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#ifndef LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define LIGHTLOOP_SHADOW_CONTEXT_HLSL
#define SHADOWCONTEXT_MAX_TEX2DARRAY 4
#define SHADOWCONTEXT_MAX_TEXCUBEARRAY 0
#define SHADOWCONTEXT_MAX_SAMPLER 3
#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0);
SAMPLER(sampler_ShadowmapExp_VSM_0);
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_1);
SAMPLER(sampler_ShadowmapExp_VSM_1);
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_2);
SAMPLER(sampler_ShadowmapExp_VSM_2);
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER_CMP(sampler_ShadowmapExp_PCF);
StructuredBuffer<ShadowData> _ShadowDatasExp;
StructuredBuffer<int4> _ShadowPayloads;
// Currently we only use the PCF atlas.
// Keeping all other bindings for reference and for future PC dynamic shadow configuration as it's harmless anyway.
ShadowContext InitShadowContext()
{
ShadowContext sc;
sc.shadowDatas = _ShadowDatasExp;
sc.payloads = _ShadowPayloads;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.tex2DArray[1] = _ShadowmapExp_VSM_0;
sc.tex2DArray[2] = _ShadowmapExp_VSM_1;
sc.tex2DArray[3] = _ShadowmapExp_VSM_2;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
sc.samplers[0] = sampler_ShadowmapExp_VSM_0;
sc.samplers[1] = sampler_ShadowmapExp_VSM_1;
sc.samplers[2] = sampler_ShadowmapExp_VSM_2;
return sc;
}
#endif // LIGHTLOOP_SHADOW_CONTEXT_HLSL