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535 行
22 KiB
535 行
22 KiB
// Various shadow sampling logic.
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// Again two versions, one for dynamic resource indexing, one for static resource access.
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#include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
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// ------------------------------------------------------------------
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// PCF Filtering methods
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// ------------------------------------------------------------------
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//
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// 1 tap PCF sampling
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//
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real SampleShadow_PCF_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, real bias, uint slice, uint texIdx, uint sampIdx )
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{
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real depthBias = asfloat( shadowContext.payloads[payloadOffset].x );
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payloadOffset++;
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// add the depth bias
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tcs.z += depthBias;
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// sample the texture
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return SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, slice ).x;
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}
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real SampleShadow_PCF_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, real bias, uint slice, Texture2DArray tex, SamplerComparisonState compSamp )
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{
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real depthBias = asfloat( shadowContext.payloads[payloadOffset].x );
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payloadOffset++;
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// add the depth bias
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tcs.z += depthBias;
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// sample the texture
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return SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, tcs, slice );
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}
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//
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// 3x3 tent PCF sampling (4 taps)
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//
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real SampleShadow_PCF_Tent_3x3( ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, uint texIdx, uint sampIdx )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp?
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[4];
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real2 fetchesUV[4];
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SampleShadow_ComputeSamples_Tent_3x3(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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[loop] for (int i = 0; i < 4; i++)
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{
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shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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return shadow;
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}
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real SampleShadow_PCF_Tent_3x3(ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, Texture2DArray tex, SamplerComparisonState compSamp )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp?
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[4];
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real2 fetchesUV[4];
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SampleShadow_ComputeSamples_Tent_3x3(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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for (int i = 0; i < 4; i++)
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{
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shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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return shadow;
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}
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//
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// 5x5 tent PCF sampling (9 taps)
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//
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real SampleShadow_PCF_Tent_5x5( ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, uint texIdx, uint sampIdx )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp?
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[9];
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real2 fetchesUV[9];
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SampleShadow_ComputeSamples_Tent_5x5(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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[loop] for (int i = 0; i < 9; i++)
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{
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shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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return shadow;
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}
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real SampleShadow_PCF_Tent_5x5(ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, Texture2DArray tex, SamplerComparisonState compSamp )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[9];
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real2 fetchesUV[9];
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SampleShadow_ComputeSamples_Tent_5x5(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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for( int i = 0; i < 9; i++ )
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{
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shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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return shadow;
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}
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//
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// 7x7 tent PCF sampling (16 taps)
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//
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real SampleShadow_PCF_Tent_7x7( ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, uint texIdx, uint sampIdx )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[16];
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real2 fetchesUV[16];
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SampleShadow_ComputeSamples_Tent_7x7(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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[loop] for (int i = 0; i < 16; i++)
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{
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shadow += fetchesWeights[i] * SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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return shadow;
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}
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real SampleShadow_PCF_Tent_7x7(ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 coord, uint slice, Texture2DArray tex, SamplerComparisonState compSamp )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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payloadOffset++;
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// TODO move this to shadow data to avoid the rcp
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real4 shadowMapTexture_TexelSize = real4(texelSizeRcp.xy, rcp(texelSizeRcp.xy));
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// add the depth bias
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coord.z += depthBias;
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real shadow = 0.0;
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real fetchesWeights[16];
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real2 fetchesUV[16];
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SampleShadow_ComputeSamples_Tent_7x7(shadowMapTexture_TexelSize, coord.xy, fetchesWeights, fetchesUV);
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#if SHADOW_OPTIMIZE_REGISTER_USAGE == 1
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int i;
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[loop]
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for( i = 0; i < 1; i++ )
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{
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shadow += fetchesWeights[ 0] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 0].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 1] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 1].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 2] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 2].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 3] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 3].xy, coord.z ), slice ).x;
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}
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[loop]
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for( i = 0; i < 1; i++ )
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{
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shadow += fetchesWeights[ 4] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 4].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 5] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 5].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 6] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 6].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 7] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 7].xy, coord.z ), slice ).x;
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}
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[loop]
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for( i = 0; i < 1; i++ )
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{
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shadow += fetchesWeights[ 8] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 8].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[ 9] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[ 9].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[10] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[10].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[11] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[11].xy, coord.z ), slice ).x;
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}
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[loop]
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for( i = 0; i < 1; i++ )
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{
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shadow += fetchesWeights[12] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[12].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[13] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[13].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[14] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[14].xy, coord.z ), slice ).x;
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shadow += fetchesWeights[15] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[15].xy, coord.z ), slice ).x;
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}
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#else
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for( int i = 0; i < 16; i++ )
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{
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shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( fetchesUV[i].xy, coord.z ), slice ).x;
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}
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#endif
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return shadow;
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}
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//
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// 9 tap adaptive PCF sampling
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//
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real SampleShadow_PCF_9tap_Adaptive( ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 tcs, real bias, uint slice, uint texIdx, uint sampIdx )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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real filterSize = params.y;
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payloadOffset++;
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texelSizeRcp *= filterSize;
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// add the depth bias
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tcs.z += depthBias;
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// Terms0 are weights for the individual samples, the other terms are offsets in texel space
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real4 vShadow3x3PCFTerms0 = real4( 20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0 );
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real4 vShadow3x3PCFTerms1 = real4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y );
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real4 vShadow3x3PCFTerms2 = real4( texelSizeRcp.x, texelSizeRcp.y, 0.0, 0.0 );
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real4 vShadow3x3PCFTerms3 = real4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0, 0.0 );
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real4 v20Taps;
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v20Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z ), slice ).x; // 1 1
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v20Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z ), slice ).x; // -1 1
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v20Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z ), slice ).x; // 1 -1
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v20Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z ), slice ).x; // -1 -1
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real flSum = dot( v20Taps.xyzw, real4( 0.25, 0.25, 0.25, 0.25 ) );
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// fully in light or shadow? -> bail
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if( ( flSum == 0.0 ) || ( flSum == 1.0 ) )
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return flSum;
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// we're in a transition area, do 5 more taps
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flSum *= vShadow3x3PCFTerms0.x * 4.0;
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real4 v33Taps;
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v33Taps.x = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z ), slice ).x; // 1 0
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v33Taps.y = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z ), slice ).x; // -1 0
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v33Taps.z = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z ), slice ).x; // 0 -1
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v33Taps.w = SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, real3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z ), slice ).x; // 0 1
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flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy );
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flSum += SampleCompShadow_T2DA( shadowContext, texIdx, sampIdx, tcs, slice ).x * vShadow3x3PCFTerms0.z;
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return flSum;
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}
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real SampleShadow_PCF_9tap_Adaptive(ShadowContext shadowContext, inout uint payloadOffset, real4 texelSizeRcp, real3 tcs, real bias, uint slice, Texture2DArray tex, SamplerComparisonState compSamp )
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{
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real depthBias = params.x;
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real filterSize = params.y;
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payloadOffset++;
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texelSizeRcp *= filterSize;
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// add the depth bias
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tcs.z += depthBias;
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// Terms0 are weights for the individual samples, the other terms are offsets in texel space
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real4 vShadow3x3PCFTerms0 = real4(20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0);
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real4 vShadow3x3PCFTerms1 = real4( texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y);
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real4 vShadow3x3PCFTerms2 = real4( texelSizeRcp.x, texelSizeRcp.y, 0.0, 0.0);
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real4 vShadow3x3PCFTerms3 = real4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0, 0.0);
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real4 v20Taps;
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v20Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z ), slice ).x; // 1 1
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v20Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z ), slice ).x; // -1 1
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v20Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z ), slice ).x; // 1 -1
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v20Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z ), slice ).x; // -1 -1
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real flSum = dot( v20Taps.xyzw, real4( 0.25, 0.25, 0.25, 0.25 ) );
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// fully in light or shadow? -> bail
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if( ( flSum == 0.0 ) || ( flSum == 1.0 ) )
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return flSum;
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// we're in a transition area, do 5 more taps
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flSum *= vShadow3x3PCFTerms0.x * 4.0;
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real4 v33Taps;
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v33Taps.x = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z ), slice ).x; // 1 0
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v33Taps.y = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z ), slice ).x; // -1 0
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v33Taps.z = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z ), slice ).x; // 0 -1
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v33Taps.w = SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, real3( tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z ), slice ).x; // 0 1
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flSum += dot( v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy );
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flSum += SAMPLE_TEXTURE2D_ARRAY_SHADOW( tex, compSamp, tcs, slice ).x * vShadow3x3PCFTerms0.z;
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return flSum;
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}
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#include "ShadowMoments.hlsl"
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//
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// 1 tap VSM sampling
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//
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real SampleShadow_VSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, uint texIdx, uint sampIdx )
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{
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#if UNITY_REVERSED_Z
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real depth = 1.0 - tcs.z;
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#else
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real depth = tcs.z;
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#endif
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real lightLeakBias = params.x;
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real varianceBias = params.y;
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payloadOffset++;
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real2 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice ).xy;
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return ShadowMoments_ChebyshevsInequality( moments, depth, varianceBias, lightLeakBias );
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}
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real SampleShadow_VSM_1tap(ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, Texture2DArray tex, SamplerState samp )
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{
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#if UNITY_REVERSED_Z
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real depth = 1.0 - tcs.z;
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#else
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real depth = tcs.z;
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#endif
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real2 params = asfloat( shadowContext.payloads[payloadOffset].xy );
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real lightLeakBias = params.x;
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real varianceBias = params.y;
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payloadOffset++;
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real2 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 ).xy;
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return ShadowMoments_ChebyshevsInequality( moments, depth, varianceBias, lightLeakBias );
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}
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//
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// 1 tap EVSM sampling
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//
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real SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, uint texIdx, uint sampIdx, bool fourMoments )
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{
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#if UNITY_REVERSED_Z
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real depth = 1.0 - tcs.z;
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#else
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real depth = tcs.z;
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#endif
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real4 params = asfloat( shadowContext.payloads[payloadOffset] );
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real lightLeakBias = params.x;
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real varianceBias = params.y;
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real2 evsmExponents = params.zw;
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payloadOffset++;
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real2 warpedDepth = ShadowMoments_WarpDepth( depth, evsmExponents );
|
|
|
|
real4 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice );
|
|
|
|
// Derivate of warping at depth
|
|
real2 depthScale = evsmExponents * warpedDepth;
|
|
real2 minVariance = depthScale * depthScale * varianceBias;
|
|
|
|
[branch]
|
|
if( fourMoments )
|
|
{
|
|
real posContrib = ShadowMoments_ChebyshevsInequality( moments.xz, warpedDepth.x, minVariance.x, lightLeakBias );
|
|
real negContrib = ShadowMoments_ChebyshevsInequality( moments.yw, warpedDepth.y, minVariance.y, lightLeakBias );
|
|
return min( posContrib, negContrib );
|
|
}
|
|
else
|
|
{
|
|
return ShadowMoments_ChebyshevsInequality( moments.xy, warpedDepth.x, minVariance.x, lightLeakBias );
|
|
}
|
|
}
|
|
|
|
real SampleShadow_EVSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, Texture2DArray tex, SamplerState samp, bool fourMoments )
|
|
{
|
|
#if UNITY_REVERSED_Z
|
|
real depth = 1.0 - tcs.z;
|
|
#else
|
|
real depth = tcs.z;
|
|
#endif
|
|
real4 params = asfloat( shadowContext.payloads[payloadOffset] );
|
|
real lightLeakBias = params.x;
|
|
real varianceBias = params.y;
|
|
real2 evsmExponents = params.zw;
|
|
payloadOffset++;
|
|
|
|
real2 warpedDepth = ShadowMoments_WarpDepth( depth, evsmExponents );
|
|
|
|
real4 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 );
|
|
|
|
// Derivate of warping at depth
|
|
real2 depthScale = evsmExponents * warpedDepth;
|
|
real2 minVariance = depthScale * depthScale * varianceBias;
|
|
|
|
[branch]
|
|
if( fourMoments )
|
|
{
|
|
real posContrib = ShadowMoments_ChebyshevsInequality( moments.xz, warpedDepth.x, minVariance.x, lightLeakBias );
|
|
real negContrib = ShadowMoments_ChebyshevsInequality( moments.yw, warpedDepth.y, minVariance.y, lightLeakBias );
|
|
return min( posContrib, negContrib );
|
|
}
|
|
else
|
|
{
|
|
return ShadowMoments_ChebyshevsInequality( moments.xy, warpedDepth.x, minVariance.x, lightLeakBias );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// 1 tap MSM sampling
|
|
//
|
|
real SampleShadow_MSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, uint texIdx, uint sampIdx, bool useHamburger )
|
|
{
|
|
real4 params = asfloat( shadowContext.payloads[payloadOffset] );
|
|
real lightLeakBias = params.x;
|
|
real momentBias = params.y;
|
|
real depthBias = params.z;
|
|
real bpp16 = params.w;
|
|
#if UNITY_REVERSED_Z
|
|
real depth = (1.0 - tcs.z) - depthBias;
|
|
#else
|
|
real depth = tcs.z + depthBias;
|
|
#endif
|
|
payloadOffset++;
|
|
|
|
real4 moments = SampleShadow_T2DA( shadowContext, texIdx, sampIdx, tcs.xy, slice );
|
|
if( bpp16 != 0.0 )
|
|
moments = ShadowMoments_Decode16MSM( moments );
|
|
|
|
real3 z;
|
|
real4 b;
|
|
ShadowMoments_SolveMSM( moments, depth, momentBias, z, b );
|
|
|
|
if( useHamburger )
|
|
return ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias );
|
|
else
|
|
return (z[1] < 0.0 || z[2] > 1.0) ? ShadowMoments_SolveDelta4MSM( z, b, lightLeakBias ) : ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias );
|
|
}
|
|
|
|
real SampleShadow_MSM_1tap( ShadowContext shadowContext, inout uint payloadOffset, real3 tcs, uint slice, Texture2DArray tex, SamplerState samp, bool useHamburger )
|
|
{
|
|
real4 params = asfloat( shadowContext.payloads[payloadOffset] );
|
|
real lightLeakBias = params.x;
|
|
real momentBias = params.y;
|
|
real depthBias = params.z;
|
|
real bpp16 = params.w;
|
|
#if UNITY_REVERSED_Z
|
|
real depth = (1.0 - tcs.z) - depthBias;
|
|
#else
|
|
real depth = tcs.z + depthBias;
|
|
#endif
|
|
payloadOffset++;
|
|
|
|
real4 moments = SAMPLE_TEXTURE2D_ARRAY_LOD( tex, samp, tcs.xy, slice, 0.0 );
|
|
if( bpp16 != 0.0 )
|
|
moments = ShadowMoments_Decode16MSM( moments );
|
|
|
|
real3 z;
|
|
real4 b;
|
|
ShadowMoments_SolveMSM( moments, depth, momentBias, z, b );
|
|
|
|
if( useHamburger )
|
|
return ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias );
|
|
else
|
|
return (z[1] < 0.0 || z[2] > 1.0) ? ShadowMoments_SolveDelta4MSM( z, b, lightLeakBias ) : ShadowMoments_SolveDelta3MSM( z, b.xy, lightLeakBias );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------------------------------
|
|
// helper function to dispatch a specific shadow algorithm
|
|
real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real depthBias, uint slice, uint algorithm, uint texIdx, uint sampIdx )
|
|
{
|
|
[branch]
|
|
switch( algorithm )
|
|
{
|
|
case GPUSHADOWALGORITHM_PCF_1TAP : return SampleShadow_PCF_1tap( shadowContext, payloadOffset, posTC, depthBias, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_PCF_9TAP : return SampleShadow_PCF_9tap_Adaptive( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, depthBias, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_3X3 : return SampleShadow_PCF_Tent_3x3( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_5X5 : return SampleShadow_PCF_Tent_5x5( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_7X7 : return SampleShadow_PCF_Tent_7x7( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_VSM : return SampleShadow_VSM_1tap( shadowContext, payloadOffset, posTC, slice, texIdx, sampIdx );
|
|
case GPUSHADOWALGORITHM_EVSM_2 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, slice, texIdx, sampIdx, false );
|
|
case GPUSHADOWALGORITHM_EVSM_4 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, slice, texIdx, sampIdx, true );
|
|
case GPUSHADOWALGORITHM_MSM_HAM : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, slice, texIdx, sampIdx, true );
|
|
case GPUSHADOWALGORITHM_MSM_HAUS : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, slice, texIdx, sampIdx, false );
|
|
default: return 1.0;
|
|
}
|
|
}
|
|
|
|
real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real depthBias, uint slice, uint algorithm, Texture2DArray tex, SamplerComparisonState compSamp )
|
|
{
|
|
[branch]
|
|
switch( algorithm )
|
|
{
|
|
case GPUSHADOWALGORITHM_PCF_1TAP : return SampleShadow_PCF_1tap( shadowContext, payloadOffset, posTC, depthBias, slice, tex, compSamp );
|
|
case GPUSHADOWALGORITHM_PCF_9TAP : return SampleShadow_PCF_9tap_Adaptive( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, depthBias, slice, tex, compSamp );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_3X3 : return SampleShadow_PCF_Tent_3x3( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, tex, compSamp );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_5X5 : return SampleShadow_PCF_Tent_5x5( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, tex, compSamp );
|
|
case GPUSHADOWALGORITHM_PCF_TENT_7X7 : return SampleShadow_PCF_Tent_7x7( shadowContext, payloadOffset, shadowData.texelSizeRcp, posTC, slice, tex, compSamp );
|
|
|
|
default: return 1.0;
|
|
}
|
|
}
|
|
|
|
real SampleShadow_SelectAlgorithm( ShadowContext shadowContext, ShadowData shadowData, inout uint payloadOffset, real3 posTC, real depthBias, uint slice, uint algorithm, Texture2DArray tex, SamplerState samp )
|
|
{
|
|
[branch]
|
|
switch( algorithm )
|
|
{
|
|
case GPUSHADOWALGORITHM_VSM : return SampleShadow_VSM_1tap( shadowContext, payloadOffset, posTC, slice, tex, samp );
|
|
case GPUSHADOWALGORITHM_EVSM_2 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, slice, tex, samp, false );
|
|
case GPUSHADOWALGORITHM_EVSM_4 : return SampleShadow_EVSM_1tap( shadowContext, payloadOffset, posTC, slice, tex, samp, true );
|
|
case GPUSHADOWALGORITHM_MSM_HAM : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, slice, tex, samp, true );
|
|
case GPUSHADOWALGORITHM_MSM_HAUS : return SampleShadow_MSM_1tap( shadowContext, payloadOffset, posTC, slice, tex, samp, false );
|
|
default: return 1.0;
|
|
}
|
|
}
|