSqrAttenuationRadius,
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lightData.angleScale, lightData.angleOffset);
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#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0)
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float distVol = (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x;
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attenuation *= TransmittanceHomogeneousMedium(_GlobalExtinction, distVol);
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#endif
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// Projector lights always have cookies, so we can perform clipping inside the if().
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UNITY_BRANCH if (lightData.cookieIndex >= 0)
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{
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float4 cookie = EvaluateCookie_Punctual(lightLoopContext, lightData, lightToSample);
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color *= cookie.rgb;
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attenuation *= cookie.a;
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}
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#ifdef SHADOWS_SHADOWMASK
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// shadowMaskSelector.x is -1 if there is no shadow mask
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// Note that we override shadow value (in case we don't have any dynamic shadow)
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shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0;
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#endif
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UNITY_BRANCH if (lightData.shadowIndex >= 0)
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{
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// TODO: make projector lights cast shadows.
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shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, distances.x, posInput.positionSS);
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#ifdef SHADOWS_SHADOWMASK
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// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value)
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// and ShadowMask_Distance (ShadowMask contain static objects shadow and ShadowMap contain everything and is blend with ShadowMask based on distance (Global distance setup in QualitySettigns)).
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// HDRenderPipeline change this behavior. Only ShadowMask mode is supported but we support both blend with distance AND minimun of both value. Distance is control by light.
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// The following code do this.
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// The min handle the case of having only dynamic objects in the ShadowMap
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// The second case for blend with distance is handled with ShadowDimmer. ShadowDimmer is define manually and by shadowDistance by light.
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// With distance, ShadowDimmer become one and only the ShadowMask appear, we get the blend with distance behavior.
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shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow;
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shadow = lerp(shadowMask, shadow, lightData.shadowDimmer);
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#else
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shadow = lerp(1.0, shadow, lightData.shadowDimmer);
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#endif
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}
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attenuation *= shadow;
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}
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