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120 行
5.6 KiB
120 行
5.6 KiB
// This file is empty by default.
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// Project specific file to override the default shadow sampling routines.
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// We need to define which dispatchers we're overriding, otherwise the compiler will pick default implementations which will lead to compilation errors.
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// Check Shadow.hlsl right below where this header is included for the individual defines.
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// This is an example of how to override the default dynamic resource dispatcher
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// by hardcoding the resources used and calling the shadow sampling routines that take an explicit texture and sampler.
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// It is the responsibility of the author to make sure that ShadowContext.hlsl binds the correct texture to the right slot,
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// and that on the C# side the shadowContext bindDelegate binds the correct resource to the correct texture id.
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#define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL // enables hardcoded resources and algorithm for directional lights
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#define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL // enables hardcoded resources and algorithm for punctual lights
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//#define SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS // enables separate cascade sampling variants for each cascade
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//#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights
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// directional
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#define SHADOW_DISPATCH_DIR_TEX 3
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#define SHADOW_DISPATCH_DIR_SMP 0
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#define SHADOW_DISPATCH_DIR_ALG GPUSHADOWALGORITHM_PCF_TENT_5X5 // all cascades
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#define SHADOW_DISPATCH_DIR_ALG_0 GPUSHADOWALGORITHM_PCF_TENT_7X7 // 1st cascade
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#define SHADOW_DISPATCH_DIR_ALG_1 GPUSHADOWALGORITHM_PCF_TENT_5X5 // 2nd cascade
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#define SHADOW_DISPATCH_DIR_ALG_2 GPUSHADOWALGORITHM_PCF_TENT_3X3 // 3rd cascade
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#define SHADOW_DISPATCH_DIR_ALG_3 GPUSHADOWALGORITHM_PCF_1TAP // 4th cascade
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// point
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#define SHADOW_DISPATCH_POINT_TEX 3
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#define SHADOW_DISPATCH_POINT_SMP 0
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#define SHADOW_DISPATCH_POINT_ALG GPUSHADOWALGORITHM_PCF_1TAP
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// spot
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#define SHADOW_DISPATCH_SPOT_TEX 3
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#define SHADOW_DISPATCH_SPOT_SMP 0
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#define SHADOW_DISPATCH_SPOT_ALG GPUSHADOWALGORITHM_PCF_9TAP
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//punctual
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#define SHADOW_DISPATCH_PUNC_TEX 3
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#define SHADOW_DISPATCH_PUNC_SMP 0
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#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_9TAP
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// example of overriding directional lights
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#ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_DIR_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_DIR_SMP];
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS
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uint algo[kMaxShadowCascades] = { SHADOW_DISPATCH_DIR_ALG_0, SHADOW_DISPATCH_DIR_ALG_1, SHADOW_DISPATCH_DIR_ALG_2, SHADOW_DISPATCH_DIR_ALG_3 };
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#else
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uint algo = SHADOW_DISPATCH_DIR_ALG;
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#endif
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return EvalShadow_CascadedDepth_Blend( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
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}
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS )
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{
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return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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#endif
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// example of overriding punctual lights
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#ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L )
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{
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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// example for choosing different algos for point and spot lights
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ShadowData sd = shadowContext.shadowDatas[shadowDataIndex];
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uint shadowType;
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UnpackShadowType( sd.shadowType, shadowType );
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[branch]
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if( shadowType == GPUSHADOWTYPE_POINT )
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_POINT_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_POINT_SMP];
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uint algo = SHADOW_DISPATCH_POINT_ALG;
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return EvalShadow_PointDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
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}
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else
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_SPOT_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_SPOT_SMP];
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uint algo = SHADOW_DISPATCH_SPOT_ALG;
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return EvalShadow_SpotDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
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}
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#else
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// example for choosing the same algo
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_PUNC_SMP];
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uint algo = SHADOW_DISPATCH_PUNC_ALG;
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return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
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#endif
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}
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS )
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{
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return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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#endif
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// cleanup the defines
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#undef SHADOW_DISPATCH_DIR_TEX
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#undef SHADOW_DISPATCH_DIR_SMP
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#undef SHADOW_DISPATCH_DIR_ALG
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#undef SHADOW_DISPATCH_DIR_ALG_0
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#undef SHADOW_DISPATCH_DIR_ALG_1
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#undef SHADOW_DISPATCH_DIR_ALG_2
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#undef SHADOW_DISPATCH_DIR_ALG_3
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#undef SHADOW_DISPATCH_POINT_TEX
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#undef SHADOW_DISPATCH_POINT_SMP
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#undef SHADOW_DISPATCH_POINT_ALG
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#undef SHADOW_DISPATCH_SPOT_TEX
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#undef SHADOW_DISPATCH_SPOT_SMP
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#undef SHADOW_DISPATCH_SPOT_ALG
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#undef SHADOW_DISPATCH_PUNC_TEX
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#undef SHADOW_DISPATCH_PUNC_SMP
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#undef SHADOW_DISPATCH_PUNC_ALG
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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#undef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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#endif
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