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133 行
6.5 KiB
133 行
6.5 KiB
#ifndef SHADOW_HLSL
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#define SHADOW_HLSL
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//
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// Shadow master include header.
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//
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// There are four relevant files for shadows.
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// First ShadowContext.hlsl must declare the specific ShadowContext struct and the loader that goes along with it.
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// ShadowContext loading and resource setup from C# must be in sync.
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//
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// Second there are two headers for shadow algorithms, whose signatures must match any of the Get...Attenuation function prototypes.
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// The first header contains engine defaults, whereas the second header is empty by default. All project specific custom shadow algorithms should go in there or leave empty.
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//
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// Last there's a dispatcher include. By default the Get...Attenuation functions are rerouted to their default implementations. This can be overridden for each
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// shadow type in the dispatcher source. For each overridden shadow type a specific define must be defined to prevent falling back to the default functions.
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//
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#define SHADOW_SUPPORTS_DYNAMIC_INDEXING 0 // only on >= sm 5.1
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#include "../../../Core/Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
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#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)
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// Declares a shadow context struct with members and sampling code based on whether _...Slots > 0
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#define SHADOWCONTEXT_DECLARE( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots ) \
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\
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struct ShadowContext \
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{ \
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StructuredBuffer<ShadowData> shadowDatas; \
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StructuredBuffer<int4> payloads; \
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SHADOWCONTEXT_DECLARE_TEXTURES( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots ) \
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}; \
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\
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SHADOW_DEFINE_SAMPLING_FUNCS( _Tex2DArraySlots, _TexCubeArraySlots, _SamplerCompSlots, _SamplerSlots )
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// Shadow context definition and initialization, i.e. resource binding (project header, must be kept in sync with C# runtime)
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#define SHADOW_CONTEXT_INCLUDE
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#include "../../ShadowIncludes.inl"
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#undef SHADOW_CONTEXT_INCLUDE
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//#include "ShadowContext.hlsl"
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// helper function to extract shadowmap data from the ShadowData struct
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void UnpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx, out float slice )
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{
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texIdx = (shadowmapId >> 24) & 0xff;
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sampIdx = (shadowmapId >> 16) & 0xff;
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slice = (float)(shadowmapId & 0xffff);
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}
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void UnpackShadowmapId( uint shadowmapId, out uint texIdx, out uint sampIdx )
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{
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texIdx = (shadowmapId >> 24) & 0xff;
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sampIdx = (shadowmapId >> 16) & 0xff;
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}
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void UnpackShadowmapId( uint shadowmapId, out float slice )
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{
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slice = (float)(shadowmapId & 0xffff);
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}
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void UnpackShadowType( uint packedShadowType, out uint shadowType, out uint shadowAlgorithm )
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{
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shadowType = packedShadowType >> 10;
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shadowAlgorithm = packedShadowType & 0x1ff;
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}
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void UnpackShadowType( uint packedShadowType, out uint shadowType )
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{
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shadowType = packedShadowType >> 10;
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}
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// shadow sampling prototypes
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L );
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS );
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// shadow sampling prototypes with screenspace info
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L );
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS );
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// wedge in the actual shadow sampling algorithms
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#include "ShadowSampling.hlsl" // sampling patterns (don't modify)
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#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify)
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#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this)
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// default dispatchers for the individual shadow types (with and without screenspace support)
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// point/spot light shadows
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float GetPunctualShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L )
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{
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return EvalShadow_PunctualDepth(shadowContext, positionWS, normalWS, shadowDataIndex, L);
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}
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float GetPunctualShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS )
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{
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return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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// directional light shadows
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float GetDirectionalShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
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{
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return EvalShadow_CascadedDepth_Blend( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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float GetDirectionalShadowAttenuationDefault( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS )
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{
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return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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// include project specific shadow dispatcher. If this file is not empty, it MUST define which default shadows it's overriding
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#define SHADOW_DISPATCH_INCLUDE
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#include "../../ShadowIncludes.inl"
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#undef SHADOW_DISPATCH_INCLUDE
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//#include "ShadowDispatch.hlsl"
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// if shadow dispatch is empty we'll fall back to default shadow sampling implementations
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#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L )
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{
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return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS )
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{
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return GetPunctualShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L, unPositionSS );
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}
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#endif
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#ifndef SHADOW_DISPATCH_USE_CUSTOM_DIRECTIONAL
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L )
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{
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return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L );
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}
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float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS )
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{
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return GetDirectionalShadowAttenuationDefault( shadowContext, positionWS, normalWS, shadowDataIndex, L, unPositionSS );
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}
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#endif
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#endif // SHADOW_HLSL
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