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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow DEFERRED_DIRECTIONAL=DeferredDirectionalShadow
#pragma kernel DeferredDirectionalShadow_Contact DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact ENABLE_CONTACT_SHADOWS
#pragma kernel DeferredDirectionalShadow_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Normals ENABLE_NORMALS
#pragma kernel DeferredDirectionalShadow_Contact_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact_Normals ENABLE_CONTACT_SHADOWS ENABLE_NORMALS
#ifdef ENABLE_NORMALS
# define LIGHTLOOP_TILE_PASS 1
# define USE_FPTL_LIGHTLIST 1 // deferred opaque always use FPTL
# define UNITY_MATERIAL_LIT
#else
# define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // Enable only light view vector based biasing. If undefined, biasing will be based on the normal and calling code must provide a valid normal.
#endif
#ifdef SHADER_API_PSSL
# pragma argument( scheduler=minpressure ) // instruct the shader compiler to prefer minimizing vgpr usage
#endif
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
//#pragma enable_d3d11_debug_symbols
RWTexture2D<float4> _DeferredShadowTextureUAV;
CBUFFER_START(DeferredShadowParameters)
uint _DirectionalShadowIndex;
float3 _LightDirection;
float4 _ScreenSpaceShadowsParameters;
int _SampleCount;
CBUFFER_END
#define _ContactShadowLength _ScreenSpaceShadowsParameters.x
#define _ContactShadowDistanceScaleFactor _ScreenSpaceShadowsParameters.y
#define _ContactShadowFadeEnd _ScreenSpaceShadowsParameters.z
#define _ContactShadowFadeOneOverRange _ScreenSpaceShadowsParameters.w
#define DEFERRED_SHADOW_TILE_SIZE 16
// Return 1.0 if occluded 0.0 if not
float4 ScreenSpaceShadowRayCast(float3 positionWS, float3 rayDirection, float rayLength)
{
uint3 hashInput = uint3(abs(GetAbsolutePositionWS(positionWS)) * 1000);
// Dither pattern is shifted by 0.5 because we want to jitter the ray starting position backward and forward (so we need values between -0.5 and 0.5)
float ditherBias = 0.5;
float dither = GenerateHashedRandomFloat(hashInput) - ditherBias;
float3 rayStartWS = positionWS;
float3 rayEndWS = rayStartWS + rayDirection * rayLength;
float4 rayStartCS = TransformWorldToHClip(rayStartWS);
float4 rayEndCS = TransformWorldToHClip(rayEndWS);
// Here we compute a ray perpendicular to view space. This is the ray we use to compute the threshold for rejecting samples.
// This is done this way so that the threshold is less dependent of ray slope.
float4 rayOrthoViewSpace = rayStartCS + mul(GetViewToHClipMatrix(), float4(0, 0, rayLength, 0));
rayOrthoViewSpace = rayOrthoViewSpace / rayOrthoViewSpace.w;
rayStartCS.xyz = rayStartCS.xyz / rayStartCS.w;
rayEndCS.xyz = rayEndCS.xyz / rayEndCS.w;
// Pixel to light ray in clip space.
float3 rayCS = rayEndCS.xyz - rayStartCS.xyz;
// Depth at the start of the ray
float startDepth = rayStartCS.z;
// Depth range of the ray
float rayDepth = rayCS.z;
// Starting UV of the sampling loop
float2 startUV = rayStartCS.xy * 0.5f + 0.5f;
startUV.y = 1.0 - startUV.y;
// Pixel to light ray in
float2 rayUV = rayCS.xy * 0.5f;
rayUV.y = -rayUV.y;
float step = 1.0 / _SampleCount;
float compareThreshold = abs(rayOrthoViewSpace.z - rayStartCS.z) * step;
float occluded = 0.0f;
for (int i = 0; i < _SampleCount; i++)
{
// Step for this sample
float sampleStep = ((i + 1) * step + step * dither);
// UVs for the current sample
float2 sampleUV = (startUV + rayUV * sampleStep) * _ScreenToTargetScale.xy;
// Ray depth for this sample
float raySampleDepth = startDepth + rayDepth * sampleStep;
// Depth buffer depth for this sample
float sampleDepth = SAMPLE_TEXTURE2D_LOD(_MainDepthTexture, sampler_MainDepthTexture, sampleUV, 0.0).x;
bool Hit = false;
float depthDiff = sampleDepth - raySampleDepth;
Hit = depthDiff < compareThreshold && depthDiff > 0.0;// 1e-4;
if (Hit)
occluded = 1.0f;
}
// Off screen masking
// We remove the occlusion if the ray is occluded and only if direction steps out of the screen
float2 vignette = max(6.0 * abs(rayStartCS.xy + rayCS.xy * occluded * 0.5) - 5.0, 0.0);
occluded *= saturate( 1.0 - dot(vignette, vignette) );
return occluded;
}
[numthreads(DEFERRED_SHADOW_TILE_SIZE, DEFERRED_SHADOW_TILE_SIZE, 1)]
void DEFERRED_DIRECTIONAL(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID)
{
uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId;
uint2 tileCoord = groupId;
float depth = LOAD_TEXTURE2D(_MainDepthTexture, pixelCoord.xy).x;
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
return;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord);
#ifdef ENABLE_NORMALS
BSDFData bsdfData;
BakeLightingData unused;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, unused.bakeDiffuseLighting);
float3 nrm = bsdfData.normalWS;
#else
float3 nrm = 0.0.xxx;
#endif
ShadowContext shadowContext = InitShadowContext();
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, nrm, _DirectionalShadowIndex, _LightDirection);
#ifdef ENABLE_CONTACT_SHADOWS
float contactShadow = 1.0f;
if (_ContactShadowLength > 0.0f)
{
float4 result = ScreenSpaceShadowRayCast(posInput.positionWS, normalize(_LightDirection), _ContactShadowLength * max(0.5, posInput.linearDepth * _ContactShadowDistanceScaleFactor));
contactShadow = 1.0 - result.x * saturate((_ContactShadowFadeEnd - posInput.linearDepth) * _ContactShadowFadeOneOverRange);
shadow *= contactShadow;
}
#endif
_DeferredShadowTextureUAV[pixelCoord] = float4(shadow, 0.0, 0.0, 0.0);
}