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112 行
4.8 KiB
112 行
4.8 KiB
#ifndef SHADOW_HLSL
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#define SHADOW_HLSL
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//
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// Shadow master include header.
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//
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// There are four relevant files for shadows.
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// First ShadowContext.hlsl provides a macro SHADOWCONTEXT_DECLARE that must be used in order to define the specific ShadowContext struct and accompanying loader.
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// ShadowContext loading and resource setup from C# must be in sync.
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//
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/* Required defines: (define these to the desired numbers - must be in sync with loading and resource setup from C#)
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#define SHADOWCONTEXT_MAX_TEX2DARRAY 0
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#define SHADOWCONTEXT_MAX_TEXCUBEARRAY 0
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#define SHADOWCONTEXT_MAX_SAMPLER 0
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#define SHADOWCONTEXT_MAX_COMPSAMPLER 0
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*/
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/* Default values for optional defines:
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#define SHADOW_SUPPORTS_DYNAMIC_INDEXING 0 // Dynamic indexing only works on >= sm 5.1
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#define SHADOW_OPTIMIZE_REGISTER_USAGE 0 // Redefine this as 1 in your ShadowContext.hlsl to optimize for register usage over instruction count
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// #define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL // Enable custom implementations of GetPunctualShadowAttenuation. If not defined, a default implementation will be used.
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// #define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL // Enable custom implementations of GetDirectionalShadowAttenuation. If not defined, a default implementation will be used.
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*/
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#ifndef SHADOW_SUPPORTS_DYNAMIC_INDEXING
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#define SHADOW_SUPPORTS_DYNAMIC_INDEXING 0
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#endif
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#ifndef SHADOW_OPTIMIZE_REGISTER_USAGE
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#define SHADOW_OPTIMIZE_REGISTER_USAGE 0
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#endif
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#if SHADOW_OPTIMIZE_REGISTER_USAGE == 1
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# pragma warning(disable : 3557) // loop only executes for 1 iteration(s)
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#endif
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#include "CoreRP/Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
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#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)
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struct ShadowContext
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{
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StructuredBuffer<ShadowData> shadowDatas;
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StructuredBuffer<int4> payloads;
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SHADOWCONTEXT_DECLARE_TEXTURES( SHADOWCONTEXT_MAX_TEX2DARRAY, SHADOWCONTEXT_MAX_TEXCUBEARRAY, SHADOWCONTEXT_MAX_COMPSAMPLER, SHADOWCONTEXT_MAX_SAMPLER )
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};
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SHADOW_DEFINE_SAMPLING_FUNCS( SHADOWCONTEXT_MAX_TEX2DARRAY, SHADOWCONTEXT_MAX_TEXCUBEARRAY, SHADOWCONTEXT_MAX_COMPSAMPLER, SHADOWCONTEXT_MAX_SAMPLER )
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// helper function to extract shadowmap data from the ShadowData struct
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void UnpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx, out real slice )
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{
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texIdx = (shadowmapId >> 24) & 0xff;
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sampIdx = (shadowmapId >> 16) & 0xff;
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slice = (real)(shadowmapId & 0xffff);
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}
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void UnpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx )
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{
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texIdx = (shadowmapId >> 24) & 0xff;
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sampIdx = (shadowmapId >> 16) & 0xff;
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}
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void UnpackShadowmapId( uint shadowmapId, out real slice )
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{
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slice = (real)(shadowmapId & 0xffff);
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}
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void UnpackShadowType( uint packedShadowType, out uint shadowType, out uint shadowAlgorithm )
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{
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shadowType = packedShadowType >> 10;
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shadowAlgorithm = packedShadowType & 0x1ff;
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}
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void UnpackShadowType( uint packedShadowType, out uint shadowType )
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{
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shadowType = packedShadowType >> 10;
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}
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// shadow sampling prototypes
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real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L );
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real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L, real2 positionSS );
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// shadow sampling prototypes with screenspace info
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real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L );
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real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L, real2 positionSS );
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#include "ShadowSampling.hlsl" // sampling patterns (don't modify)
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#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify)
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#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
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real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L )
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{
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return EvalShadow_PunctualDepth(shadowContext, positionWS, normalWS, shadowDataIndex, L);
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}
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real GetPunctualShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real4 L, real2 positionSS )
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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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#ifndef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
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real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L )
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{
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return EvalShadow_CascadedDepth_Blend( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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real GetDirectionalShadowAttenuation( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int shadowDataIndex, real3 L, real2 positionSS )
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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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#endif // SHADOW_HLSL
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