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// Various shadow algorithms
// There are two variants provided, one takes the texture and sampler explicitly so they can be statically passed in.
// The variant without resource parameters dynamically accesses the texture when sampling.
// Helper function to offset depth based on the surface normal and light direction.
// If the light hits the surface perpendicularly there will be no offset.
float3 EvalShadow_NormalBias( float3 normalWS, float NoL, float2 texelSize, float normalBias )
{
return max( texelSize.x, texelSize.y ) * normalBias * (1.0 - NoL) * normalWS;
}
// function called by spot, point and directional eval routines to calculate shadow coordinates
float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS, out float3 posNDC, bool clampToRect )
{
float4 posCS = mul(float4(positionWS, 1.0), sd.worldToShadow);
posCS.z -= sd.bias * posCS.w;
posNDC = posCS.xyz / posCS.w;
// calc TCs
float3 posTC = posNDC * 0.5 + 0.5;
posTC.xy = clampToRect ? clamp( posTC.xy, sd.texelSizeRcp.zw*0.5, 1.0.xx - sd.texelSizeRcp.zw*0.5 ) : posTC.xy;
posTC.xy = posTC.xy * sd.scaleOffset.xy + sd.scaleOffset.zw;
#if UNITY_REVERSED_Z
posTC.z = 1.0 - posTC.z;
#endif
return posTC;
}
float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS )
{
float3 ndc;
return EvalShadow_GetTexcoords( sd, positionWS, ndc, false );
}
uint2 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS, out float2 closestSampleNDC )
{
float4 posCS = mul( float4( positionWS, 1.0 ), sd.worldToShadow );
float2 posNDC = posCS.xy / posCS.w;
// calc TCs
float2 posTC = posNDC * 0.5 + 0.5;
closestSampleNDC = (floor(posTC * sd.textureSize.zw) + 0.5) * sd.texelSizeRcp.zw * 2.0 - 1.0.xx;
return uint2( (posTC * sd.scaleOffset.xy + sd.scaleOffset.zw) * sd.textureSize.xy );
}
int EvalShadow_GetCubeFaceID( float3 dir )
{
// TODO: Use faceID intrinsic on console
float3 adir = abs(dir);
// +Z -Z
int faceIndex = dir.z > 0.0 ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
// +X -X
if (adir.x > adir.y && adir.x > adir.z)
{
faceIndex = dir.x > 0.0 ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
}
// +Y -Y
else if (adir.y > adir.x && adir.y > adir.z)
{
faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
}
return faceIndex;
}
//
// Point shadows
//
float EvalShadow_PointDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float4 L )
{
ShadowData sd = shadowContext.shadowDatas[index];
float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
float3 lpos = positionWS + L.xyz * L.w;
positionWS = biased_posWS;
int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
// load the right shadow data for the current face
sd = shadowContext.shadowDatas[index + faceIndex];
uint payloadOffset = GetPayloadOffset( sd );
// normal based bias
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
// get shadowmap texcoords
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
// get the algorithm
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
// sample the texture according to the given algorithm
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
#define EvalShadow_PointDepth_( _samplerType ) \
float EvalShadow_PointDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float4 L ) \
{ \
ShadowData sd = shadowContext.shadowDatas[index]; \
float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
float3 lpos = positionWS + L.xyz * L.w; \
positionWS = biased_posWS; \
int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
/* load the right shadow data for the current face */ \
sd = shadowContext.shadowDatas[index + faceIndex]; \
uint payloadOffset = GetPayloadOffset( sd ); \
/* normal based bias */ \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
}
EvalShadow_PointDepth_( SamplerComparisonState )
EvalShadow_PointDepth_( SamplerState )
#undef EvalShadow_PointDepth_
//
// Spot shadows
//
float EvalShadow_SpotDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
{
// load the right shadow data for the current face
ShadowData sd = shadowContext.shadowDatas[index];
uint payloadOffset = GetPayloadOffset( sd );
// normal based bias
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
// get shadowmap texcoords
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
// get the algorithm
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
// sample the texture according to the given algorithm
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
#define EvalShadow_SpotDepth_( _samplerType ) \
float EvalShadow_SpotDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
ShadowData sd = shadowContext.shadowDatas[index]; \
uint payloadOffset = GetPayloadOffset( sd ); \
/* normal based bias */ \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
}
EvalShadow_SpotDepth_( SamplerComparisonState )
EvalShadow_SpotDepth_( SamplerState )
#undef EvalShadow_SpotDepth_
//
// Punctual shadows for Point and Spot
//
float EvalShadow_PunctualDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float4 L )
{
// load the right shadow data for the current face
int faceIndex = 0;
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType );
[branch]
if( shadowType == GPUSHADOWTYPE_POINT )
{
float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
float3 lpos = positionWS + L.xyz * L.w;
positionWS = biased_posWS;
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
}
else
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
sd = shadowContext.shadowDatas[index + faceIndex];
uint payloadOffset = GetPayloadOffset( sd );
// get shadowmap texcoords
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
// sample the texture according to the given algorithm
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
#define EvalShadow_PunctualDepth_( _samplerType ) \
float EvalShadow_PunctualDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float4 L ) \
{ \
/* load the right shadow data for the current face */ \
int faceIndex = 0; \
/* get the shadow type */ \
ShadowData sd = shadowContext.shadowDatas[index]; \
uint shadowType; \
UnpackShadowType( sd.shadowType, shadowType ); \
\
[branch] \
if( shadowType == GPUSHADOWTYPE_POINT ) \
{ \
float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
float3 lpos = positionWS + L.xyz * L.w; \
positionWS = biased_posWS; \
faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
} \
else \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
\
sd = shadowContext.shadowDatas[index + faceIndex]; \
uint payloadOffset = GetPayloadOffset( sd ); \
/* get shadowmap texcoords */ \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
}
EvalShadow_PunctualDepth_( SamplerComparisonState )
EvalShadow_PunctualDepth_( SamplerState )
#undef EvalShadow_PunctualDepth_
//
// Directional shadows (cascaded shadow map)
//
#define kMaxShadowCascades 4
#define SHADOW_REPEAT_CASCADE( _x ) _x, _x, _x, _x
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4], out float relDistance )
{
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 );
int idx = int( 4.0 - dot( weights, float4( 4.0, 3.0, 2.0, 1.0 ) ) );
relDistance = distances2[idx] / dirShadowSplitSphereSqRadii[idx];
return idx <= 3 ? idx : -1;
}
int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4] )
{
float relDist;
return EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDist );
}
uint EvalShadow_LoadSplitSpheres( ShadowContext shadowContext, int index, out float4 splitSpheres[4] )
{
uint offset = GetPayloadOffset( shadowContext.shadowDatas[index] );
splitSpheres[0] = asfloat( shadowContext.payloads[offset + 0] );
splitSpheres[1] = asfloat( shadowContext.payloads[offset + 1] );
splitSpheres[2] = asfloat( shadowContext.payloads[offset + 2] );
splitSpheres[3] = asfloat( shadowContext.payloads[offset + 3] );
return offset + 4;
}
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
if( shadowSplitIndex < 0 )
return 1.0;
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float border = borders[shadowSplitIndex];
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
// normal based bias
float3 orig_pos = positionWS;
uint orig_payloadOffset = payloadOffset;
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
// Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz;
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( shadowSplitIndex+1, kMaxShadowCascades-1 )].xyz );
float3 wposDir = normalize( -splitSphere + positionWS );
float cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
// get shadowmap texcoords
float3 posNDC;
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true );
// sample the texture
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
float shadow1 = 1.0;
shadowSplitIndex++;
if( shadowSplitIndex < kMaxShadowCascades )
{
shadow1 = shadow;
if( alpha > 0.0 )
{
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false );
// sample the texture
UnpackShadowmapId( sd.id, slice );
[branch]
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) )
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
}
shadow = lerp( shadow, shadow1, alpha );
return shadow;
}
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithms[kMaxShadowCascades], Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
uint orig_payloadOffset = payloadOffset; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */ \
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz; \
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( shadowSplitIndex+1, kMaxShadowCascades-1 )].xyz ); \
float3 wposDir = normalize( -splitSphere + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
\
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
\
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
float shadow1 = 1.0; \
\
shadowSplitIndex++; \
if( shadowSplitIndex < kMaxShadowCascades ) \
{ \
shadow1 = shadow; \
\
if( alpha > 0.0 ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false ); \
/* sample the texture */ \
UnpackShadowmapId( sd.id, slice ); \
\
[branch] \
if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) ) \
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
} \
} \
shadow = lerp( shadow, shadow1, alpha ); \
return shadow; \
} \
\
float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
uint shadowAlgorithms[kMaxShadowCascades] = { SHADOW_REPEAT_CASCADE( shadowAlgorithm ) }; \
return EvalShadow_CascadedDepth_Blend( shadowContext, shadowAlgorithms, tex, samp, positionWS, normalWS, index, L ); \
}
EvalShadow_CascadedDepth_( SamplerComparisonState )
EvalShadow_CascadedDepth_( SamplerState )
#undef EvalShadow_CascadedDepth_
float EvalShadow_hash12( float2 pos )
{
float3 p3 = frac( pos.xyx * float3( 443.8975, 397.2973, 491.1871 ) );
p3 += dot( p3, p3.yzx + 19.19 );
return frac( (p3.x + p3.y) * p3.z );
}
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[kMaxShadowCascades];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
if( shadowSplitIndex < 0 )
return 1.0;
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float border = borders[shadowSplitIndex];
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
// normal based bias
float3 orig_pos = positionWS;
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
// get shadowmap texcoords
float3 posNDC;
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true );
int nextSplit = min( shadowSplitIndex+1, kMaxShadowCascades-1 );
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz;
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[min( 3, shadowSplitIndex + 1 )].xyz );
float3 wposDir = normalize( -splitSphere + positionWS );
float cascDot = dot( cascadeDir, wposDir );
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
if( shadowSplitIndex < nextSplit && step( EvalShadow_hash12( posTC.xy ), alpha ) )
{
sd = shadowContext.shadowDatas[index + 1 + nextSplit];
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[nextSplit] * sd.texelSizeRcp.zw, sd.normalBias );
posTC = EvalShadow_GetTexcoords( sd, positionWS );
}
// sample the texture
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
uint shadowType, shadowAlgorithm;
UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha );
}
#define EvalShadow_CascadedDepth_( _samplerType ) \
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, uint shadowAlgorithms[kMaxShadowCascades], Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
/* load the right shadow data for the current face */ \
float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
float relDistance; \
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
if( shadowSplitIndex < 0 ) \
return 1.0; \
\
float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
payloadOffset++; \
float border = borders[shadowSplitIndex]; \
float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
\
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posNDC; \
float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
\
int nextSplit = min( shadowSplitIndex+1, kMaxShadowCascades-1 ); \
float3 splitSphere = dirShadowSplitSpheres[shadowSplitIndex].xyz; \
float3 cascadeDir = normalize( -splitSphere + dirShadowSplitSpheres[nextSplit].xyz ); \
float3 wposDir = normalize( -splitSphere + positionWS ); \
float cascDot = dot( cascadeDir, wposDir ); \
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
\
if( shadowSplitIndex != nextSplit && step( EvalShadow_hash12( posTC.xy ), alpha ) ) \
{ \
sd = shadowContext.shadowDatas[index + 1 + nextSplit]; \
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[nextSplit] * sd.texelSizeRcp.zw, sd.normalBias ); \
posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
} \
/* sample the texture */ \
float slice; \
UnpackShadowmapId( sd.id, slice ); \
float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithms[shadowSplitIndex], tex, samp ); \
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha ); \
} \
\
float EvalShadow_CascadedDepth_Dither( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
{ \
uint shadowAlgorithms[kMaxShadowCascades] = { SHADOW_REPEAT_CASCADE( shadowAlgorithm ) }; \
return EvalShadow_CascadedDepth_Dither( shadowContext, shadowAlgorithms, tex, samp, positionWS, normalWS, index, L ); \
}
EvalShadow_CascadedDepth_( SamplerComparisonState )
EvalShadow_CascadedDepth_( SamplerState )
#undef EvalShadow_CascadedDepth_
//------------------------------------------------------------------------------------------------------------------------------------
float3 EvalShadow_GetClosestSample_Point( ShadowContext shadowContext, float3 positionWS, int index, float3 L )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
// load the right shadow data for the current face
int faceIndex = EvalShadow_GetCubeFaceID( L ) + 1;
sd = shadowContext.shadowDatas[index + faceIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LoadShadow_T2DA( shadowContext, texIdx, texelIdx, slice );
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Point( ShadowContext shadowContext, Texture2DArray tex, float3 positionWS, int index, float3 L )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
// load the right shadow data for the current face
int faceIndex = EvalShadow_GetCubeFaceID( L ) + 1;
sd = shadowContext.shadowDatas[index + faceIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
float slice;
UnpackShadowmapId(sd.id, slice);
closestNDC.z = LOAD_TEXTURE2D_ARRAY_LOD( tex, texelIdx, slice, 0 ).x;
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Spot( ShadowContext shadowContext, float3 positionWS, int index )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LoadShadow_T2DA( shadowContext, texIdx, texelIdx, slice );
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Spot( ShadowContext shadowContext, Texture2DArray tex, float3 positionWS, int index )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
float slice;
UnpackShadowmapId(sd.id, slice);
closestNDC.z = LOAD_TEXTURE2D_ARRAY_LOD( tex, texelIdx, slice, 0 ).x;
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Punctual( ShadowContext shadowContext, float3 positionWS, int index, float3 L )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
uint shadowType;
UnpackShadowType( sd.shadowType, shadowType );
// load the right shadow data for the current face
int faceIndex = shadowType == GPUSHADOWTYPE_POINT ? (EvalShadow_GetCubeFaceID( L ) + 1) : 0;
sd = shadowContext.shadowDatas[index + faceIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LoadShadow_T2DA( shadowContext, texIdx, texelIdx, slice );
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Punctual( ShadowContext shadowContext, Texture2DArray tex, float3 positionWS, int index, float3 L )
{
// get the algorithm
ShadowData sd = shadowContext.shadowDatas[index];
uint shadowType;
UnpackShadowType( sd.shadowType, shadowType );
// load the right shadow data for the current face
int faceIndex = shadowType == GPUSHADOWTYPE_POINT ? (EvalShadow_GetCubeFaceID( L ) + 1) : 0;
sd = shadowContext.shadowDatas[index + faceIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
float slice;
UnpackShadowmapId(sd.id, slice);
closestNDC.z = LOAD_TEXTURE2D_ARRAY_LOD( tex, texelIdx, slice, 0 ).x;
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float4 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
if( shadowSplitIndex < 0 )
return 1.0;
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LoadShadow_T2DA( shadowContext, texIdx, texelIdx, slice );
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}
float3 EvalShadow_GetClosestSample_Cascade( ShadowContext shadowContext, Texture2DArray tex, float3 positionWS, float3 normalWS, int index, float4 L )
{
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
float relDistance;
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
if( shadowSplitIndex < 0 )
return 1.0;
float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
payloadOffset++;
ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
float4 closestNDC = { 0,0,0,1 };
uint2 texelIdx = EvalShadow_GetTexcoords( sd, positionWS, closestNDC.xy );
// load the texel
uint texIdx, sampIdx;
float slice;
UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
closestNDC.z = LOAD_TEXTURE2D_ARRAY_LOD( tex, texelIdx, slice, 0 ).x;
// reconstruct depth position
float4 closestWS = mul( closestNDC, sd.shadowToWorld );
return closestWS.xyz / closestWS.w;
}