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