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166 行
7.1 KiB
166 行
7.1 KiB
//-----------------------------------------------------------------------------
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// Single pass forward loop architecture
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// It use maxed list of lights of the scene - use just as proof of concept - do not used in regular game
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Constant and structure declaration
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// ----------------------------------------------------------------------------
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StructuredBuffer<DirectionalLightData> _DirectionalLightList;
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StructuredBuffer<DirectionalShadowData> _DirectionalShadowList;
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StructuredBuffer<LightData> _PunctualLightList;
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StructuredBuffer<PunctualShadowData> _PunctualShadowList;
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StructuredBuffer<LightData> _AreaLightList;
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StructuredBuffer<EnvLightData> _EnvLightList;
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//TEXTURE2D_ARRAY(_ShadowArray);
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//SAMPLER2D_SHADOW(sampler_ShadowArray);
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//SAMPLER2D(sampler_ManualShadowArray); // TODO: settings sampler individually is not supported in shader yet...
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// Use texture atlas for shadow map
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//TEXTURE2D(_ShadowAtlas);
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//SAMPLER2D_SHADOW(sampler_ShadowAtlas);
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//SAMPLER2D(sampler_ManualShadowAtlas); // TODO: settings sampler individually is not supported in shader yet...
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TEXTURE2D(g_tShadowBuffer) // TODO: No choice, the name is hardcoded in ShadowrenderPass.cs for now. Need to change this!
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SAMPLER2D_SHADOW(samplerg_tShadowBuffer);
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// Use texture array for IES
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TEXTURE2D_ARRAY(_IESArray);
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SAMPLER2D(sampler_IESArray);
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// Use texture array for reflection
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TEXTURECUBE_ARRAY(_EnvTextures);
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SAMPLERCUBE(sampler_EnvTextures);
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TEXTURECUBE(_SkyTexture);
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SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
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CBUFFER_START(UnityPerLightLoop)
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int _DirectionalLightCount;
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int _PunctualLightCount;
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int _AreaLightCount;
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int _EnvLightCount;
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EnvLightData _EnvLightSky;
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float4 _ShadowMapSize;
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float4 _DirShadowSplitSpheres[4]; // TODO share this max between C# and hlsl
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CBUFFER_END
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struct LightLoopContext
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{
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int sampleShadow;
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int sampleReflection;
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};
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//-----------------------------------------------------------------------------
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// Shadow sampling function
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// ----------------------------------------------------------------------------
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#define SINGLE_PASS_CONTEXT_SAMPLE_SHADOWATLAS 0
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#define SINGLE_PASS_CONTEXT_SAMPLE_SHADOWARRAY 1
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float GetPunctualShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
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{
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int faceIndex = 0;
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if (_PunctualShadowList[index].lightType == GPULIGHTTYPE_POINT)
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{
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GetCubeFaceID(L, faceIndex);
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}
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PunctualShadowData shadowData = _PunctualShadowList[index + faceIndex];
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// Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here.
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float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow);
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positionTXS.xyz /= positionTXS.w;
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// positionTXS.z -= shadowData.bias; // Apply a linear bias
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positionTXS.z -= 0.001;
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#if UNITY_REVERSED_Z
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positionTXS.z = 1.0 - positionTXS.z;
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#endif
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// float3 shadowPosDX = ddx_fine(positionTXS);
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// float3 shadowPosDY = ddy_fine(positionTXS);
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return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
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}
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// Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade.
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// Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade)
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uint GetSplitSphereIndexForDirshadows(float3 positionWS, float4 dirShadowSplitSpheres[4])
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{
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float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = positionWS.xyz - dirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = positionWS.xyz - dirShadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
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float4 dirShadowSplitSphereSqRadii;
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dirShadowSplitSphereSqRadii.x = dirShadowSplitSpheres[0].w;
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dirShadowSplitSphereSqRadii.y = dirShadowSplitSpheres[1].w;
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dirShadowSplitSphereSqRadii.z = dirShadowSplitSpheres[2].w;
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dirShadowSplitSphereSqRadii.w = dirShadowSplitSpheres[3].w;
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float4 weights = float4(distances2 < dirShadowSplitSphereSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return uint(4.0 - dot(weights, float4(4.0, 3.0, 2.0, 1.0)));
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}
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float GetDirectionalShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
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{
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// Note Index is 0 for now, but else we need to provide the correct index in _DirShadowSplitSpheres and _DirectionalShadowList
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uint shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
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DirectionalShadowData shadowData = _DirectionalShadowList[shadowSplitIndex];
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// Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here.
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float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow);
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positionTXS.xyz /= positionTXS.w;
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// positionTXS.z -= shadowData.bias; // Apply a linear bias
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positionTXS.z -= 0.003;
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#if UNITY_REVERSED_Z
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positionTXS.z = 1.0 - positionTXS.z;
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#endif
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// float3 shadowPosDX = ddx_fine(positionTXS);
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// float3 shadowPosDY = ddy_fine(positionTXS);
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return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
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}
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//-----------------------------------------------------------------------------
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// IES sampling function
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// ----------------------------------------------------------------------------
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#define SINGLE_PASS_CONTEXT_SAMPLE_IESARRAY 0
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// sphericalTexCoord is theta and phi spherical coordinate
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float4 SampleIES(LightLoopContext lightLoopContext, int index, float2 sphericalTexCoord, float lod)
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{
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return SAMPLE_TEXTURE2D_ARRAY_LOD(_IESArray, sampler_IESArray, sphericalTexCoord, index, 0);
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}
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//-----------------------------------------------------------------------------
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// Reflection proble / Sky sampling function
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// ----------------------------------------------------------------------------
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#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
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#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
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// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
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// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
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float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
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{
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// This code will be inlined as lightLoopContext is hardcoded in the light loop
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if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
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{
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return SAMPLE_TEXTURECUBE_ARRAY_LOD(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);
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}
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else // SINGLE_PASS_SAMPLE_SKY
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{
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return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
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}
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}
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