您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
244 行
14 KiB
244 行
14 KiB
// ------------------------------------------------------------------
|
|
// PCF Filtering Tent Functions
|
|
// ------------------------------------------------------------------
|
|
|
|
// Assuming a isoceles right angled triangle of height "triangleHeight" (as drawn below).
|
|
// This function return the area of the triangle above the first texel.
|
|
//
|
|
// |\ <-- 45 degree slop isosceles right angled triangle
|
|
// | \
|
|
// ---- <-- length of this side is "triangleHeight"
|
|
// _ _ _ _ <-- texels
|
|
real SampleShadow_GetTriangleTexelArea(real triangleHeight)
|
|
{
|
|
return triangleHeight - 0.5;
|
|
}
|
|
|
|
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
|
|
// This function return the area of the triangle above each of those texels.
|
|
// | <-- offset from -0.5 to 0.5, 0 meaning triangle is exactly in the center
|
|
// / \ <-- 45 degree slop isosceles triangle (ie tent projected in 2D)
|
|
// / \
|
|
// _ _ _ _ <-- texels
|
|
// X Y Z W <-- result indices (in computedArea.xyzw and computedAreaUncut.xyzw)
|
|
void SampleShadow_GetTexelAreas_Tent_3x3(real offset, out real4 computedArea, out real4 computedAreaUncut)
|
|
{
|
|
// Compute the exterior areas
|
|
real offset01SquaredHalved = (offset + 0.5) * (offset + 0.5) * 0.5;
|
|
computedAreaUncut.x = computedArea.x = offset01SquaredHalved - offset;
|
|
computedAreaUncut.w = computedArea.w = offset01SquaredHalved;
|
|
|
|
// Compute the middle areas
|
|
// For Y : We find the area in Y of as if the left section of the isoceles triangle would
|
|
// intersect the axis between Y and Z (ie where offset = 0).
|
|
computedAreaUncut.y = SampleShadow_GetTriangleTexelArea(1.5 - offset);
|
|
// This area is superior to the one we are looking for if (offset < 0) thus we need to
|
|
// subtract the area of the triangle defined by (0,1.5-offset), (0,1.5+offset), (-offset,1.5).
|
|
real clampedOffsetLeft = min(offset,0);
|
|
real areaOfSmallLeftTriangle = clampedOffsetLeft * clampedOffsetLeft;
|
|
computedArea.y = computedAreaUncut.y - areaOfSmallLeftTriangle;
|
|
|
|
// We do the same for the Z but with the right part of the isoceles triangle
|
|
computedAreaUncut.z = SampleShadow_GetTriangleTexelArea(1.5 + offset);
|
|
real clampedOffsetRight = max(offset,0);
|
|
real areaOfSmallRightTriangle = clampedOffsetRight * clampedOffsetRight;
|
|
computedArea.z = computedAreaUncut.z - areaOfSmallRightTriangle;
|
|
}
|
|
|
|
// Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels.
|
|
// This function return the weight of each texels area relative to the full triangle area.
|
|
void SampleShadow_GetTexelWeights_Tent_3x3(real offset, out real4 computedWeight)
|
|
{
|
|
real4 dummy;
|
|
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedWeight, dummy);
|
|
computedWeight *= 0.44444;//0.44 == 1/(the triangle area)
|
|
}
|
|
|
|
// Assuming a isoceles triangle of 2.5 texel height and 5 texels wide lying on 6 texels.
|
|
// This function return the weight of each texels area relative to the full triangle area.
|
|
// / \
|
|
// _ _ _ _ _ _ <-- texels
|
|
// 0 1 2 3 4 5 <-- computed area indices (in texelsWeights[])
|
|
void SampleShadow_GetTexelWeights_Tent_5x5(real offset, out real3 texelsWeightsA, out real3 texelsWeightsB)
|
|
{
|
|
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
|
|
real4 computedArea_From3texelTriangle;
|
|
real4 computedAreaUncut_From3texelTriangle;
|
|
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
|
|
|
|
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
|
|
// the 5 texel wide triangle can be seen as the 3 texel wide one but shifted up by one unit/texel.
|
|
// 0.16 is 1/(the triangle area)
|
|
texelsWeightsA.x = 0.16 * (computedArea_From3texelTriangle.x);
|
|
texelsWeightsA.y = 0.16 * (computedAreaUncut_From3texelTriangle.y);
|
|
texelsWeightsA.z = 0.16 * (computedArea_From3texelTriangle.y + 1);
|
|
texelsWeightsB.x = 0.16 * (computedArea_From3texelTriangle.z + 1);
|
|
texelsWeightsB.y = 0.16 * (computedAreaUncut_From3texelTriangle.z);
|
|
texelsWeightsB.z = 0.16 * (computedArea_From3texelTriangle.w);
|
|
}
|
|
|
|
// Assuming a isoceles triangle of 3.5 texel height and 7 texels wide lying on 8 texels.
|
|
// This function return the weight of each texels area relative to the full triangle area.
|
|
// / \
|
|
// _ _ _ _ _ _ _ _ <-- texels
|
|
// 0 1 2 3 4 5 6 7 <-- computed area indices (in texelsWeights[])
|
|
void SampleShadow_GetTexelWeights_Tent_7x7(real offset, out real4 texelsWeightsA, out real4 texelsWeightsB)
|
|
{
|
|
// See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details.
|
|
real4 computedArea_From3texelTriangle;
|
|
real4 computedAreaUncut_From3texelTriangle;
|
|
SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle);
|
|
|
|
// Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation.
|
|
// the 7 texel wide triangle can be seen as the 3 texel wide one but shifted up by two unit/texel.
|
|
// 0.081632 is 1/(the triangle area)
|
|
texelsWeightsA.x = 0.081632 * (computedArea_From3texelTriangle.x);
|
|
texelsWeightsA.y = 0.081632 * (computedAreaUncut_From3texelTriangle.y);
|
|
texelsWeightsA.z = 0.081632 * (computedAreaUncut_From3texelTriangle.y + 1);
|
|
texelsWeightsA.w = 0.081632 * (computedArea_From3texelTriangle.y + 2);
|
|
texelsWeightsB.x = 0.081632 * (computedArea_From3texelTriangle.z + 2);
|
|
texelsWeightsB.y = 0.081632 * (computedAreaUncut_From3texelTriangle.z + 1);
|
|
texelsWeightsB.z = 0.081632 * (computedAreaUncut_From3texelTriangle.z);
|
|
texelsWeightsB.w = 0.081632 * (computedArea_From3texelTriangle.w);
|
|
}
|
|
|
|
// 3x3 Tent filter (45 degree sloped triangles in U and V)
|
|
void SampleShadow_ComputeSamples_Tent_3x3(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[4], out real2 fetchesUV[4])
|
|
{
|
|
// tent base is 3x3 base thus covering from 9 to 12 texels, thus we need 4 bilinear PCF fetches
|
|
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
|
|
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
|
|
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
|
|
|
|
// find the weight of each texel based
|
|
real4 texelsWeightsU, texelsWeightsV;
|
|
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU);
|
|
SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV);
|
|
|
|
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
|
|
real2 fetchesWeightsU = texelsWeightsU.xz + texelsWeightsU.yw;
|
|
real2 fetchesWeightsV = texelsWeightsV.xz + texelsWeightsV.yw;
|
|
|
|
// move the PCF bilinear fetches to respect texels weights
|
|
real2 fetchesOffsetsU = texelsWeightsU.yw / fetchesWeightsU.xy + real2(-1.5,0.5);
|
|
real2 fetchesOffsetsV = texelsWeightsV.yw / fetchesWeightsV.xy + real2(-1.5,0.5);
|
|
fetchesOffsetsU *= shadowMapTexture_TexelSize.xx;
|
|
fetchesOffsetsV *= shadowMapTexture_TexelSize.yy;
|
|
|
|
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
|
|
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
|
|
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
|
|
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
|
|
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
|
|
|
|
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
|
|
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
|
|
fetchesWeights[2] = fetchesWeightsU.x * fetchesWeightsV.y;
|
|
fetchesWeights[3] = fetchesWeightsU.y * fetchesWeightsV.y;
|
|
}
|
|
|
|
// 5x5 Tent filter (45 degree sloped triangles in U and V)
|
|
void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9])
|
|
{
|
|
// tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches
|
|
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
|
|
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
|
|
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
|
|
|
|
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
|
|
real3 texelsWeightsU_A, texelsWeightsU_B;
|
|
real3 texelsWeightsV_A, texelsWeightsV_B;
|
|
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
|
|
SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
|
|
|
|
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
|
|
real3 fetchesWeightsU = real3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + real3(texelsWeightsU_A.y, texelsWeightsU_B.xz);
|
|
real3 fetchesWeightsV = real3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + real3(texelsWeightsV_A.y, texelsWeightsV_B.xz);
|
|
|
|
// move the PCF bilinear fetches to respect texels weights
|
|
real3 fetchesOffsetsU = real3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + real3(-2.5,-0.5,1.5);
|
|
real3 fetchesOffsetsV = real3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + real3(-2.5,-0.5,1.5);
|
|
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxx;
|
|
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyy;
|
|
|
|
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
|
|
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
|
|
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
|
|
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
|
|
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
|
|
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
|
|
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
|
|
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
|
|
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
|
|
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
|
|
|
|
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
|
|
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
|
|
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
|
|
fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y;
|
|
fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y;
|
|
fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y;
|
|
fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z;
|
|
fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z;
|
|
fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z;
|
|
}
|
|
|
|
// 7x7 Tent filter (45 degree sloped triangles in U and V)
|
|
void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16])
|
|
{
|
|
// tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches
|
|
real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw;
|
|
real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5);
|
|
real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace;
|
|
|
|
// find the weight of each texel based on the area of a 45 degree slop tent above each of them.
|
|
real4 texelsWeightsU_A, texelsWeightsU_B;
|
|
real4 texelsWeightsV_A, texelsWeightsV_B;
|
|
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B);
|
|
SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B);
|
|
|
|
// each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels
|
|
real4 fetchesWeightsU = real4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw);
|
|
real4 fetchesWeightsV = real4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw);
|
|
|
|
// move the PCF bilinear fetches to respect texels weights
|
|
real4 fetchesOffsetsU = real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + real4(-3.5,-1.5,0.5,2.5);
|
|
real4 fetchesOffsetsV = real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + real4(-3.5,-1.5,0.5,2.5);
|
|
fetchesOffsetsU *= shadowMapTexture_TexelSize.xxxx;
|
|
fetchesOffsetsV *= shadowMapTexture_TexelSize.yyyy;
|
|
|
|
real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy;
|
|
fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x);
|
|
fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x);
|
|
fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x);
|
|
fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.x);
|
|
fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y);
|
|
fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y);
|
|
fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y);
|
|
fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.y);
|
|
fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z);
|
|
fetchesUV[9] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z);
|
|
fetchesUV[10] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z);
|
|
fetchesUV[11] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.z);
|
|
fetchesUV[12] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.w);
|
|
fetchesUV[13] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.w);
|
|
fetchesUV[14] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.w);
|
|
fetchesUV[15] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.w);
|
|
|
|
fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x;
|
|
fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x;
|
|
fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x;
|
|
fetchesWeights[3] = fetchesWeightsU.w * fetchesWeightsV.x;
|
|
fetchesWeights[4] = fetchesWeightsU.x * fetchesWeightsV.y;
|
|
fetchesWeights[5] = fetchesWeightsU.y * fetchesWeightsV.y;
|
|
fetchesWeights[6] = fetchesWeightsU.z * fetchesWeightsV.y;
|
|
fetchesWeights[7] = fetchesWeightsU.w * fetchesWeightsV.y;
|
|
fetchesWeights[8] = fetchesWeightsU.x * fetchesWeightsV.z;
|
|
fetchesWeights[9] = fetchesWeightsU.y * fetchesWeightsV.z;
|
|
fetchesWeights[10] = fetchesWeightsU.z * fetchesWeightsV.z;
|
|
fetchesWeights[11] = fetchesWeightsU.w * fetchesWeightsV.z;
|
|
fetchesWeights[12] = fetchesWeightsU.x * fetchesWeightsV.w;
|
|
fetchesWeights[13] = fetchesWeightsU.y * fetchesWeightsV.w;
|
|
fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w;
|
|
fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w;
|
|
}
|