123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546 |
- #ifndef UNIVERSAL_SHADOWS_INCLUDED
- #define UNIVERSAL_SHADOWS_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl"
- #include "Core.hlsl"
- #include "Shadows.deprecated.hlsl"
-
- #define MAX_SHADOW_CASCADES 4
-
- #if !defined(_RECEIVE_SHADOWS_OFF)
- #if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN)
- #define MAIN_LIGHT_CALCULATE_SHADOWS
-
- #if defined(_MAIN_LIGHT_SHADOWS) || (defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT))
- #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
- #endif
- #endif
-
- #if defined(_ADDITIONAL_LIGHT_SHADOWS)
- #define ADDITIONAL_LIGHT_CALCULATE_SHADOWS
- #endif
- #endif
-
- #if defined(UNITY_DOTS_INSTANCING_ENABLED) && !defined(USE_LEGACY_LIGHTMAPS)
- // ^ GPU-driven rendering is enabled, and we haven't opted-out from lightmap
- // texture arrays. This minimizes batch breakages, but texture arrays aren't
- // supported in a performant way on all GPUs.
- #define SHADOWMASK_NAME unity_ShadowMasks
- #define SHADOWMASK_SAMPLER_NAME samplerunity_ShadowMasks
- #define SHADOWMASK_SAMPLE_EXTRA_ARGS , unity_LightmapIndex.x
- #else
- // ^ Lightmaps are not bound as texture arrays, but as individual textures. The
- // batch is broken every time lightmaps are changed, but this is well-supported
- // on all GPUs.
- #define SHADOWMASK_NAME unity_ShadowMask
- #define SHADOWMASK_SAMPLER_NAME samplerunity_ShadowMask
- #define SHADOWMASK_SAMPLE_EXTRA_ARGS
- #endif
-
- #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
- #define SAMPLE_SHADOWMASK(uv) SAMPLE_TEXTURE2D_LIGHTMAP(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, uv SHADOWMASK_SAMPLE_EXTRA_ARGS);
- #elif !defined (LIGHTMAP_ON)
- #define SAMPLE_SHADOWMASK(uv) unity_ProbesOcclusion;
- #else
- #define SAMPLE_SHADOWMASK(uv) half4(1, 1, 1, 1);
- #endif
-
- #define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
-
- #if defined(LIGHTMAP_ON) || defined(LIGHTMAP_SHADOW_MIXING) || defined(SHADOWS_SHADOWMASK)
- #define CALCULATE_BAKED_SHADOWS
- #endif
-
- TEXTURE2D_X(_ScreenSpaceShadowmapTexture);
-
- TEXTURE2D_SHADOW(_MainLightShadowmapTexture);
- TEXTURE2D_SHADOW(_AdditionalLightsShadowmapTexture);
- SAMPLER_CMP(sampler_LinearClampCompare);
-
- // GLES3 causes a performance regression in some devices when using CBUFFER.
- #ifndef SHADER_API_GLES3
- CBUFFER_START(LightShadows)
- #endif
-
- // Last cascade is initialized with a no-op matrix. It always transforms
- // shadow coord to half3(0, 0, NEAR_PLANE). We use this trick to avoid
- // branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES
- float4x4 _MainLightWorldToShadow[MAX_SHADOW_CASCADES + 1];
- float4 _CascadeShadowSplitSpheres0;
- float4 _CascadeShadowSplitSpheres1;
- float4 _CascadeShadowSplitSpheres2;
- float4 _CascadeShadowSplitSpheres3;
- float4 _CascadeShadowSplitSphereRadii;
-
- float4 _MainLightShadowOffset0; // xy: offset0, zw: offset1
- float4 _MainLightShadowOffset1; // xy: offset2, zw: offset3
- float4 _MainLightShadowParams; // (x: shadowStrength, y: >= 1.0 if soft shadows, 0.0 otherwise, z: main light fade scale, w: main light fade bias)
- float4 _MainLightShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
-
- float4 _AdditionalShadowOffset0; // xy: offset0, zw: offset1
- float4 _AdditionalShadowOffset1; // xy: offset2, zw: offset3
- float4 _AdditionalShadowFadeParams; // x: additional light fade scale, y: additional light fade bias, z: 0.0, w: 0.0)
- float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
-
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- #if !USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- // Point lights can use 6 shadow slices. Some mobile GPUs performance decrease drastically with uniform
- // blocks bigger than 8kb while others have a 64kb max uniform block size. This number ensures size of buffer
- // AdditionalLightShadows stays reasonable. It also avoids shader compilation errors on SHADER_API_GLES30
- // devices where max number of uniforms per shader GL_MAX_FRAGMENT_UNIFORM_VECTORS is low (224)
- float4 _AdditionalShadowParams[MAX_VISIBLE_LIGHTS]; // Per-light data
- float4x4 _AdditionalLightsWorldToShadow[MAX_VISIBLE_LIGHTS]; // Per-shadow-slice-data
- #endif
- #endif
-
- #ifndef SHADER_API_GLES3
- CBUFFER_END
- #endif
-
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- StructuredBuffer<float4> _AdditionalShadowParams_SSBO; // Per-light data - TODO: test if splitting _AdditionalShadowParams_SSBO[lightIndex].w into a separate StructuredBuffer<int> buffer is faster
- StructuredBuffer<float4x4> _AdditionalLightsWorldToShadow_SSBO; // Per-shadow-slice-data - A shadow casting light can have 6 shadow slices (if it's a point light)
- #endif
- #endif
-
- float4 _ShadowBias; // x: depth bias, y: normal bias
-
- #define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z <= 0.0 || shadowCoord.z >= 1.0
-
- // Should match: UnityEngine.Rendering.Universal + 1
- #define SOFT_SHADOW_QUALITY_OFF half(0.0)
- #define SOFT_SHADOW_QUALITY_LOW half(1.0)
- #define SOFT_SHADOW_QUALITY_MEDIUM half(2.0)
- #define SOFT_SHADOW_QUALITY_HIGH half(3.0)
-
- struct ShadowSamplingData
- {
- half4 shadowOffset0;
- half4 shadowOffset1;
- float4 shadowmapSize;
- half softShadowQuality;
- };
-
- ShadowSamplingData GetMainLightShadowSamplingData()
- {
- ShadowSamplingData shadowSamplingData;
-
- // shadowOffsets are used in SampleShadowmapFiltered for low quality soft shadows.
- shadowSamplingData.shadowOffset0 = half4(_MainLightShadowOffset0);
- shadowSamplingData.shadowOffset1 = half4(_MainLightShadowOffset1);
-
- // shadowmapSize is used in SampleShadowmapFiltered otherwise
- shadowSamplingData.shadowmapSize = _MainLightShadowmapSize;
- shadowSamplingData.softShadowQuality = half(_MainLightShadowParams.y);
-
- return shadowSamplingData;
- }
-
- ShadowSamplingData GetAdditionalLightShadowSamplingData(int index)
- {
- ShadowSamplingData shadowSamplingData = (ShadowSamplingData)0;
-
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- // shadowOffsets are used in SampleShadowmapFiltered for low quality soft shadows.
- shadowSamplingData.shadowOffset0 = _AdditionalShadowOffset0;
- shadowSamplingData.shadowOffset1 = _AdditionalShadowOffset1;
-
- // shadowmapSize is used in SampleShadowmapFiltered otherwise.
- shadowSamplingData.shadowmapSize = _AdditionalShadowmapSize;
- shadowSamplingData.softShadowQuality = _AdditionalShadowParams[index].y;
- #endif
-
- return shadowSamplingData;
- }
-
- // ShadowParams
- // x: ShadowStrength
- // y: 1.0 if shadow is soft, 0.0 otherwise
- half4 GetMainLightShadowParams()
- {
- return half4(_MainLightShadowParams);
- }
-
-
- // ShadowParams
- // x: ShadowStrength
- // y: >= 1.0 if shadow is soft, 0.0 otherwise. Higher value for higher quality. (1.0 == low, 2.0 == medium, 3.0 == high)
- // z: 1.0 if cast by a point light (6 shadow slices), 0.0 if cast by a spot light (1 shadow slice)
- // w: first shadow slice index for this light, there can be 6 in case of point lights. (-1 for non-shadow-casting-lights)
- half4 GetAdditionalLightShadowParams(int lightIndex)
- {
- half4 results;
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- results = _AdditionalShadowParams_SSBO[lightIndex];
- #else
- results = _AdditionalShadowParams[lightIndex];
- results.w = lightIndex < 0 ? -1 : results.w;
- #endif
- #else
- // Same defaults as set in AdditionalLightsShadowCasterPass.cs
- return half4(0, 0, 0, -1);
- #endif
-
- return results;
- }
-
- half SampleScreenSpaceShadowmap(float4 shadowCoord)
- {
- shadowCoord.xy /= max(0.00001, shadowCoord.w); // Prevent division by zero.
-
- // The stereo transform has to happen after the manual perspective divide
- shadowCoord.xy = UnityStereoTransformScreenSpaceTex(shadowCoord.xy);
-
- #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
- half attenuation = SAMPLE_TEXTURE2D_ARRAY(_ScreenSpaceShadowmapTexture, sampler_PointClamp, shadowCoord.xy, unity_StereoEyeIndex).x;
- #else
- half attenuation = half(SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_PointClamp, shadowCoord.xy).x);
- #endif
-
- return attenuation;
- }
-
- real SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
- {
- // 4-tap hardware comparison
- real4 attenuation4;
- attenuation4.x = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.xy, 0)));
- attenuation4.y = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.zw, 0)));
- attenuation4.z = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.xy, 0)));
- attenuation4.w = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.zw, 0)));
- return dot(attenuation4, real(0.25));
- }
-
- real SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
- {
- real fetchesWeights[9];
- real2 fetchesUV[9];
- SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
-
- return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z))
- + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z))
- + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z))
- + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z))
- + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z))
- + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z))
- + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z))
- + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z))
- + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z));
- }
-
- real SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
- {
- real fetchesWeights[16];
- real2 fetchesUV[16];
- SampleShadow_ComputeSamples_Tent_7x7(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
-
- return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z))
- + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z))
- + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z))
- + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z))
- + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z))
- + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z))
- + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z))
- + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z))
- + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z))
- + fetchesWeights[9] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[9].xy, shadowCoord.z))
- + fetchesWeights[10] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[10].xy, shadowCoord.z))
- + fetchesWeights[11] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[11].xy, shadowCoord.z))
- + fetchesWeights[12] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[12].xy, shadowCoord.z))
- + fetchesWeights[13] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[13].xy, shadowCoord.z))
- + fetchesWeights[14] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[14].xy, shadowCoord.z))
- + fetchesWeights[15] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[15].xy, shadowCoord.z));
- }
-
- real SampleShadowmapFiltered(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData)
- {
- real attenuation = real(1.0);
-
- if (samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_LOW)
- {
- attenuation = SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- }
- else if(samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_MEDIUM)
- {
- attenuation = SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- }
- else // SOFT_SHADOW_QUALITY_HIGH
- {
- attenuation = SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- }
-
- return attenuation;
- }
-
- real SampleShadowmap(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true)
- {
- // Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time
- if (isPerspectiveProjection)
- shadowCoord.xyz /= shadowCoord.w;
-
- real attenuation;
- real shadowStrength = shadowParams.x;
-
- // Quality levels are only for platforms requiring strict static branches
- #if defined(_SHADOWS_SOFT_LOW)
- attenuation = SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- #elif defined(_SHADOWS_SOFT_MEDIUM)
- attenuation = SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- #elif defined(_SHADOWS_SOFT_HIGH)
- attenuation = SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- #elif defined(_SHADOWS_SOFT)
- if (shadowParams.y > SOFT_SHADOW_QUALITY_OFF)
- {
- attenuation = SampleShadowmapFiltered(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
- }
- else
- {
- attenuation = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz));
- }
- #else
- attenuation = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz));
- #endif
-
- attenuation = LerpWhiteTo(attenuation, shadowStrength);
-
- // Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
- // TODO: We could use branch here to save some perf on some platforms.
- return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;
- }
-
- half ComputeCascadeIndex(float3 positionWS)
- {
- float3 fromCenter0 = positionWS - _CascadeShadowSplitSpheres0.xyz;
- float3 fromCenter1 = positionWS - _CascadeShadowSplitSpheres1.xyz;
- float3 fromCenter2 = positionWS - _CascadeShadowSplitSpheres2.xyz;
- float3 fromCenter3 = positionWS - _CascadeShadowSplitSpheres3.xyz;
- float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3));
-
- half4 weights = half4(distances2 < _CascadeShadowSplitSphereRadii);
- weights.yzw = saturate(weights.yzw - weights.xyz);
-
- return half(4.0) - dot(weights, half4(4, 3, 2, 1));
- }
-
- float4 TransformWorldToShadowCoord(float3 positionWS)
- {
- #ifdef _MAIN_LIGHT_SHADOWS_CASCADE
- half cascadeIndex = ComputeCascadeIndex(positionWS);
- #else
- half cascadeIndex = half(0.0);
- #endif
-
- float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0));
-
- return float4(shadowCoord.xyz, 0);
- }
-
- half MainLightRealtimeShadow(float4 shadowCoord)
- {
- #if !defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- return half(1.0);
- #elif defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
- return SampleScreenSpaceShadowmap(shadowCoord);
- #else
- ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
- half4 shadowParams = GetMainLightShadowParams();
- return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, false);
- #endif
- }
-
- // returns 0.0 if position is in light's shadow
- // returns 1.0 if position is in light
- half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection)
- {
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData(lightIndex);
-
- half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
-
- int shadowSliceIndex = shadowParams.w;
- if (shadowSliceIndex < 0)
- return 1.0;
-
- half isPointLight = shadowParams.z;
-
- UNITY_BRANCH
- if (isPointLight)
- {
- // This is a point light, we have to find out which shadow slice to sample from
- float cubemapFaceId = CubeMapFaceID(-lightDirection);
- shadowSliceIndex += cubemapFaceId;
- }
-
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- float4 shadowCoord = mul(_AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex], float4(positionWS, 1.0));
- #else
- float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[shadowSliceIndex], float4(positionWS, 1.0));
- #endif
-
- return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, true);
- #else
- return half(1.0);
- #endif
- }
-
- half GetMainLightShadowFade(float3 positionWS)
- {
- float3 camToPixel = positionWS - _WorldSpaceCameraPos;
- float distanceCamToPixel2 = dot(camToPixel, camToPixel);
-
- float fade = saturate(distanceCamToPixel2 * float(_MainLightShadowParams.z) + float(_MainLightShadowParams.w));
- return half(fade);
- }
-
- half GetAdditionalLightShadowFade(float3 positionWS)
- {
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- float3 camToPixel = positionWS - _WorldSpaceCameraPos;
- float distanceCamToPixel2 = dot(camToPixel, camToPixel);
-
- float fade = saturate(distanceCamToPixel2 * float(_AdditionalShadowFadeParams.x) + float(_AdditionalShadowFadeParams.y));
- return half(fade);
- #else
- return half(1.0);
- #endif
- }
-
- half MixRealtimeAndBakedShadows(half realtimeShadow, half bakedShadow, half shadowFade)
- {
- #if defined(LIGHTMAP_SHADOW_MIXING)
- return min(lerp(realtimeShadow, 1, shadowFade), bakedShadow);
- #else
- return lerp(realtimeShadow, bakedShadow, shadowFade);
- #endif
- }
-
- half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels)
- {
- // Here occlusionProbeChannels used as mask selector to select shadows in shadowMask
- // If occlusionProbeChannels all components are zero we use default baked shadow value 1.0
- // This code is optimized for mobile platforms:
- // half bakedShadow = any(occlusionProbeChannels) ? dot(shadowMask, occlusionProbeChannels) : 1.0h;
- half bakedShadow = half(1.0) + dot(shadowMask - half(1.0), occlusionProbeChannels);
- return bakedShadow;
- }
-
- half MainLightShadow(float4 shadowCoord, float3 positionWS, half4 shadowMask, half4 occlusionProbeChannels)
- {
- half realtimeShadow = MainLightRealtimeShadow(shadowCoord);
-
- #ifdef CALCULATE_BAKED_SHADOWS
- half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels);
- #else
- half bakedShadow = half(1.0);
- #endif
-
- #ifdef MAIN_LIGHT_CALCULATE_SHADOWS
- half shadowFade = GetMainLightShadowFade(positionWS);
- #else
- half shadowFade = half(1.0);
- #endif
-
- return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade);
- }
-
- half AdditionalLightShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, half4 occlusionProbeChannels)
- {
- half realtimeShadow = AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection);
-
- #ifdef CALCULATE_BAKED_SHADOWS
- half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels);
- #else
- half bakedShadow = half(1.0);
- #endif
-
- #ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS
- half shadowFade = GetAdditionalLightShadowFade(positionWS);
- #else
- half shadowFade = half(1.0);
- #endif
-
- return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade);
- }
-
- float4 GetShadowCoord(VertexPositionInputs vertexInput)
- {
- #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
- return ComputeScreenPos(vertexInput.positionCS);
- #else
- return TransformWorldToShadowCoord(vertexInput.positionWS);
- #endif
- }
-
- float3 ApplyShadowBias(float3 positionWS, float3 normalWS, float3 lightDirection)
- {
- float invNdotL = 1.0 - saturate(dot(lightDirection, normalWS));
- float scale = invNdotL * _ShadowBias.y;
-
- // normal bias is negative since we want to apply an inset normal offset
- positionWS = lightDirection * _ShadowBias.xxx + positionWS;
- positionWS = normalWS * scale.xxx + positionWS;
- return positionWS;
- }
-
- ///////////////////////////////////////////////////////////////////////////////
- // Deprecated /
- ///////////////////////////////////////////////////////////////////////////////
-
- // Renamed -> _MainLightShadowParams
- #define _MainLightShadowData _MainLightShadowParams
-
- // Deprecated: Use GetMainLightShadowFade or GetAdditionalLightShadowFade instead.
- float GetShadowFade(float3 positionWS)
- {
- float3 camToPixel = positionWS - _WorldSpaceCameraPos;
- float distanceCamToPixel2 = dot(camToPixel, camToPixel);
-
- float fade = saturate(distanceCamToPixel2 * float(_MainLightShadowParams.z) + float(_MainLightShadowParams.w));
- return fade * fade;
- }
-
- // Deprecated: Use GetShadowFade instead.
- float ApplyShadowFade(float shadowAttenuation, float3 positionWS)
- {
- float fade = GetShadowFade(positionWS);
- return shadowAttenuation + (1 - shadowAttenuation) * fade * fade;
- }
-
- // Deprecated: Use GetMainLightShadowParams instead.
- half GetMainLightShadowStrength()
- {
- return half(_MainLightShadowData.x);
- }
-
- // Deprecated: Use GetAdditionalLightShadowParams instead.
- half GetAdditionalLightShadowStrenth(int lightIndex)
- {
- #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- return half(_AdditionalShadowParams_SSBO[lightIndex].x);
- #else
- return half(_AdditionalShadowParams[lightIndex].x);
- #endif
- #else
- return half(1.0);
- #endif
- }
-
- // Deprecated: Use SampleShadowmap that takes shadowParams instead of strength.
- real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true)
- {
- half4 shadowParams = half4(shadowStrength, 1.0, 0.0, 0.0);
- return SampleShadowmap(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData, shadowParams, isPerspectiveProjection);
- }
-
- // Deprecated: Use AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection) in Shadows.hlsl instead, as it supports Point Light shadows
- half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS)
- {
- return AdditionalLightRealtimeShadow(lightIndex, positionWS, half3(1, 0, 0));
- }
-
- #endif
|