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675 行
40 KiB
675 行
40 KiB
// Various shadow algorithms
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// There are two variants provided, one takes the texture and sampler explicitly so they can be statically passed in.
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// The variant without resource parameters dynamically accesses the texture when sampling.
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// Helper function to offset depth based on the surface normal and light direction.
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// If the light hits the surface perpendicularly there will be no offset.
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float3 EvalShadow_NormalBias( float3 normalWS, float NoL, float2 texelSize, float normalBias )
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{
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return max( texelSize.x, texelSize.y ) * normalBias * (1.0 - NoL) * normalWS;
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}
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// function called by spot, point and directional eval routines to calculate shadow coordinates
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float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS, out float3 posNDC, bool clampToRect )
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{
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float4 posCS = mul(float4(positionWS, 1.0), sd.worldToShadow);
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posCS.z -= sd.bias * posCS.w;
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posNDC = posCS.xyz / posCS.w;
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// calc TCs
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float3 posTC = posNDC * 0.5 + 0.5;
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posTC.xy = clampToRect ? clamp( posTC.xy, sd.texelSizeRcp.zw*0.5, 1.0.xx - sd.texelSizeRcp.zw*0.5 ) : posTC.xy;
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posTC.xy = posTC.xy * sd.scaleOffset.xy + sd.scaleOffset.zw;
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#if UNITY_REVERSED_Z
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posTC.z = 1.0 - posTC.z;
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#endif
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return posTC;
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}
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float3 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS )
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{
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float3 ndc;
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return EvalShadow_GetTexcoords( sd, positionWS, ndc, false );
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}
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uint2 EvalShadow_GetTexcoords( ShadowData sd, float3 positionWS, out float2 closestSampleNDC )
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{
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float4 posCS = mul( float4( positionWS, 1.0 ), sd.worldToShadow );
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float2 posNDC = posCS.xy / posCS.w;
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// calc TCs
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float2 posTC = posNDC * 0.5 + 0.5;
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closestSampleNDC = (floor(posTC * sd.textureSize.zw) + 0.5) * sd.texelSizeRcp.zw * 2.0 - 1.0.xx;
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return (posTC * sd.scaleOffset.xy + sd.scaleOffset.zw) * sd.textureSize.xy;
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}
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int EvalShadow_GetCubeFaceID( float3 dir )
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{
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// TODO: Use faceID intrinsic on console
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float3 adir = abs(dir);
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// +Z -Z
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int faceIndex = dir.z > 0.0 ? CUBEMAPFACE_NEGATIVE_Z : CUBEMAPFACE_POSITIVE_Z;
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// +X -X
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if (adir.x > adir.y && adir.x > adir.z)
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{
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faceIndex = dir.x > 0.0 ? CUBEMAPFACE_NEGATIVE_X : CUBEMAPFACE_POSITIVE_X;
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}
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// +Y -Y
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else if (adir.y > adir.x && adir.y > adir.z)
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{
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faceIndex = dir.y > 0.0 ? CUBEMAPFACE_NEGATIVE_Y : CUBEMAPFACE_POSITIVE_Y;
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}
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return faceIndex;
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}
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//
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// Point shadows
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//
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float EvalShadow_PointDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float4 L )
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{
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ShadowData sd = shadowContext.shadowDatas[index];
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float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
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float3 lpos = positionWS + L.xyz * L.w;
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positionWS = biased_posWS;
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int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
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// load the right shadow data for the current face
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sd = shadowContext.shadowDatas[index + faceIndex];
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uint payloadOffset = GetPayloadOffset( sd );
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// normal based bias
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
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// get shadowmap texcoords
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
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// get the algorithm
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uint shadowType, shadowAlgorithm;
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UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
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// sample the texture according to the given algorithm
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uint texIdx, sampIdx;
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float slice;
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UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
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}
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#define EvalShadow_PointDepth_( _samplerType ) \
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float EvalShadow_PointDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float4 L ) \
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{ \
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ShadowData sd = shadowContext.shadowDatas[index]; \
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float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
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float3 lpos = positionWS + L.xyz * L.w; \
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positionWS = biased_posWS; \
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int faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
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/* load the right shadow data for the current face */ \
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sd = shadowContext.shadowDatas[index + faceIndex]; \
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uint payloadOffset = GetPayloadOffset( sd ); \
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/* normal based bias */ \
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
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/* get shadowmap texcoords */ \
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
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/* sample the texture */ \
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float slice; \
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UnpackShadowmapId( sd.id, slice ); \
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
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}
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EvalShadow_PointDepth_( SamplerComparisonState )
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EvalShadow_PointDepth_( SamplerState )
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#undef EvalShadow_PointDepth_
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//
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// Spot shadows
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//
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float EvalShadow_SpotDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
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{
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// load the right shadow data for the current face
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ShadowData sd = shadowContext.shadowDatas[index];
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uint payloadOffset = GetPayloadOffset( sd );
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// normal based bias
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias );
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// get shadowmap texcoords
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
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// get the algorithm
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uint shadowType, shadowAlgorithm;
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UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
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// sample the texture according to the given algorithm
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uint texIdx, sampIdx;
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float slice;
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UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
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}
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#define EvalShadow_SpotDepth_( _samplerType ) \
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float EvalShadow_SpotDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
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{ \
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/* load the right shadow data for the current face */ \
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ShadowData sd = shadowContext.shadowDatas[index]; \
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uint payloadOffset = GetPayloadOffset( sd ); \
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/* normal based bias */ \
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
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/* get shadowmap texcoords */ \
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
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/* sample the texture */ \
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float slice; \
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UnpackShadowmapId( sd.id, slice ); \
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
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}
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EvalShadow_SpotDepth_( SamplerComparisonState )
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EvalShadow_SpotDepth_( SamplerState )
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#undef EvalShadow_SpotDepth_
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//
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// Punctual shadows for Point and Spot
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//
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float EvalShadow_PunctualDepth( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float4 L )
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{
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// load the right shadow data for the current face
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int faceIndex = 0;
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// get the algorithm
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ShadowData sd = shadowContext.shadowDatas[index];
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uint shadowType, shadowAlgorithm;
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UnpackShadowType( sd.shadowType, shadowType );
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[branch]
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if( shadowType == GPUSHADOWTYPE_POINT )
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{
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float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
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float3 lpos = positionWS + L.xyz * L.w;
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positionWS = biased_posWS;
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faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1;
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}
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else
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias );
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sd = shadowContext.shadowDatas[index + faceIndex];
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uint payloadOffset = GetPayloadOffset( sd );
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// get shadowmap texcoords
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS );
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// sample the texture according to the given algorithm
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uint texIdx, sampIdx;
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float slice;
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UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
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UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
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}
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#define EvalShadow_PunctualDepth_( _samplerType ) \
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float EvalShadow_PunctualDepth( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float4 L ) \
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{ \
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/* load the right shadow data for the current face */ \
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int faceIndex = 0; \
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/* get the shadow type */ \
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ShadowData sd = shadowContext.shadowDatas[index]; \
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uint shadowType; \
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UnpackShadowType( sd.shadowType, shadowType ); \
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\
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[branch] \
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if( shadowType == GPUSHADOWTYPE_POINT ) \
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{ \
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float3 biased_posWS = positionWS + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
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float3 lpos = positionWS + L.xyz * L.w; \
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positionWS = biased_posWS; \
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faceIndex = EvalShadow_GetCubeFaceID( lpos - biased_posWS ) + 1; \
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} \
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else \
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L.xyz ) ), sd.texelSizeRcp.zw, sd.normalBias ); \
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\
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sd = shadowContext.shadowDatas[index + faceIndex]; \
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uint payloadOffset = GetPayloadOffset( sd ); \
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/* get shadowmap texcoords */ \
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS ); \
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/* sample the texture */ \
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float slice; \
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UnpackShadowmapId( sd.id, slice ); \
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return SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
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}
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EvalShadow_PunctualDepth_( SamplerComparisonState )
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EvalShadow_PunctualDepth_( SamplerState )
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#undef EvalShadow_PunctualDepth_
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//
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// Directional shadows (cascaded shadow map)
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//
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#define kMaxShadowCascades 4
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int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4], out float relDistance )
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{
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float3 fromCenter0 = positionWS.xyz - dirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = positionWS.xyz - dirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = positionWS.xyz - dirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = positionWS.xyz - dirShadowSplitSpheres[3].xyz;
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float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
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float4 dirShadowSplitSphereSqRadii;
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dirShadowSplitSphereSqRadii.x = dirShadowSplitSpheres[0].w;
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dirShadowSplitSphereSqRadii.y = dirShadowSplitSpheres[1].w;
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dirShadowSplitSphereSqRadii.z = dirShadowSplitSpheres[2].w;
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dirShadowSplitSphereSqRadii.w = dirShadowSplitSpheres[3].w;
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float4 weights = float4( distances2 < dirShadowSplitSphereSqRadii );
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weights.yzw = saturate( weights.yzw - weights.xyz );
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int idx = int( 4.0 - dot( weights, float4( 4.0, 3.0, 2.0, 1.0 ) ) );
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relDistance = distances2[idx] / dirShadowSplitSphereSqRadii[idx];
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return idx <= 3 ? idx : -1;
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}
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int EvalShadow_GetSplitSphereIndexForDirshadows( float3 positionWS, float4 dirShadowSplitSpheres[4] )
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{
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float relDist;
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return EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDist );
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}
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uint EvalShadow_LoadSplitSpheres( ShadowContext shadowContext, int index, out float4 splitSpheres[4] )
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{
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uint offset = GetPayloadOffset( shadowContext.shadowDatas[index] );
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splitSpheres[0] = asfloat( shadowContext.payloads[offset + 0] );
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splitSpheres[1] = asfloat( shadowContext.payloads[offset + 1] );
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splitSpheres[2] = asfloat( shadowContext.payloads[offset + 2] );
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splitSpheres[3] = asfloat( shadowContext.payloads[offset + 3] );
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return offset + 4;
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}
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float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int index, float3 L )
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{
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// load the right shadow data for the current face
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float4 dirShadowSplitSpheres[4];
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uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres );
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float relDistance;
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int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance );
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if( shadowSplitIndex < 0 )
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return 1.0;
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float4 scales = asfloat( shadowContext.payloads[payloadOffset] );
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payloadOffset++;
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float4 borders = asfloat( shadowContext.payloads[payloadOffset] );
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payloadOffset++;
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ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
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// normal based bias
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float3 orig_pos = positionWS;
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uint orig_payloadOffset = payloadOffset;
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
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/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */
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float border = borders[shadowSplitIndex];
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float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border );
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float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex];
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float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[min(3,shadowSplitIndex+1)].xyz );
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float3 wposDir = normalize( -splitSphere.xyz + positionWS );
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float cascDot = dot( cascadeDir, wposDir );
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alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
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// get shadowmap texcoords
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float3 posNDC;
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true );
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// sample the texture
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uint texIdx, sampIdx;
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float slice;
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UnpackShadowmapId( sd.id, texIdx, sampIdx, slice );
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uint shadowType, shadowAlgorithm;
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UnpackShadowType( sd.shadowType, shadowType, shadowAlgorithm );
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float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
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shadowSplitIndex++;
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float shadow1 = 1.0;
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if( shadowSplitIndex < kMaxShadowCascades )
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{
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shadow1 = shadow;
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[branch]
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if( alpha > 0.0 )
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{
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sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
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positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
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posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false );
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// sample the texture
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UnpackShadowmapId( sd.id, slice );
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if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) )
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shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, texIdx, sampIdx );
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}
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}
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shadow = lerp( shadow, shadow1, alpha );
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return shadow;
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}
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#define EvalShadow_CascadedDepth_( _samplerType ) \
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float EvalShadow_CascadedDepth_Blend( ShadowContext shadowContext, uint shadowAlgorithm, Texture2DArray tex, _samplerType samp, float3 positionWS, float3 normalWS, int index, float3 L ) \
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{ \
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/* load the right shadow data for the current face */ \
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float4 dirShadowSplitSpheres[kMaxShadowCascades]; \
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uint payloadOffset = EvalShadow_LoadSplitSpheres( shadowContext, index, dirShadowSplitSpheres ); \
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float relDistance; \
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int shadowSplitIndex = EvalShadow_GetSplitSphereIndexForDirshadows( positionWS, dirShadowSplitSpheres, relDistance ); \
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if( shadowSplitIndex < 0 ) \
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return 1.0; \
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\
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float4 scales = asfloat( shadowContext.payloads[payloadOffset] ); \
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payloadOffset++; \
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float4 borders = asfloat( shadowContext.payloads[payloadOffset] ); \
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payloadOffset++; \
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ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
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/* normal based bias */ \
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float3 orig_pos = positionWS; \
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uint orig_payloadOffset = payloadOffset; \
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positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
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\
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/* Be careful of this code, we need it here before the if statement otherwise the compiler screws up optimizing dirShadowSplitSpheres VGPRs away */ \
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float border = borders[shadowSplitIndex]; \
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float alpha = border <= 0.0 ? 0.0 : saturate( (relDistance - (1.0 - border)) / border ); \
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float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex]; \
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float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[min(kMaxShadowCascades-1,shadowSplitIndex+1)].xyz ); \
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float3 wposDir = normalize( -splitSphere.xyz + positionWS ); \
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float cascDot = dot( cascadeDir, wposDir ); \
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alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
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\
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/* get shadowmap texcoords */ \
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float3 posNDC; \
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float3 posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, true ); \
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/* sample the texture */ \
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float slice; \
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UnpackShadowmapId( sd.id, slice ); \
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\
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float shadow = SampleShadow_SelectAlgorithm( shadowContext, sd, payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
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\
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shadowSplitIndex++; \
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float shadow1 = 1.0; \
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if( shadowSplitIndex < kMaxShadowCascades ) \
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{ \
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shadow1 = shadow; \
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\
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[branch] \
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if( alpha > 0.0 ) \
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{ \
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sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
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positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
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posTC = EvalShadow_GetTexcoords( sd, positionWS, posNDC, false ); \
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/* sample the texture */ \
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UnpackShadowmapId( sd.id, slice ); \
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\
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if( all( abs( posNDC.xy ) <= (1.0 - sd.texelSizeRcp.zw * 0.5) ) ) \
|
|
shadow1 = SampleShadow_SelectAlgorithm( shadowContext, sd, orig_payloadOffset, posTC, sd.bias, slice, shadowAlgorithm, tex, samp ); \
|
|
} \
|
|
} \
|
|
shadow = lerp( shadow, shadow1, alpha ); \
|
|
return shadow; \
|
|
}
|
|
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[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;
|
|
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 );
|
|
|
|
if( shadowSplitIndex < (kMaxShadowCascades-1) )
|
|
{
|
|
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex];
|
|
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex+1].xyz );
|
|
float3 wposDir = normalize( -splitSphere.xyz + positionWS );
|
|
float cascDot = dot( cascadeDir, wposDir );
|
|
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) );
|
|
|
|
if( step( EvalShadow_hash12( posTC.xy ), alpha ) )
|
|
{
|
|
shadowSplitIndex++;
|
|
sd = shadowContext.shadowDatas[index + 2 + shadowSplitIndex];
|
|
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex+1] * 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 shadowAlgorithm, 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 ); \
|
|
\
|
|
if( shadowSplitIndex < (kMaxShadowCascades-1) ) \
|
|
{ \
|
|
float4 splitSphere = dirShadowSplitSpheres[shadowSplitIndex]; \
|
|
float3 cascadeDir = normalize( -splitSphere.xyz + dirShadowSplitSpheres[shadowSplitIndex+1].xyz ); \
|
|
float3 wposDir = normalize( -splitSphere.xyz + positionWS ); \
|
|
float cascDot = dot( cascadeDir, wposDir ); \
|
|
alpha = cascDot > 0.0 ? alpha : lerp( alpha, 0.0, saturate( -cascDot * 4.0 ) ); \
|
|
\
|
|
if( step( EvalShadow_hash12( posTC.xy ), alpha ) ) \
|
|
{ \
|
|
sd = shadowContext.shadowDatas[index + 2 + shadowSplitIndex]; \
|
|
positionWS = orig_pos + EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex+1] * 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, shadowAlgorithm, tex, samp ); \
|
|
return shadowSplitIndex < (kMaxShadowCascades-1) ? shadow : lerp( shadow, 1.0, alpha ); \
|
|
}
|
|
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;
|
|
}
|