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125 行
5.1 KiB
125 行
5.1 KiB
#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
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#define LIGHTWEIGHT_SHADOWS_INCLUDED
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#define MAX_SHADOW_CASCADES 4
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///////////////////////////////////////////////////////////////////////////////
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// Light Classification shadow defines //
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// //
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// In order to reduce shader variations main light keywords were combined //
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// here we define shadow keywords. //
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///////////////////////////////////////////////////////////////////////////////
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#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
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#define _SHADOWS_ENABLED
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#endif
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#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
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#define _SHADOWS_SOFT
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#endif
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#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT)
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#define _SHADOWS_CASCADE
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#endif
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#if defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
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#define _SHADOWS_PERSPECTIVE
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#endif
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TEXTURE2D_SHADOW(_ShadowMap);
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SAMPLER_CMP(sampler_ShadowMap);
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CBUFFER_START(_ShadowBuffer)
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// Last cascade is initialized with a no-op matrix. It always transforms
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// shadow coord to half(0, 0, NEAR_PLANE). We use this trick to avoid
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// branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES
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float4x4 _WorldToShadow[MAX_SHADOW_CASCADES + 1];
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float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
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float4 _DirShadowSplitSphereRadii;
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half4 _ShadowOffset0;
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half4 _ShadowOffset1;
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half4 _ShadowOffset2;
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half4 _ShadowOffset3;
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half4 _ShadowData; // (x: shadowStrength)
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CBUFFER_END
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inline half SampleShadowmap(float4 shadowCoord)
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{
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#if defined(_SHADOWS_PERSPECTIVE)
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shadowCoord.xyz = shadowCoord.xyz /= shadowCoord.w;
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#endif
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#ifdef _SHADOWS_SOFT
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// 4-tap hardware comparison
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half4 attenuation4;
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attenuation4.x = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset0.xyz);
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attenuation4.y = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset1.xyz);
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attenuation4.z = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset2.xyz);
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attenuation4.w = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset3.xyz);
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half attenuation = dot(attenuation4, 0.25);
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#else
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// 1-tap hardware comparison
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half attenuation = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
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#endif
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// Apply shadow strength
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attenuation = LerpWhiteTo(attenuation, _ShadowData.x);
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// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
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// TODO: We can set shadowmap sampler to clamptoborder when we don't have a shadow atlas and avoid xy coord bounds check
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return (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1 || shadowCoord.z >= 1) ? 1.0 : attenuation;
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}
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inline half ComputeCascadeIndex(float3 wpos)
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{
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// TODO: profile if there's a performance improvement if we avoid indexing here
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float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.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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half4 weights = half4(distances2 < _DirShadowSplitSphereRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return 4 - dot(weights, half4(4, 3, 2, 1));
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}
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inline float4 ComputeShadowCoord(float3 positionWS, half cascadeIndex = 0)
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{
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#ifdef _SHADOWS_CASCADE
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return mul(_WorldToShadow[cascadeIndex], float4(positionWS, 1.0));
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#endif
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return mul(_WorldToShadow[0], float4(positionWS, 1.0));
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}
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inline half RealtimeShadowAttenuation(float3 positionWS)
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{
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#if !defined(_SHADOWS_ENABLED)
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return 1.0;
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#endif
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half cascadeIndex = ComputeCascadeIndex(positionWS);
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float4 shadowCoord = ComputeShadowCoord(positionWS, cascadeIndex);
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return SampleShadowmap(shadowCoord);
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}
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half MixRealtimeAndBakedOcclusion(half realtimeAttenuation, half subtractiveModeBakedOcclusion, half4 shadowMaskModeBakedOcclusion = half4(0, 0, 0, 0))
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{
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#if defined(LIGHTMAP_ON)
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#if defined(_MIXED_LIGHTING_SHADOWMASK)
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// TODO:
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#elif defined(_MIXED_LIGHTING_SUBTRACTIVE)
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// Subtractive Light mode has direct light contribution baked into lightmap for mixed lights.
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// We need to remove direct realtime contribution from mixed lights
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// subtractiveModeBakedOcclusion is set 0.0 if this light occlusion was baked in the lightmap, 1.0 otherwise.
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return realtimeAttenuation * subtractiveModeBakedOcclusion;
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#endif
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#endif
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return realtimeAttenuation;
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}
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#endif
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