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#if defined (LIGHTLOOP_TILE_DIRECT) || defined(LIGHTLOOP_TILE_ALL)
#define PROCESS_DIRECTIONAL_LIGHT
#define PROCESS_PUNCTUAL_LIGHT
#define PROCESS_AREA_LIGHT
#endif
#if defined (LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL)
#define PROCESS_ENV_LIGHT
#endif
#include "TilePass.cs.hlsl"
uint _NumTileX;
uint _NumTileY;
Buffer<uint> g_vLightListGlobal;
#define TILE_SIZE 16 // This is fixed
#define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort)
// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifdef USE_CLUSTERED_LIGHTLIST
float4x4 g_mInvScrProjection;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;
float g_fFarPlane;
int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
uint g_isLogBaseBufferEnabled;
uint _UseTileLightList;
//#endif
//#ifdef USE_CLUSTERED_LIGHTLIST
Buffer<uint> g_vLayeredOffsetsBuffer;
Buffer<float> g_logBaseBuffer;
//#endif
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
// Use texture atlas for shadow map
//TEXTURE2D(_ShadowAtlas);
//SAMPLER2D_SHADOW(sampler_ShadowAtlas);
//SAMPLER2D(sampler_ManualShadowAtlas); // TODO: settings sampler individually is not supported in shader yet...
TEXTURE2D(g_tShadowBuffer) // TODO: No choice, the name is hardcoded in ShadowrenderPass.cs for now. Need to change this!
SAMPLER2D_SHADOW(samplerg_tShadowBuffer);
// Use texture array for IES
TEXTURE2D_ARRAY(_IESArray);
SAMPLER2D(sampler_IESArray);
// Used by directional and spot lights
TEXTURE2D_ARRAY(_CookieTextures);
SAMPLER2D(sampler_CookieTextures);
// Used by point lights
TEXTURECUBE_ARRAY(_CookieCubeTextures);
SAMPLERCUBE(sampler_CookieCubeTextures);
// Use texture array for reflection
TEXTURECUBE_ARRAY(_EnvTextures);
SAMPLERCUBE(sampler_EnvTextures);
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
CBUFFER_START(UnityPerLightLoop)
uint _DirectionalLightCount;
uint _PunctualLightCount;
uint _AreaLightCount;
uint _EnvLightCount;
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
int _EnvLightSkyEnabled; // TODO: make it a bool
CBUFFER_END
struct LightLoopContext
{
int sampleShadow;
int sampleReflection;
};
//-----------------------------------------------------------------------------
// Shadow sampling function
// ----------------------------------------------------------------------------
float GetPunctualShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
{
int faceIndex = 0;
if (_ShadowDatas[index].lightType == GPULIGHTTYPE_POINT)
{
GetCubeFaceID(L, faceIndex);
}
ShadowData shadowData = _ShadowDatas[index + faceIndex];
// Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here.
float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow);
positionTXS.xyz /= positionTXS.w;
// positionTXS.z -= shadowData.bias; // Apply a linear bias
positionTXS.z -= 0.001;
#if UNITY_REVERSED_Z
positionTXS.z = 1.0 - positionTXS.z;
#endif
// float3 shadowPosDX = ddx_fine(positionTXS);
// float3 shadowPosDY = ddy_fine(positionTXS);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
}
// Gets the cascade weights based on the world position of the fragment and the positions of the split spheres for each cascade.
// Returns an invalid split index if past shadowDistance (ie 4 is invalid for cascade)
uint GetSplitSphereIndexForDirshadows(float3 positionWS, float4 dirShadowSplitSpheres[4])
{
float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = positionWS.xyz - dirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = positionWS.xyz - dirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 dirShadowSplitSphereSqRadii;
dirShadowSplitSphereSqRadii.x = dirShadowSplitSpheres[0].w;
dirShadowSplitSphereSqRadii.y = dirShadowSplitSpheres[1].w;
dirShadowSplitSphereSqRadii.z = dirShadowSplitSpheres[2].w;
dirShadowSplitSphereSqRadii.w = dirShadowSplitSpheres[3].w;
float4 weights = float4(distances2 < dirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return uint(4.0 - dot(weights, float4(4.0, 3.0, 2.0, 1.0)));
}
float GetDirectionalShadowAttenuation(LightLoopContext lightLoopContext, float3 positionWS, int index, float3 L, float2 unPositionSS)
{
// Note Index is 0 for now, but else we need to provide the correct index in _DirShadowSplitSpheres and _ShadowDatas
uint shadowSplitIndex = GetSplitSphereIndexForDirshadows(positionWS, _DirShadowSplitSpheres);
ShadowData shadowData = _ShadowDatas[shadowSplitIndex];
// Note: scale and bias of shadow atlas are included in ShadowTransform but could be apply here.
float4 positionTXS = mul(float4(positionWS, 1.0), shadowData.worldToShadow);
positionTXS.xyz /= positionTXS.w;
// positionTXS.z -= shadowData.bias; // Apply a linear bias
positionTXS.z -= 0.003;
#if UNITY_REVERSED_Z
positionTXS.z = 1.0 - positionTXS.z;
#endif
// float3 shadowPosDX = ddx_fine(positionTXS);
// float3 shadowPosDY = ddy_fine(positionTXS);
return SAMPLE_TEXTURE2D_SHADOW(g_tShadowBuffer, samplerg_tShadowBuffer, positionTXS);
}
//-----------------------------------------------------------------------------
// Cookie sampling functions
// ----------------------------------------------------------------------------
// Used by directional and spot lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index)
{
return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0);
}
// Used by point lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
}
//-----------------------------------------------------------------------------
// IES sampling function
// ----------------------------------------------------------------------------
// sphericalTexCoord is theta and phi spherical coordinate
float4 SampleIES(LightLoopContext lightLoopContext, int index, float2 sphericalTexCoord, float lod)
{
return SAMPLE_TEXTURE2D_ARRAY_LOD(_IESArray, sampler_IESArray, sphericalTexCoord, index, 0);
}
//-----------------------------------------------------------------------------
// Reflection proble / Sky sampling function
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
// 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 ?)
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
{
// This code will be inlined as lightLoopContext is hardcoded in the light loop
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);
}
else // SINGLE_PASS_SAMPLE_SKY
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
}
}