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#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.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)
// 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
float4x4 _WorldToShadow[MAX_SHADOW_CASCADES + 1];
float4 _DirShadowSplitSpheres[MAX_SHADOW_CASCADES];
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
inline half SampleShadowmap(float4 shadowCoord)
{
#if defined(_SHADOWS_PERSPECTIVE)
shadowCoord.xyz = shadowCoord.xyz /= shadowCoord.w;
#endif
half attenuation;
#ifdef _SHADOWS_SOFT
#ifdef SHADER_API_MOBILE
// 4-tap hardware comparison
half4 attenuation4;
attenuation4.x = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset0.xyz);
attenuation4.y = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset1.xyz);
attenuation4.z = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset2.xyz);
attenuation4.w = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz + _ShadowOffset3.xyz);
attenuation = dot(attenuation4, 0.25);
#else
real fetchesWeights[9];
real2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(_ShadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
attenuation = fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[0].xy, shadowCoord.z));
attenuation += fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[1].xy, shadowCoord.z));
attenuation += fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[2].xy, shadowCoord.z));
attenuation += fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[3].xy, shadowCoord.z));
attenuation += fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[4].xy, shadowCoord.z));
attenuation += fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[5].xy, shadowCoord.z));
attenuation += fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[6].xy, shadowCoord.z));
attenuation += fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[7].xy, shadowCoord.z));
attenuation += fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, real3(fetchesUV[8].xy, shadowCoord.z));
#endif
#else
// 1-tap hardware comparison
attenuation = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
#endif
// Apply shadow strength
attenuation = LerpWhiteTo(attenuation, _ShadowData.x);
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
// TODO: We can set shadowmap sampler to clamptoborder when we don't have a shadow atlas and avoid xy coord bounds check
return (shadowCoord.x <= 0 || shadowCoord.x >= 1 || shadowCoord.y <= 0 || shadowCoord.y >= 1 || shadowCoord.z >= 1) ? 1.0 : attenuation;
}
inline half ComputeCascadeIndex(float3 positionWS)
{
// TODO: profile if there's a performance improvement if we avoid indexing here
float3 fromCenter0 = positionWS.xyz - _DirShadowSplitSpheres[0].xyz;
float3 fromCenter1 = positionWS.xyz - _DirShadowSplitSpheres[1].xyz;
float3 fromCenter2 = positionWS.xyz - _DirShadowSplitSpheres[2].xyz;
float3 fromCenter3 = positionWS.xyz - _DirShadowSplitSpheres[3].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 ComputeShadowCoord(float3 positionWS)
{
#ifdef _SHADOWS_CASCADE
half cascadeIndex = ComputeCascadeIndex(positionWS);
return mul(_WorldToShadow[cascadeIndex], float4(positionWS, 1.0));
#endif
return mul(_WorldToShadow[0], float4(positionWS, 1.0));
}
half GetShadowStrength()
{
return _ShadowData.x;
}
half RealtimeShadowAttenuation(float3 positionWS)
{
#if !defined(_SHADOWS_ENABLED)
return 1.0;
#endif
float4 shadowCoord = ComputeShadowCoord(positionWS);
return SampleShadowmap(shadowCoord);
}
half RealtimeShadowAttenuation(float3 positionWS, float4 shadowCoord)
{
#if !defined(_SHADOWS_ENABLED)
return 1.0;
#endif
#ifdef _SHADOWS_CASCADE
shadowCoord = ComputeShadowCoord(positionWS);
#endif
return SampleShadowmap(shadowCoord);
}
#endif