mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-17 04:22:54 +08:00
251 lines
9.4 KiB
HLSL
251 lines
9.4 KiB
HLSL
#include "Common.hlsli"
|
|
|
|
//Texture2DArray<float> Depthmap : register(t1);
|
|
//SamplerState DepthmapSS : register(s1);
|
|
Texture2D Depthmap : register(t1);
|
|
SamplerComparisonState DepthmapSS : register(s1);
|
|
|
|
cbuffer ShadowmapVars : register(b1)
|
|
{
|
|
float4 CamScenePos; //in shadow scene coords
|
|
float4x4 CamSceneView;
|
|
float4x4 LightView;
|
|
float4 LightDir;
|
|
float4 CascadeOffsets[16];
|
|
float4 CascadeScales[16];
|
|
float4 CascadeDepths[16]; //in scene eye space
|
|
int CascadeCount;
|
|
int CascadeVisual;
|
|
int PCFLoopStart;
|
|
int PCFLoopEnd;
|
|
float BorderPaddingMin;
|
|
float BorderPaddingMax;
|
|
float Bias;
|
|
float BlurBetweenCascades;
|
|
float CascadeCountInv;
|
|
float TexelSize;
|
|
float TexelSizeX;
|
|
float Pad20;
|
|
};
|
|
|
|
|
|
|
|
float ShadowmapSceneDepth(float3 camRelPos, out float4 lspos)
|
|
{
|
|
float4 scenePos = float4(camRelPos + CamScenePos.xyz, 1.0);
|
|
lspos = mul(scenePos, LightView);
|
|
return mul(scenePos, CamSceneView).z;
|
|
}
|
|
|
|
|
|
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Use PCF to sample the depth map and return a percent lit value.
|
|
//--------------------------------------------------------------------------------------
|
|
void ShadowmapCalculatePCFPercentLit(in float4 vShadowTexCoord,
|
|
in float fRightTexelDepthDelta,
|
|
in float fUpTexelDepthDelta,
|
|
in float fBlurRowSize,
|
|
in float fCascade,
|
|
out float fPercentLit
|
|
)
|
|
{
|
|
fPercentLit = 0.0f;
|
|
// This loop could be unrolled, and texture immediate offsets could be used if the kernel size were fixed.
|
|
// This would be performance improvment.
|
|
for (int x = PCFLoopStart; x < PCFLoopEnd; ++x)
|
|
{
|
|
for (int y = PCFLoopStart; y < PCFLoopEnd; ++y)
|
|
{
|
|
float depthcompare = vShadowTexCoord.z;
|
|
// A very simple solution to the depth bias problems of PCF is to use an offset.
|
|
// Unfortunately, too much offset can lead to Peter-panning (shadows near the base of object disappear )
|
|
// Too little offset can lead to shadow acne ( objects that should not be in shadow are partially self shadowed ).
|
|
depthcompare -= Bias;
|
|
//depthcompare += Bias;
|
|
// Compare the transformed pixel depth to the depth read from the map.
|
|
//fPercentLit += Depthmap.SampleLevel(DepthmapSS,
|
|
fPercentLit += Depthmap.SampleCmpLevelZero(DepthmapSS,
|
|
float2(
|
|
vShadowTexCoord.x + (((float)x) * TexelSizeX),
|
|
vShadowTexCoord.y + (((float)y) * TexelSize)//,
|
|
), depthcompare);
|
|
//fCascade
|
|
//), 0).r > depthcompare ? 1.0 : 0.0;// , depthcompare);//== 1.0)?1:0;//
|
|
}
|
|
}
|
|
fPercentLit /= (float)fBlurRowSize;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------
|
|
// Calculate amount to blend between two cascades and the band where blending will occure.
|
|
//--------------------------------------------------------------------------------------
|
|
void ShadowmapCalculateBlendAmountForMap(in float4 vShadowMapTextureCoord,
|
|
in out float fCurrentPixelsBlendBandLocation,
|
|
out float fBlendBetweenCascadesAmount)
|
|
{
|
|
// Calcaulte the blend band for the map based selection.
|
|
float2 distanceToOne = float2 (1.0f - vShadowMapTextureCoord.x, 1.0f - vShadowMapTextureCoord.y);
|
|
fCurrentPixelsBlendBandLocation = min(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y);
|
|
float fCurrentPixelsBlendBandLocation2 = min(distanceToOne.x, distanceToOne.y);
|
|
fCurrentPixelsBlendBandLocation =
|
|
min(fCurrentPixelsBlendBandLocation, fCurrentPixelsBlendBandLocation2);
|
|
fBlendBetweenCascadesAmount = BlurBetweenCascades != 0.0 ?
|
|
(fCurrentPixelsBlendBandLocation / BlurBetweenCascades) : 0.0;
|
|
}
|
|
|
|
static const float4 vCascadeColorsMultiplier[8] =
|
|
{
|
|
float4 (1.5f, 0.0f, 0.0f, 1.0f),
|
|
float4 (0.0f, 1.5f, 0.0f, 1.0f),
|
|
float4 (0.0f, 0.0f, 5.5f, 1.0f),
|
|
float4 (1.5f, 0.0f, 5.5f, 1.0f),
|
|
float4 (1.5f, 1.5f, 0.0f, 1.0f),
|
|
float4 (1.0f, 1.0f, 1.0f, 1.0f),
|
|
float4 (0.0f, 1.0f, 5.5f, 1.0f),
|
|
float4 (0.5f, 3.5f, 0.75f, 1.0f)
|
|
};
|
|
|
|
void ShadowComputeCoordinatesTransform(in int iCascadeIndex, inout float4 vShadowTexCoord)
|
|
{
|
|
//transform X coord for current cascade.
|
|
vShadowTexCoord.x *= CascadeCountInv;// m_fShadowPartitionSize; // precomputed (float)iCascadeIndex / (float)CASCADE_CNT
|
|
vShadowTexCoord.x += (CascadeCountInv*(float)iCascadeIndex);// (m_fShadowPartitionSize * (float)iCascadeIndex);
|
|
}
|
|
|
|
|
|
float ShadowAmount(float4 shadowcoord, float shadowdepth)//, inout float4 colour)
|
|
{
|
|
|
|
float4 vShadowMapTextureCoord = 0.0f;
|
|
float4 vShadowMapTextureCoord_blend = 0.0f;
|
|
|
|
float4 vVisualizeCascadeColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
float fPercentLit = 0.0f;
|
|
float fPercentLit_blend = 0.0f;
|
|
|
|
|
|
float fUpTextDepthWeight = 0;
|
|
float fRightTextDepthWeight = 0;
|
|
float fUpTextDepthWeight_blend = 0;
|
|
float fRightTextDepthWeight_blend = 0;
|
|
|
|
int iBlurRowSize = PCFLoopEnd - PCFLoopStart;
|
|
iBlurRowSize *= iBlurRowSize;
|
|
float fBlurRowSize = (float)iBlurRowSize;
|
|
|
|
int iCascadeFound = 0;
|
|
int iNextCascadeIndex = 1;
|
|
|
|
// The interval based selection technique compares the pixel's depth against the frustum's cascade divisions.
|
|
float fCurrentPixelDepth = shadowdepth;
|
|
|
|
// This for loop is not necessary when the frustum is uniformaly divided and interval based selection is used.
|
|
// In this case fCurrentPixelDepth could be used as an array lookup into the correct frustum.
|
|
int iCurrentCascadeIndex = 0;
|
|
|
|
float4 vShadowMapTextureCoordViewSpace = shadowcoord;
|
|
|
|
if (CascadeCount == 1)
|
|
{
|
|
vShadowMapTextureCoord = vShadowMapTextureCoordViewSpace * CascadeScales[0];
|
|
vShadowMapTextureCoord += CascadeOffsets[0];
|
|
}
|
|
if (CascadeCount > 1) {
|
|
for (int iCascadeIndex = 0; iCascadeIndex < CascadeCount && iCascadeFound == 0; ++iCascadeIndex)
|
|
{
|
|
vShadowMapTextureCoord = vShadowMapTextureCoordViewSpace * CascadeScales[iCascadeIndex];
|
|
vShadowMapTextureCoord += CascadeOffsets[iCascadeIndex];
|
|
|
|
if (min(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y) > BorderPaddingMin
|
|
&& max(vShadowMapTextureCoord.x, vShadowMapTextureCoord.y) < BorderPaddingMax)
|
|
{
|
|
iCurrentCascadeIndex = iCascadeIndex;
|
|
iCascadeFound = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (iCascadeFound == 0 || vShadowMapTextureCoord.z>=1)
|
|
{
|
|
//colour = float4(0.1, 0.3, 1.0, 0.5);
|
|
return 1.0; //out of range!
|
|
}
|
|
else
|
|
{
|
|
ShadowComputeCoordinatesTransform(iCurrentCascadeIndex, vShadowMapTextureCoord);
|
|
|
|
|
|
vVisualizeCascadeColor = vCascadeColorsMultiplier[iCurrentCascadeIndex];
|
|
//colour = vVisualizeCascadeColor;
|
|
|
|
// Repeat texcoord calculations for the next cascade.
|
|
// The next cascade index is used for blurring between maps.
|
|
iNextCascadeIndex = min(CascadeCount - 1, iCurrentCascadeIndex + 1);
|
|
|
|
float fBlendBetweenCascadesAmount = 1.0f;
|
|
float fCurrentPixelsBlendBandLocation = 1.0f;
|
|
|
|
ShadowmapCalculateBlendAmountForMap(vShadowMapTextureCoord, fCurrentPixelsBlendBandLocation, fBlendBetweenCascadesAmount);
|
|
|
|
|
|
ShadowmapCalculatePCFPercentLit(vShadowMapTextureCoord, fRightTextDepthWeight, fUpTextDepthWeight, fBlurRowSize, (float)iCurrentCascadeIndex, fPercentLit);
|
|
|
|
if (CascadeCount > 1)
|
|
{
|
|
if (fCurrentPixelsBlendBandLocation < BlurBetweenCascades)
|
|
{ // the current pixel is within the blend band.
|
|
|
|
// Repeat texcoord calculations for the next cascade.
|
|
// The next cascade index is used for blurring between maps.
|
|
vShadowMapTextureCoord_blend = vShadowMapTextureCoordViewSpace * CascadeScales[iNextCascadeIndex];
|
|
vShadowMapTextureCoord_blend += CascadeOffsets[iNextCascadeIndex];
|
|
|
|
ShadowComputeCoordinatesTransform(iNextCascadeIndex, vShadowMapTextureCoord_blend);
|
|
|
|
// We repeat the calcuation for the next cascade layer, when blending between maps.
|
|
if (fCurrentPixelsBlendBandLocation < BlurBetweenCascades)
|
|
{
|
|
// the current pixel is within the blend band.
|
|
ShadowmapCalculatePCFPercentLit(vShadowMapTextureCoord_blend, fRightTextDepthWeight_blend, fUpTextDepthWeight_blend, fBlurRowSize, (float)iNextCascadeIndex, fPercentLit_blend);
|
|
fPercentLit = lerp(fPercentLit_blend, fPercentLit, fBlendBetweenCascadesAmount);
|
|
// Blend the two calculated shadows by the blend amount.
|
|
}
|
|
}
|
|
}
|
|
|
|
return fPercentLit;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
float3 FullLighting(float3 diff, float3 spec, float3 norm, float4 vc0, uniform ShaderGlobalLightParams globalLights, uint enableShadows, float shadowdepth, float4 shadowcoord)
|
|
{
|
|
float lf = saturate(dot(norm, globalLights.LightDir.xyz));
|
|
|
|
float shadowlit = 1.0;
|
|
if (enableShadows == 1)
|
|
{
|
|
//float shadowdepth = input.Shadows.x;// *0.000001;
|
|
if (abs(shadowdepth) < 2000)//2km
|
|
{
|
|
//float4 shadowcoord = input.LightShadow;
|
|
//float4 shadowcolour = (float4)1;
|
|
shadowlit = ShadowAmount(shadowcoord, shadowdepth);// , shadowcolour);
|
|
}
|
|
}
|
|
|
|
lf *= shadowlit;
|
|
|
|
float3 speclit = spec*shadowlit;
|
|
|
|
return GlobalLighting(diff, norm, vc0, lf, globalLights) + speclit;
|
|
}
|
|
|