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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
RWTexture2D<float4> _DeferredShadowTextureUAV;
float _DirectionalShadowIndex;
#define DEFERRED_SHADOW_TILE_SIZE 16
[numthreads(DEFERRED_SHADOW_TILE_SIZE, DEFERRED_SHADOW_TILE_SIZE, 1)]
void DeferredDirectionalShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID)
{
uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId;
uint2 tileCoord = groupId;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
ShadowContext shadowContext = InitShadowContext();
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, float3(0.0, 0.0, 0.0), (uint)_DirectionalShadowIndex, float3(0.0, 0.0, 0.0));
_DeferredShadowTextureUAV[pixelCoord] = float4(shadow.xxx, 0.0);
}