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#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
#include "Core.hlsl"
#define MAX_SHADOW_CASCADES 4
#ifndef SHADOWS_SCREEN
#if defined(_SHADOWS_ENABLED) && defined(_SHADOWS_CASCADE) && !defined(SHADER_API_GLES)
#define SHADOWS_SCREEN 1
#else
#define SHADOWS_SCREEN 0
#endif
#endif
SCREENSPACE_TEXTURE(_ScreenSpaceShadowMapTexture);
SAMPLER(sampler_ScreenSpaceShadowMapTexture);
TEXTURE2D_SHADOW(_DirectionalShadowmapTexture);
SAMPLER_CMP(sampler_DirectionalShadowmapTexture);
TEXTURE2D_SHADOW(_LocalShadowmapTexture);
SAMPLER_CMP(sampler_LocalShadowmapTexture);
CBUFFER_START(_DirectionalShadowBuffer)
// Last cascade is initialized with a no-op matrix. It always transforms
// shadow coord to half(0, 0, NEAR_PLANE). We use this trick to avoid
// branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES
#ifdef _SHADOWS_CASCADE
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES + 1];
#else
float4x4 _WorldToShadow;
#endif
float4 _DirShadowSplitSpheres0;
float4 _DirShadowSplitSpheres1;
float4 _DirShadowSplitSpheres2;
float4 _DirShadowSplitSpheres3;
float4 _DirShadowSplitSphereRadii;
half4 _ShadowOffset0;
half4 _ShadowOffset1;
half4 _ShadowOffset2;
half4 _ShadowOffset3;
half4 _ShadowData; // (x: shadowStrength)
float4 _ShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
CBUFFER_END
CBUFFER_START(_LocalShadowBuffer)
float4x4 _LocalWorldToShadowAtlas[MAX_VISIBLE_LIGHTS];
half _LocalShadowStrength[MAX_VISIBLE_LIGHTS];
half4 _LocalShadowOffset0;
half4 _LocalShadowOffset1;
half4 _LocalShadowOffset2;
half4 _LocalShadowOffset3;
float4 _LocalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
CBUFFER_END
#if UNITY_REVERSED_Z
#define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z <= UNITY_RAW_FAR_CLIP_VALUE
#else
#define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z >= UNITY_RAW_FAR_CLIP_VALUE
#endif
struct ShadowSamplingData
{
half4 shadowOffset0;
half4 shadowOffset1;
half4 shadowOffset2;
half4 shadowOffset3;
float4 shadowmapSize;
};
ShadowSamplingData GetMainLightShadowSamplingData()
{
ShadowSamplingData shadowSamplingData;
shadowSamplingData.shadowOffset0 = _ShadowOffset0;
shadowSamplingData.shadowOffset1 = _ShadowOffset1;
shadowSamplingData.shadowOffset2 = _ShadowOffset2;
shadowSamplingData.shadowOffset3 = _ShadowOffset3;
shadowSamplingData.shadowmapSize = _ShadowmapSize;
return shadowSamplingData;
}
ShadowSamplingData GetLocalLightShadowSamplingData()
{
ShadowSamplingData shadowSamplingData;
shadowSamplingData.shadowOffset0 = _LocalShadowOffset0;
shadowSamplingData.shadowOffset1 = _LocalShadowOffset1;
shadowSamplingData.shadowOffset2 = _LocalShadowOffset2;
shadowSamplingData.shadowOffset3 = _LocalShadowOffset3;
shadowSamplingData.shadowmapSize = _LocalShadowmapSize;
return shadowSamplingData;
}
half GetMainLightShadowStrength()
{
return _ShadowData.x;
}
half GetLocalLightShadowStrenth(int lightIndex)
{
return _LocalShadowStrength[lightIndex];
}
half SampleScreenSpaceShadowMap(float4 shadowCoord)
{
shadowCoord.xy /= shadowCoord.w;
// The stereo transform has to happen after the manual perspective divide
shadowCoord.xy = UnityStereoTransformScreenSpaceTex(shadowCoord.xy);
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
half attenuation = SAMPLE_TEXTURE2D_ARRAY(_ScreenSpaceShadowMapTexture, sampler_ScreenSpaceShadowMapTexture, shadowCoord.xy, unity_StereoEyeIndex).x;
#else
half attenuation = SAMPLE_TEXTURE2D(_ScreenSpaceShadowMapTexture, sampler_ScreenSpaceShadowMapTexture, shadowCoord.xy).x;
#endif
return attenuation;
}
real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true)
{
// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
if (isPerspectiveProjection)
shadowCoord.xyz /= shadowCoord.w;
real attenuation;
#ifdef _SHADOWS_SOFT
#ifdef SHADER_API_MOBILE
// 4-tap hardware comparison
real4 attenuation4;
attenuation4.x = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset0.xyz);
attenuation4.y = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset1.xyz);
attenuation4.z = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset2.xyz);
attenuation4.w = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + samplingData.shadowOffset3.xyz);
attenuation = dot(attenuation4, 0.25);
#else
float fetchesWeights[9];
float2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
attenuation = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z));
attenuation += fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z));
attenuation += fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z));
attenuation += fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z));
attenuation += fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z));
attenuation += fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z));
attenuation += fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z));
attenuation += fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z));
attenuation += fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z));
#endif
#else
// 1-tap hardware comparison
attenuation = SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
#endif
attenuation = LerpWhiteTo(attenuation, shadowStrength);
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;
}
half ComputeCascadeIndex(float3 positionWS)
{
// TODO: profile if there's a performance improvement if we avoid indexing here
float3 fromCenter0 = positionWS - _DirShadowSplitSpheres0.xyz;
float3 fromCenter1 = positionWS - _DirShadowSplitSpheres1.xyz;
float3 fromCenter2 = positionWS - _DirShadowSplitSpheres2.xyz;
float3 fromCenter3 = positionWS - _DirShadowSplitSpheres3.xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
half4 weights = half4(distances2 < _DirShadowSplitSphereRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, half4(4, 3, 2, 1));
}
float4 TransformWorldToShadowCoord(float3 positionWS)
{
#ifdef _SHADOWS_CASCADE
half cascadeIndex = ComputeCascadeIndex(positionWS);
return mul(_WorldToShadow[cascadeIndex], float4(positionWS, 1.0));
#else
return mul(_WorldToShadow, float4(positionWS, 1.0));
#endif
}
float4 ComputeShadowCoord(float4 clipPos)
{
// TODO: This might have to be corrected for double-wide and texture arrays
return ComputeScreenPos(clipPos);
}
half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if !defined(_SHADOWS_ENABLED)
return 1.0h;
#endif
#if SHADOWS_SCREEN
return SampleScreenSpaceShadowMap(shadowCoord);
#else
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half shadowStrength = GetMainLightShadowStrength();
return SampleShadowmap(shadowCoord, TEXTURE2D_PARAM(_DirectionalShadowmapTexture, sampler_DirectionalShadowmapTexture), shadowSamplingData, shadowStrength, false);
#endif
}
half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
{
#if !defined(_LOCAL_SHADOWS_ENABLED)
return 1.0h;
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));
ShadowSamplingData shadowSamplingData = GetLocalLightShadowSamplingData();
half shadowStrength = GetLocalLightShadowStrenth(lightIndex);
return SampleShadowmap(shadowCoord, TEXTURE2D_PARAM(_LocalShadowmapTexture, sampler_LocalShadowmapTexture), shadowSamplingData, shadowStrength, true);
#endif
}
#endif