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54 行
2.4 KiB
54 行
2.4 KiB
#ifndef SHADERGRAPH_PREVIEW
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real SampleShadowmapDirect(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), SamplerState PointClamp, float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
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{
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// Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
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if (isPerspectiveProjection)
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shadowCoord.xyz /= shadowCoord.w;
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real distance;
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real shadowStrength = shadowParams.x;
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distance = SAMPLE_TEXTURE2D_LOD(ShadowMap, PointClamp, shadowCoord.xy, 0);
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// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
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// TODO: We could use branch here to save some perf on some platforms.
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return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : distance;
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}
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#endif
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void MainLightBlurShadow_half(half RandSeed, half FadeTightness, SamplerState PointClamp, half BlurRadius, half3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
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{
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#if SHADERGRAPH_PREVIEW
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Direction = half3(0.5, 0.5, 0);
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Color = 1;
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DistanceAtten = 1;
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ShadowAtten = 1;
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#else
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Light mainLight = GetMainLight();
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Direction = mainLight.direction;
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Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = 1;
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ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
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half4 shadowParams = GetMainLightShadowParams();
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for (int i = 1; i < 41; i++)
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{
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half3 newWorldPos = WorldPos + half3(sin(RandSeed + i), 0, cos(RandSeed + i)) * i * 0.025 * BlurRadius;
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#if SHADOWS_SCREEN
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half4 clipPos = TransformWorldToHClip(newWorldPos);
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half4 shadowCoord = ComputeScreenPos(clipPos);
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#else
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half4 shadowCoord = TransformWorldToShadowCoord(newWorldPos);
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#endif
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//mainLight = GetMainLight(shadowCoord);
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float shadowMapSample = SampleShadowmapDirect(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), PointClamp, shadowCoord, shadowSamplingData, shadowParams, false);
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float shadowCoordPos = shadowCoord.z;
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float shadowMapPos = shadowMapSample;
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float fade = ((shadowMapPos - shadowCoordPos) * FadeTightness);
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float onedivfade = 1 / min(fade, 0.7);
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ShadowAtten -= step(shadowCoord.z, shadowMapSample) * 0.0025 * lerp(max((41 - i* onedivfade)*onedivfade,0), i, saturate(fade));// *(1 - saturate(fade / 3));
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ShadowAtten = saturate(ShadowAtten);
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}
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#endif
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}
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