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149 行
7.3 KiB
149 行
7.3 KiB
#ifndef LIGHTLOOP_SHADOW_HLSL
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#define LIGHTLOOP_SHADOW_HLSL
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#define SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
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#define SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
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#define SHADOW_USE_VIEW_BIAS_SCALING 1 // Enable view bias scaling to mitigate light leaking across edges. Uses the light vector if SHADOW_USE_ONLY_VIEW_BASED_BIASING is defined, otherwise uses the normal.
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// Note: Sample biasing work well but is very costly in term of VGPR, disable it for now
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#define SHADOW_USE_SAMPLE_BIASING 0 // Enable per sample biasing for wide multi-tap PCF filters. Incompatible with SHADOW_USE_ONLY_VIEW_BASED_BIASING.
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#define SHADOW_USE_DEPTH_BIAS 0 // Enable clip space z biasing
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#include "ShadowContext.hlsl"
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// This is an example of how to override the default dynamic resource dispatcher
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// by hardcoding the resources used and calling the shadow sampling routines that take an explicit texture and sampler.
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// It is the responsibility of the author to make sure that ShadowContext.hlsl binds the correct texture to the right slot,
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// and that on the C# side the shadowContext bindDelegate binds the correct resource to the correct texture id.
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// Caution: When updating algorithm here, think to update Lightloop.ShadowSetup() function
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// (the various m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point, ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides ));
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// The enum value for the variant is in GPUShadowAlgorithm and is express like: PCF_tent_3x3 = ShadowAlgorithm.PCF << 3 | ShadowVariant.V2
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//#define SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS // enables separate cascade sampling variants for each cascade
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//#define SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS // enables separate resources and algorithms for spot and point lights
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// directional
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#define SHADOW_DISPATCH_DIR_TEX 0
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#define SHADOW_DISPATCH_DIR_SMP 0
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#define SHADOW_DISPATCH_DIR_ALG GPUSHADOWALGORITHM_PCF_TENT_5X5 // all cascades
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#define SHADOW_DISPATCH_DIR_ALG_0 GPUSHADOWALGORITHM_PCF_TENT_7X7 // 1st cascade
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#define SHADOW_DISPATCH_DIR_ALG_1 GPUSHADOWALGORITHM_PCF_TENT_5X5 // 2nd cascade
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#define SHADOW_DISPATCH_DIR_ALG_2 GPUSHADOWALGORITHM_PCF_TENT_3X3 // 3rd cascade
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#define SHADOW_DISPATCH_DIR_ALG_3 GPUSHADOWALGORITHM_PCF_1TAP // 4th cascade
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// point
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#define SHADOW_DISPATCH_POINT_TEX 0
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#define SHADOW_DISPATCH_POINT_SMP 0
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#define SHADOW_DISPATCH_POINT_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
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// spot
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#define SHADOW_DISPATCH_SPOT_TEX 0
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#define SHADOW_DISPATCH_SPOT_SMP 0
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#define SHADOW_DISPATCH_SPOT_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
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//punctual
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#define SHADOW_DISPATCH_PUNC_TEX 0
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#define SHADOW_DISPATCH_PUNC_SMP 0
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#define SHADOW_DISPATCH_PUNC_ALG GPUSHADOWALGORITHM_PCF_TENT_3X3
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// example of overriding directional lights
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#ifdef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_DIR_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_DIR_SMP];
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_CASCADE_ALGOS
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uint algo[kMaxShadowCascades] = { SHADOW_DISPATCH_DIR_ALG_0, SHADOW_DISPATCH_DIR_ALG_1, SHADOW_DISPATCH_DIR_ALG_2, SHADOW_DISPATCH_DIR_ALG_3 };
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#else
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uint algo = SHADOW_DISPATCH_DIR_ALG;
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#endif
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return EvalShadow_CascadedDepth_Blend( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L );
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}
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 positionSS )
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{
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return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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float3 GetDirectionalShadowClosestSample( ShadowContext shadowContext, real3 positionWS, real3 normalWS, int index, real4 L )
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{
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return EvalShadow_GetClosestSample_Cascade( shadowContext, shadowContext.tex2DArray[SHADOW_DISPATCH_DIR_TEX], positionWS, normalWS, index, L );
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}
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#endif
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// example of overriding punctual lights
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#ifdef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist )
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{
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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// example for choosing different algos for point and spot lights
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ShadowData sd = shadowContext.shadowDatas[shadowDataIndex];
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uint shadowType;
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UnpackShadowType( sd.shadowType, shadowType );
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UNITY_BRANCH
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if( shadowType == GPUSHADOWTYPE_POINT )
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_POINT_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_POINT_SMP];
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uint algo = SHADOW_DISPATCH_POINT_ALG;
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return EvalShadow_PointDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L, L_dist );
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}
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else
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{
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_SPOT_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_SPOT_SMP];
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uint algo = SHADOW_DISPATCH_SPOT_ALG;
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return EvalShadow_SpotDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L, L_dist );
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}
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#else
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// example for choosing the same algo
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Texture2DArray tex = shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX];
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SamplerComparisonState compSamp = shadowContext.compSamplers[SHADOW_DISPATCH_PUNC_SMP];
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uint algo = SHADOW_DISPATCH_PUNC_ALG;
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return EvalShadow_PunctualDepth( shadowContext, algo, tex, compSamp, positionWS, normalWS, shadowDataIndex, L, L_dist );
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#endif
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}
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist, float2 positionSS )
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{
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return GetPunctualShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L, L_dist );
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}
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float3 GetPunctualShadowClosestSample( ShadowContext shadowContext, real3 positionWS, int index, real3 L )
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{
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return EvalShadow_GetClosestSample_Punctual( shadowContext, shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX], positionWS, index, L );
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}
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float GetPunctualShadowClosestDistance( ShadowContext shadowContext, SamplerState sampl, real3 positionWS, int index, float3 L, float3 lightPositionWS)
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{
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return EvalShadow_SampleClosestDistance_Punctual( shadowContext, shadowContext.tex2DArray[SHADOW_DISPATCH_PUNC_TEX], sampl, positionWS, index, L, lightPositionWS );
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}
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#endif
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// cleanup the defines
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#undef SHADOW_DISPATCH_DIR_TEX
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#undef SHADOW_DISPATCH_DIR_SMP
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#undef SHADOW_DISPATCH_DIR_ALG
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#undef SHADOW_DISPATCH_DIR_ALG_0
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#undef SHADOW_DISPATCH_DIR_ALG_1
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#undef SHADOW_DISPATCH_DIR_ALG_2
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#undef SHADOW_DISPATCH_DIR_ALG_3
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#undef SHADOW_DISPATCH_POINT_TEX
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#undef SHADOW_DISPATCH_POINT_SMP
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#undef SHADOW_DISPATCH_POINT_ALG
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#undef SHADOW_DISPATCH_SPOT_TEX
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#undef SHADOW_DISPATCH_SPOT_SMP
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#undef SHADOW_DISPATCH_SPOT_ALG
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#undef SHADOW_DISPATCH_PUNC_TEX
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#undef SHADOW_DISPATCH_PUNC_SMP
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#undef SHADOW_DISPATCH_PUNC_ALG
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#ifdef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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#undef SHADOW_DISPATCH_USE_SEPARATE_PUNC_ALGOS
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#endif
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#endif // LIGHTLOOP_SHADOW_HLSL
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