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142 行
5.5 KiB
142 行
5.5 KiB
#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
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#define LIGHTWEIGHT_SHADOWS_INCLUDED
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#include "LightweightInput.cginc"
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#define MAX_SHADOW_CASCADES 4
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#if defined(_HARD_SHADOWS) || defined(_SOFT_SHADOWS) || defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES)
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#define _SHADOWS
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#endif
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#if defined(_HARD_SHADOWS_CASCADES) || defined(_SOFT_SHADOWS_CASCADES)
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#define _SHADOW_CASCADES
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#endif
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#ifdef _SHADOWS
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#define LIGHTWEIGHT_SHADOW_ATTENUATION(posWorld, vertexNormal, shadowDir) ComputeShadowAttenuation(posWorld, vertexNormal, shadowDir)
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#else
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#define LIGHTWEIGHT_SHADOW_ATTENUATION(posWorld, vertexNormal, shadowDir) 1.0h
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#endif
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UNITY_DECLARE_SHADOWMAP(_ShadowMap);
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float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
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float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
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half4 _ShadowOffset0;
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half4 _ShadowOffset1;
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half4 _ShadowOffset2;
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half4 _ShadowOffset3;
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half4 _ShadowData; // (x: 1.0 - shadowStrength, y: bias, z: normal bias, w: near plane offset)
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float ApplyDepthBias(float clipZ)
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{
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#ifdef UNITY_REVERSED_Z
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return clipZ + _ShadowData.y;
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#endif
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return clipZ - _ShadowData.y;
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}
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inline half SampleShadowmap(float4 shadowCoord)
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{
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float3 coord = shadowCoord.xyz /= shadowCoord.w;
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coord.z = saturate(ApplyDepthBias(coord.z));
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if (coord.x <= 0 || coord.x >= 1 || coord.y <= 0 || coord.y >= 1)
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return 1;
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#if defined(_SOFT_SHADOWS) || defined(_SOFT_SHADOWS_CASCADES)
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// 4-tap hardware comparison
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half4 attenuation;
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attenuation.x = UNITY_SAMPLE_SHADOW(_ShadowMap, coord + _ShadowOffset0.xyz);
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attenuation.y = UNITY_SAMPLE_SHADOW(_ShadowMap, coord + _ShadowOffset1.xyz);
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attenuation.z = UNITY_SAMPLE_SHADOW(_ShadowMap, coord + _ShadowOffset2.xyz);
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attenuation.w = UNITY_SAMPLE_SHADOW(_ShadowMap, coord + _ShadowOffset3.xyz);
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lerp(attenuation, 1.0, _ShadowData.xxxx);
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return dot(attenuation, 0.25);
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#else
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// 1-tap hardware comparison
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half attenuation = UNITY_SAMPLE_SHADOW(_ShadowMap, coord);
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return lerp(attenuation, 1.0, _ShadowData.x);
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#endif
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}
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inline half ComputeCascadeIndex(float3 wpos)
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{
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float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
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float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
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float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
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float3 fromCenter3 = wpos.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 vDirShadowSplitSphereSqRadii;
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vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
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vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
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vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
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vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
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fixed4 weights = fixed4(distances2 < vDirShadowSplitSphereSqRadii);
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weights.yzw = saturate(weights.yzw - weights.xyz);
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return 4 - dot(weights, fixed4(4, 3, 2, 1));
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}
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inline half ComputeShadowAttenuation(float3 posWorld, half3 vertexNormal, half3 shadowDir)
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{
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half NdotL = dot(vertexNormal, shadowDir);
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half bias = saturate(1.0 - NdotL) * _ShadowData.z;
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float3 posWorldOffsetNormal = posWorld + vertexNormal * bias;
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int cascadeIndex = 0;
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#ifdef _SHADOW_CASCADES
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cascadeIndex = ComputeCascadeIndex(posWorldOffsetNormal);
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if (cascadeIndex >= MAX_SHADOW_CASCADES)
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return 1.0;
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#endif
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float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorldOffsetNormal, 1.0));
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return SampleShadowmap(shadowCoord);
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}
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half MixRealtimeAndBakedOcclusion(half realtimeAttenuation, half4 bakedOcclusion, half4 distanceAttenuation)
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{
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#if defined(LIGHTMAP_ON)
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#if defined(_MIXED_LIGHTING_SHADOWMASK)
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// TODO:
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#elif defined(_MIXED_LIGHTING_SUBTRACTIVE)
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// Subtractive Light mode has direct light contribution baked into lightmap for mixed lights.
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// We need to remove direct realtime contribution from mixed lights
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// distanceAttenuation.w is set 0.0 if this light is mixed, 1.0 otherwise.
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return realtimeAttenuation * distanceAttenuation.w;
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#endif
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#endif
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return realtimeAttenuation;
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}
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inline half3 SubtractDirectMainLightFromLightmap(half3 lightmap, half attenuation, half3 lambert)
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{
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// Let's try to make realtime shadows work on a surface, which already contains
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// baked lighting and shadowing from the main sun light.
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// Summary:
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// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
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// a) preserves other baked lights and light bounces
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// b) eliminates shadows on the geometry facing away from the light
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// 2) Clamp against user defined ShadowColor.
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// 3) Pick original lightmap value, if it is the darkest one.
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// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
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// Preserves bounce and other baked lights
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// No shadows on the geometry facing away from the light
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half shadowStrength = _ShadowData.x;
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half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - attenuation);
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half3 subtractedLightmap = lightmap - estimatedLightContributionMaskedByInverseOfShadow;
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// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
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half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz);
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realtimeShadow = lerp(realtimeShadow, lightmap, shadowStrength);
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// 3) Pick darkest color
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return min(lightmap, realtimeShadow);
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}
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#endif
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