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//-----------------------------------------------------------------------------
// Single pass forward loop architecture
// It use maxed list of lights of the scene - use just as proof of concept - do not used in regular game
//-----------------------------------------------------------------------------
#include "SinglePass.cs.hlsl"
//-----------------------------------------------------------------------------
// Constant and structure declaration
// ----------------------------------------------------------------------------
StructuredBuffer<PunctualLightData> _PunctualLightList;
StructuredBuffer<AreaLightData> _AreaLightList;
StructuredBuffer<EnvLightData> _EnvLightList;
StructuredBuffer<PunctualShadowData> _PunctualShadowList;
//TEXTURE2D_ARRAY(_ShadowArray);
//SAMPLER2D_SHADOW(sampler_ShadowArray);
//SAMPLER2D(sampler_ManualShadowArray); // TODO: settings sampler individually is not supported in shader yet...
// Use texture atlas for shadow map
//TEXTURE2D(_ShadowAtlas);
//SAMPLER2D_SHADOW(sampler_ShadowAtlas);
//SAMPLER2D(sampler_ManualShadowAtlas); // TODO: settings sampler individually is not supported in shader yet...
TEXTURE2D(g_tShadowBuffer) // TODO: No choice, the name is hardcoded in ShadowrenderPass.cs for now. Need to change this!
SAMPLER2D_SHADOW(samplerg_tShadowBuffer);
// Use texture array for IES
TEXTURE2D_ARRAY(_IESArray);
SAMPLER2D(sampler_IESArray);
// Use texture array for reflection
TEXTURECUBE_ARRAY(_EnvTextures);
SAMPLERCUBE(sampler_EnvTextures);
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
CBUFFER_START(UnityPerLightLoop)
int _PunctualLightCount;
int _AreaLightCount;
int _EnvLightCount;
EnvLightData _EnvLightSky;
float4 _ShadowMapSize;
CBUFFER_END
struct LightLoopContext
{
int sampleShadow;
int sampleReflection;
};
//-----------------------------------------------------------------------------
// Shadow sampling function
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_SHADOWATLAS 0
#define SINGLE_PASS_CONTEXT_SAMPLE_SHADOWARRAY 1
float GetPunctualShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
{
int faceIndex = 0;
if (_PunctualShadowList[index].shadowType == SHADOWTYPE_POINT)
{
GetCubeFaceID(L, faceIndex);
}
PunctualShadowData shadowData = _PunctualShadowList[index + faceIndex];
// Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here.
float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow);
positionTXS.xyz /= positionTXS.w;
// positionTXS.z -= shadowData.bias; // Apply a linear bias
positionTXS.z -= 0.001;
#if UNITY_REVERSED_Z
positionTXS.z = 1.0 - positionTXS.z;
#endif
// float3 shadowPosDX = ddx_fine(positionTXS);
// float3 shadowPosDY = ddy_fine(positionTXS);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
}
//-----------------------------------------------------------------------------
// IES sampling function
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_IESARRAY 0
// sphericalTexCoord is theta and phi spherical coordinate
float4 SampleIES(LightLoopContext lightLoopContext, int index, float2 sphericalTexCoord, float lod)
{
return SAMPLE_TEXTURE2D_ARRAY_LOD(_IESArray, sampler_IESArray, sphericalTexCoord, index, 0);
}
//-----------------------------------------------------------------------------
// Reflection proble / Sky sampling function
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
{
// This code will be inlined as lightLoopContext is hardcoded in the light loop
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD(_EnvTextures, sampler_EnvTextures, float4(texCoord, index), lod);
}
else // SINGLE_PASS_SAMPLE_SKY
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
}
}