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28 行
1.2 KiB
28 行
1.2 KiB
// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel DeferredDirectionalShadow
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#include "../../../Core/ShaderLibrary/Common.hlsl"
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#include "../../ShaderVariables.hlsl"
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#include "../../Lighting/Lighting.hlsl"
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RWTexture2D<float4> _DeferredShadowTextureUAV;
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float _DirectionalShadowIndex;
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#define DEFERRED_SHADOW_TILE_SIZE 16
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[numthreads(DEFERRED_SHADOW_TILE_SIZE, DEFERRED_SHADOW_TILE_SIZE, 1)]
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void DeferredDirectionalShadow(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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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord);
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
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UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
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ShadowContext shadowContext = InitShadowContext();
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float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, float3(0.0, 0.0, 0.0), (uint)_DirectionalShadowIndex, float3(0.0, 0.0, 0.0));
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_DeferredShadowTextureUAV[pixelCoord] = float4(shadow.xxx, 0.0);
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}
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