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// This file is empty on purpose. Projects can put their custom shadow algorithms in here so they get automatically included by Shadow.hlsl.
float EvalShadow_CascadedMoment( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
{
ShadowData sd = shadowContext.shadowDatas[shadowDataIndex];
// normal based bias
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
// load the right shadow data for the current face
float4 dirShadowSplitSpheres[4];
uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, shadowDataIndex, dirShadowSplitSpheres );
int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres );
if (shadowSplitIndex < 0)
return 1.0;
// get the shadowmap data for the correct cascade
sd = shadowContext.shadowDatas[shadowDataIndex + 1 + shadowSplitIndex];
// get shadowmap texcoords
float3 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 );
switch( shadowAlgorithm )
{
case (GPUSHADOWALGORITHM_CUSTOM + 1): return 1.0;
default: return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
}
}
float EvalShadow_CascadedMoment( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS )
{
return EvalShadow_CascadedMoment( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}