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#ifndef FPTL_SHADOW_HLSL
#define FPTL_SHADOW_HLSL
#define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL // Define this to provide custom implementations of GetPunctualShadowAttenuation
#define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL // Define this to provide custom implementations of GetDirectionalShadowAttenuation
#define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // don't use the normal for biasing
#include "ShadowContext.hlsl"
#ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
{
Texture2DArray tex = shadowContext.tex2DArray[0];
SamplerComparisonState compSamp = shadowContext.compSamplers[0];
uint algo = GPUSHADOWALGORITHM_PCF_9TAP;
return EvalShadow_CascadedDepth_Blend( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
}
float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS )
{
return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}
#endif
#ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist )
{
// example for choosing the same algo
Texture2DArray tex = shadowContext.tex2DArray[0];
SamplerComparisonState compSamp = shadowContext.compSamplers[0];
uint algo = GPUSHADOWALGORITHM_PCF_9TAP;
return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L, L_dist );
}
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist, float2 unPositionSS )
{
return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L, L_dist );
}
#endif
#endif // FPTL_SHADOW_HLSL