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#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define MAX_SHADOW_CASCADES 4
///////////////////////////////////////////////////////////////////////////////
// Light Classification shadow defines //
// //
// In order to reduce shader variations main light keywords were combined //
// here we define shadow keywords. //
///////////////////////////////////////////////////////////////////////////////
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
#define _SHADOWS_ENABLED
#endif
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
#define _SHADOWS_SOFT
#endif
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT)
#define _SHADOWS_CASCADE
#endif
#if defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT)
#define _SHADOWS_PERSPECTIVE
#endif
TEXTURE2D_SHADOW(_ShadowMap);
SAMPLER_CMP(sampler_ShadowMap);
CBUFFER_START(_ShadowBuffer)
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
half4 _ShadowOffset0;
half4 _ShadowOffset1;
half4 _ShadowOffset2;
half4 _ShadowOffset3;
half4 _ShadowData; // (x: 1.0 - shadowStrength)
CBUFFER_END
inline half SampleShadowmap(float4 shadowCoord)
{
#if defined(_SHADOWS_PERSPECTIVE)
float3 coord = shadowCoord.xyz /= shadowCoord.w;
#else
float3 coord = shadowCoord.xyz;
#endif
coord.z = saturate(coord.z);
if (coord.x <= 0 || coord.x >= 1 || coord.y <= 0 || coord.y >= 1)
return 1;
#ifdef _SHADOWS_SOFT
// 4-tap hardware comparison
half4 attenuation;
attenuation.x = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, coord + _ShadowOffset0.xyz);
attenuation.y = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, coord + _ShadowOffset1.xyz);
attenuation.z = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, coord + _ShadowOffset2.xyz);
attenuation.w = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, coord + _ShadowOffset3.xyz);
lerp(attenuation, 1.0, _ShadowData.xxxx);
return dot(attenuation, 0.25);
#else
// 1-tap hardware comparison
half attenuation = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, coord);
return lerp(attenuation, 1.0, _ShadowData.x);
#endif
}
inline half ComputeCascadeIndex(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - _DirShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
float4 vDirShadowSplitSphereSqRadii;
vDirShadowSplitSphereSqRadii.x = _DirShadowSplitSpheres[0].w;
vDirShadowSplitSphereSqRadii.y = _DirShadowSplitSpheres[1].w;
vDirShadowSplitSphereSqRadii.z = _DirShadowSplitSpheres[2].w;
vDirShadowSplitSphereSqRadii.w = _DirShadowSplitSpheres[3].w;
half4 weights = half4(distances2 < vDirShadowSplitSphereSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return 4 - dot(weights, half4(4, 3, 2, 1));
}
inline half RealtimeShadowAttenuation(float3 posWorld)
{
#if !defined(_SHADOWS_ENABLED)
return 1.0;
#endif
int cascadeIndex = 0;
#ifdef _SHADOWS_CASCADE
cascadeIndex = ComputeCascadeIndex(posWorld);
if (cascadeIndex >= MAX_SHADOW_CASCADES)
return 1.0;
#endif
float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorld, 1.0));
return SampleShadowmap(shadowCoord);
}
half MixRealtimeAndBakedOcclusion(half realtimeAttenuation, half4 bakedOcclusion, half4 distanceAttenuation)
{
#if defined(LIGHTMAP_ON)
#if defined(_MIXED_LIGHTING_SHADOWMASK)
// TODO:
#elif defined(_MIXED_LIGHTING_SUBTRACTIVE)
// Subtractive Light mode has direct light contribution baked into lightmap for mixed lights.
// We need to remove direct realtime contribution from mixed lights
// distanceAttenuation.w is set 0.0 if this light is mixed, 1.0 otherwise.
return realtimeAttenuation * distanceAttenuation.w;
#endif
#endif
return realtimeAttenuation;
}
inline half3 SubtractDirectMainLightFromLightmap(half3 lightmap, half attenuation, half3 lambert)
{
// Let's try to make realtime shadows work on a surface, which already contains
// baked lighting and shadowing from the main sun light.
// Summary:
// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
// a) preserves other baked lights and light bounces
// b) eliminates shadows on the geometry facing away from the light
// 2) Clamp against user defined ShadowColor.
// 3) Pick original lightmap value, if it is the darkest one.
// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
// Preserves bounce and other baked lights
// No shadows on the geometry facing away from the light
half shadowStrength = _ShadowData.x;
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - attenuation);
half3 subtractedLightmap = lightmap - estimatedLightContributionMaskedByInverseOfShadow;
// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz);
realtimeShadow = lerp(realtimeShadow, lightmap, shadowStrength);
// 3) Pick darkest color
return min(lightmap, realtimeShadow);
}
#endif