Files

619 lines
25 KiB
HLSL

// Copyright (c) Wojciech Figat. All rights reserved.
#ifndef __SHADOWS_SAMPLING__
#define __SHADOWS_SAMPLING__
#ifndef SHADOWS_CSM_BLENDING
#define SHADOWS_CSM_BLENDING 0
#endif
#ifndef SHADOWS_CSM_DITHERING
#define SHADOWS_CSM_DITHERING 0
#endif
#ifndef SHADOWS_PCSS
#define SHADOWS_PCSS (SHADOWS_QUALITY >= 3)
#endif
#include "./Flax/ShadowsCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/LightingCommon.hlsl"
#if SHADOWS_CSM_DITHERING || SHADOWS_PCSS
#include "./Flax/Random.hlsl"
#endif
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5 || defined(WGSL)
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) shadowMap.SampleCmpLevelZero(ShadowSamplerLinear, shadowUV, sceneDepth)
#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) shadowMap.SampleCmpLevelZero(ShadowSamplerLinear, shadowUV, sceneDepth, texelOffset)
#else
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) DEPTH_CMP(sceneDepth, shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0).r)
#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) (sceneDepth, shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0, texelOffset).r)
#endif
#if defined(WGSL)
#define LOAD_SHADOW_MAP(shadowMap, shadowUV) SAMPLE_RT_DEPTH(shadowMap, shadowUV)
#elif VULKAN || FEATURE_LEVEL < FEATURE_LEVEL_SM5
#define LOAD_SHADOW_MAP(shadowMap, shadowUV) shadowMap.SampleLevel(SamplerPointClamp, shadowUV, 0).r
#else
#define LOAD_SHADOW_MAP(shadowMap, shadowUV) shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0).r
#endif
float4 GetShadowMask(ShadowSample shadow)
{
return float4(shadow.SurfaceShadow, shadow.TransmissionShadow, 1, 1);
}
// Gets the cube texture face index to use for shadow map sampling for the given view-to-light direction vector
// Where: direction = normalize(worldPosition - lightPosition)
uint GetCubeFaceIndex(float3 direction)
{
uint cubeFaceIndex;
float3 absDirection = abs(direction);
float maxDirection = max(absDirection.x, max(absDirection.y, absDirection.z));
if (maxDirection == absDirection.x)
cubeFaceIndex = absDirection.x == direction.x ? 0 : 1;
else if (maxDirection == absDirection.y)
cubeFaceIndex = absDirection.y == direction.y ? 2 : 3;
else
cubeFaceIndex = absDirection.z == direction.z ? 4 : 5;
return cubeFaceIndex;
}
float2 GetLightShadowAtlasUV(ShadowData shadow, ShadowTileData shadowTile, float3 samplePosition, out float4 shadowPosition)
{
// Project into shadow space (WorldToShadow is pre-multiplied to convert Clip Space to UV Space)
shadowPosition = mul(float4(samplePosition, 1.0f), shadowTile.WorldToShadow);
#if REVERSE_Z
shadowPosition.z += shadow.Bias;
#else
shadowPosition.z -= shadow.Bias;
#endif
shadowPosition.xyz /= shadowPosition.w;
// UV Space -> Atlas Tile UV Space
float2 shadowMapUV = saturate(shadowPosition.xy);
shadowMapUV = shadowMapUV * shadowTile.ShadowToAtlas.xy + shadowTile.ShadowToAtlas.zw;
return shadowMapUV;
}
float SampleShadowMap(Texture2D<float> shadowMap, float2 shadowMapUV, float sceneDepth)
{
float result = SAMPLE_SHADOW_MAP(shadowMap, shadowMapUV, sceneDepth);
#if SHADOWS_QUALITY == 1
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 0), sceneDepth);
result = result * (1.0f / 4.0);
#elif SHADOWS_QUALITY == 2 || SHADOWS_QUALITY == 3
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 1), sceneDepth);
result = result * (1.0f / 9.0);
#endif
return result;
}
// [Shadow map sampling method used in The Witness, https://github.com/TheRealMJP/Shadows]
float SampleShadowMapOptimizedPCF(Texture2D<float> shadowMap, float2 shadowMapUV, float sceneDepth)
{
#if SHADOWS_QUALITY != 0
float2 shadowMapSize;
shadowMap.GetDimensions(shadowMapSize.x, shadowMapSize.y);
float2 uv = shadowMapUV.xy * shadowMapSize; // 1 unit - 1 texel
float2 shadowMapSizeInv = 1.0f / shadowMapSize;
float2 baseUV;
baseUV.x = floor(uv.x + 0.5);
baseUV.y = floor(uv.y + 0.5);
float s = (uv.x + 0.5 - baseUV.x);
float t = (uv.y + 0.5 - baseUV.y);
baseUV -= float2(0.5, 0.5);
baseUV *= shadowMapSizeInv;
float sum = 0;
#endif
#if SHADOWS_QUALITY == 0
return SAMPLE_SHADOW_MAP(shadowMap, shadowMapUV, sceneDepth);
#elif SHADOWS_QUALITY == 1
float uw0 = (3 - 2 * s);
float uw1 = (1 + 2 * s);
float u0 = (2 - s) / uw0 - 1;
float u1 = s / uw1 + 1;
float vw0 = (3 - 2 * t);
float vw1 = (1 + 2 * t);
float v0 = (2 - t) / vw0 - 1;
float v1 = t / vw1 + 1;
sum += uw0 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v0) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v0) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v1) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v1) * shadowMapSizeInv, sceneDepth);
return sum * 1.0f / 16;
#elif SHADOWS_QUALITY == 2
float uw0 = (4 - 3 * s);
float uw1 = 7;
float uw2 = (1 + 3 * s);
float u0 = (3 - 2 * s) / uw0 - 2;
float u1 = (3 + s) / uw1;
float u2 = s / uw2 + 2;
float vw0 = (4 - 3 * t);
float vw1 = 7;
float vw2 = (1 + 3 * t);
float v0 = (3 - 2 * t) / vw0 - 2;
float v1 = (3 + t) / vw1;
float v2 = t / vw2 + 2;
sum += uw0 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v0) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v0) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v0) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v1) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v1) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v1) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v2) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v2) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v2) * shadowMapSizeInv, sceneDepth);
return sum * 1.0f / 144;
#elif SHADOWS_QUALITY == 3
float uw0 = (5 * s - 6);
float uw1 = (11 * s - 28);
float uw2 = -(11 * s + 17);
float uw3 = -(5 * s + 1);
float u0 = (4 * s - 5) / uw0 - 3;
float u1 = (4 * s - 16) / uw1 - 1;
float u2 = -(7 * s + 5) / uw2 + 1;
float u3 = -s / uw3 + 3;
float vw0 = (5 * t - 6);
float vw1 = (11 * t - 28);
float vw2 = -(11 * t + 17);
float vw3 = -(5 * t + 1);
float v0 = (4 * t - 5) / vw0 - 3;
float v1 = (4 * t - 16) / vw1 - 1;
float v2 = -(7 * t + 5) / vw2 + 1;
float v3 = -t / vw3 + 3;
sum += uw0 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v0) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v0) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v0) * shadowMapSizeInv, sceneDepth);
sum += uw3 * vw0 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u3, v0) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v1) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v1) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v1) * shadowMapSizeInv, sceneDepth);
sum += uw3 * vw1 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u3, v1) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v2) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v2) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v2) * shadowMapSizeInv, sceneDepth);
sum += uw3 * vw2 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u3, v2) * shadowMapSizeInv, sceneDepth);
sum += uw0 * vw3 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u0, v3) * shadowMapSizeInv, sceneDepth);
sum += uw1 * vw3 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u1, v3) * shadowMapSizeInv, sceneDepth);
sum += uw2 * vw3 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u2, v3) * shadowMapSizeInv, sceneDepth);
sum += uw3 * vw3 * SAMPLE_SHADOW_MAP(shadowMap, baseUV + float2(u3, v3) * shadowMapSizeInv, sceneDepth);
return sum * (1.0f / 2704);
#else
return 0.0f;
#endif
}
#if SHADOWS_PCSS
// "Vogel disk" sampling pattern: https://github.com/corporateshark/poisson-disk-generator
#define SHADOWS_PCSS_SAMPLES 32
static const half2 VogelPoints[SHADOWS_PCSS_SAMPLES] = {
#if SHADOWS_PCSS_SAMPLES == 4
// 4 samples
half2(0.353553, 0.000000),
half2(-0.451560, 0.413635),
half2(0.069174, -0.787537),
half2(0.569060, 0.742409),
#elif SHADOWS_PCSS_SAMPLES == 8
// 8 samples
half2(0.25000000, 0.00000000),
half2(-0.31930089, 0.29248416),
half2(0.04891348, -0.55687296),
half2(0.40238643, 0.52496207),
half2(-0.73851585, -0.13074535),
half2(0.69968677, -0.44490278),
half2(-0.23419666, 0.87043202),
half2(-0.44604915, -0.85938364),
#elif SHADOWS_PCSS_SAMPLES == 16
// 16 samples
half2(0.17677665, 0.00000000),
half2(-0.22577983, 0.20681751),
half2(0.03458714, -0.39376867),
half2(0.28453016, 0.37120426),
half2(-0.52220953, -0.09245092),
half2(0.49475324, -0.31459379),
half2(-0.16560209, 0.61548841),
half2(-0.31540442, -0.60767603),
half2(0.68456841, 0.25023210),
half2(-0.71235347, 0.29377294),
half2(0.34362423, -0.73360229),
half2(0.25340176, 0.80903494),
half2(-0.76454973, -0.44352412),
half2(0.89722824, -0.19680285),
half2(-0.54790950, 0.77848911),
half2(-0.12594837, -0.97615927),
#elif SHADOWS_PCSS_SAMPLES == 32
// 32 samples
half2(0.12500000, 0.00000000),
half2(-0.15965044, 0.14624202),
half2(0.02445674, -0.27843648),
half2(0.20119321, 0.26248097),
half2(-0.36925793, -0.06537271),
half2(0.34984338, -0.22245139),
half2(-0.11709833, 0.43521595),
half2(-0.22302461, -0.42969179),
half2(0.48406291, 0.17694080),
half2(-0.50370997, 0.20772886),
half2(0.24297905, -0.51873517),
half2(0.17918217, 0.57207417),
half2(-0.54061830, -0.31361890),
half2(0.63443625, -0.13916063),
half2(-0.38743055, 0.55047488),
half2(-0.08905894, -0.69024885),
half2(0.54879880, 0.46308208),
half2(-0.73889750, 0.03009081),
half2(0.53931046, -0.53597510),
half2(-0.03660476, 0.77976608),
half2(-0.51236552, -0.61490381),
half2(0.81227481, 0.10993028),
half2(-0.68869931, 0.47834957),
half2(0.18879366, -0.83590192),
half2(0.43436146, 0.75957572),
half2(-0.85019755, -0.27210116),
half2(0.82646751, -0.38088906),
half2(-0.35873961, 0.85479879),
half2(-0.31848884, -0.88836360),
half2(0.84942913, 0.44759941),
half2(-0.94430852, 0.24780297),
half2(0.53754807, -0.83391672),
#endif
};
float2 SampleShadowPCSSRotate(float2 pos, float2 rotation)
{
return float2(pos.x * rotation.x - pos.y * rotation.y, pos.y * rotation.x + pos.x * rotation.y);
}
// [Percentage-Closer Soft Shadows, Randima Fernando, NVIDIA]
float SampleShadowMapPCSS(Texture2D<float> shadowMap, float2 shadowMapUV, float sceneDepth, float4 shadowToAtlas, float sourceAngle)
{
// Scale samples to shadow map tile
float2 shadowMapSize;
shadowMap.GetDimensions(shadowMapSize.x, shadowMapSize.y);
float resolution = shadowMapSize.x * shadowToAtlas.x;
float minRadius = 0.3f / resolution;
float2 uvMin = shadowToAtlas.zw;
float2 uvMax = shadowToAtlas.xy + shadowToAtlas.zw;
// Fix penumbra size to be consistent across different shadow map resolutions
sourceAngle *= resolution / 1024.0;
// Rotate the sampling pattern based on the pixel position to reduce banding artifacts (use shadow-space position for stability)
float rotationAngle = RandN1(shadowMapUV) * PI;
float2 rotation;
sincos(rotationAngle, rotation.x, rotation.y);
// Search blockers
#if REVERSE_Z
float sceneDepthRev = 1 - sceneDepth;
float searchRadius = sourceAngle * saturate(sceneDepthRev - 0.02f) / sceneDepthRev;
#else
float searchRadius = sourceAngle * saturate(sceneDepth - 0.02f) / sceneDepth;
#endif
searchRadius = max(searchRadius, minRadius);
uint blockers = 0;
float avgBlockerDistance = 0.0f;
for (uint i = 0; i < SHADOWS_PCSS_SAMPLES; i++)
{
float2 offset = VogelPoints[i] * searchRadius;
offset = SampleShadowPCSSRotate(offset, rotation);
offset = shadowMapUV + offset;
offset = clamp(offset, uvMin, uvMax);
float shadowMapDepth = LOAD_SHADOW_MAP(shadowMap, offset);
if (DEPTH_CMP(shadowMapDepth, sceneDepth))
{
blockers++;
avgBlockerDistance += shadowMapDepth;
}
}
if (blockers < 1)
return 1; // No blockers, fully lit
avgBlockerDistance /= blockers;
// Calculate penumbra size
float penumbra = max(DEPTH_DIFF(sceneDepth, avgBlockerDistance), 0.0);
#if VULKAN
// Fix shadow bias issues on Vulkan
#if REVERSE_Z
sceneDepth *= lerp(1, 1.025f, saturate(penumbra * 4.0f));
#else
sceneDepth *= lerp(1, 0.985f, saturate(penumbra * 4.0f));
#endif
#endif
float filterRadius = penumbra * sourceAngle;
filterRadius = max(filterRadius, minRadius); // Don't use too small filter near blockers to avoid jagged edges
// Filter shadowmap
float shadow = 0.0f;
for (uint i = 0; i < SHADOWS_PCSS_SAMPLES; i++)
{
float2 offset = VogelPoints[i] * filterRadius;
offset = SampleShadowPCSSRotate(offset, rotation);
offset = shadowMapUV + offset;
offset = clamp(offset, uvMin, uvMax);
#if REVERSE_Z
shadow += LOAD_SHADOW_MAP(shadowMap, offset) < sceneDepth;
#else
shadow += LOAD_SHADOW_MAP(shadowMap, offset) > sceneDepth;
#endif
}
return shadow / (float)SHADOWS_PCSS_SAMPLES;
}
#endif
// Samples the shadow cascade for the given directional light on the material surface (supports subsurface shadowing)
ShadowSample SampleDirectionalLightShadowCascade(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer, ShadowData shadow, float3 samplePosition, uint cascadeIndex)
{
ShadowSample result;
ShadowTileData shadowTile = LoadShadowsBufferTile(shadowsBuffer, light.ShadowsBufferAddress, cascadeIndex);
// Project position into shadow atlas UV
float4 shadowPosition;
float2 shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, samplePosition, shadowPosition);
// Sample shadow map
#if SHADOWS_PCSS
float sourceAngle = light.SourceRadius; // tan(SourceAngle * DegreesToRadians * 0.5);
result.SurfaceShadow = SampleShadowMapPCSS(shadowMap, shadowMapUV, shadowPosition.z, shadowTile.ShadowToAtlas, sourceAngle);
#else
result.SurfaceShadow = SampleShadowMapOptimizedPCF(shadowMap, shadowMapUV, shadowPosition.z);
#endif
// Increase the sharpness for higher cascades to match the filter radius
const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f };
shadow.Sharpness *= SharpnessScale[cascadeIndex];
result.TransmissionShadow = 1;
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Subsurface shadowing
BRANCH
if (IsSubsurfaceMode(gBuffer.ShadingModel))
{
float opacity = gBuffer.CustomData.a;
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
float shadowMapDepth = LOAD_SHADOW_MAP(shadowMap, shadowMapUV);
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
}
#endif
result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
return result;
}
// Samples the shadow for the given directional light on the material surface (supports subsurface shadowing)
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer, float dither = 0.0f)
{
#if !LIGHTING_NO_DIRECTIONAL
// Skip if surface is in a full shadow
float NoL = dot(gBuffer.Normal, light.Direction);
BRANCH
if (NoL <= 0
#if defined(USE_GBUFFER_CUSTOM_DATA)
&& !IsSubsurfaceMode(gBuffer.ShadingModel)
#endif
)
return (ShadowSample)0;
#endif
ShadowSample result;
result.SurfaceShadow = 1;
result.TransmissionShadow = 1;
// Load shadow data
if (light.ShadowsBufferAddress == 0)
return result; // No shadow assigned
ShadowData shadow = LoadShadowsBuffer(shadowsBuffer, light.ShadowsBufferAddress);
// Create a blend factor which is one before and at the fade plane
float viewDepth = gBuffer.ViewPos.z;
float fade = saturate((viewDepth - shadow.CascadeSplits[shadow.TilesCount - 1] + shadow.FadeDistance) / shadow.FadeDistance);
BRANCH
if (fade >= 1.0)
return result;
// Figure out which cascade to sample from
uint cascadeIndex = 0;
for (uint i = 0; i < shadow.TilesCount - 1; i++)
{
if (viewDepth > shadow.CascadeSplits[i])
cascadeIndex = i + 1;
}
#if SHADOWS_CSM_DITHERING || SHADOWS_CSM_BLENDING
float nextSplit = shadow.CascadeSplits[cascadeIndex];
float splitSize = cascadeIndex == 0 ? nextSplit : nextSplit - shadow.CascadeSplits[cascadeIndex - 1];
float splitDist = (nextSplit - viewDepth) / splitSize;
#endif
#if SHADOWS_CSM_DITHERING && !SHADOWS_CSM_BLENDING
if (splitDist <= shadow.CascadeBlendSize && cascadeIndex != shadow.TilesCount - 1)
{
// Dither with the next cascade but with screen-space dithering (gets cleaned out by TAA)
float lerpAmount = 1 - splitDist / shadow.CascadeBlendSize;
if (step(RandN2(gBuffer.ViewPos.xy + dither).x, lerpAmount))
cascadeIndex++;
}
#endif
// Sample cascade
float3 samplePosition = gBuffer.WorldPos;
#if !LIGHTING_NO_DIRECTIONAL
// Apply normal offset bias
samplePosition += GetShadowPositionOffset(shadow.NormalOffsetScale, NoL, gBuffer.Normal);
#endif
result = SampleDirectionalLightShadowCascade(light, shadowsBuffer, shadowMap, gBuffer, shadow, samplePosition, cascadeIndex);
#if SHADOWS_CSM_BLENDING
if (splitDist <= shadow.CascadeBlendSize && cascadeIndex != shadow.TilesCount - 1)
{
// Sample the next cascade, and blend between the two results to smooth the transition
ShadowSample nextResult = SampleDirectionalLightShadowCascade(light, shadowsBuffer, shadowMap, gBuffer, shadow, samplePosition, cascadeIndex + 1);
float blendAmount = splitDist / shadow.CascadeBlendSize;
result.SurfaceShadow = lerp(nextResult.SurfaceShadow, result.SurfaceShadow, blendAmount);
result.TransmissionShadow = lerp(nextResult.TransmissionShadow, result.TransmissionShadow, blendAmount);
}
#endif
result.SurfaceShadow = lerp(result.SurfaceShadow, 1, fade);
result.TransmissionShadow = lerp(result.TransmissionShadow, 1, fade);
return result;
}
// Samples the shadow for the given local light on the material surface (supports subsurface shadowing)
ShadowSample SampleLocalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer, float3 L, float toLightLength, uint tileIndex, float sourceAngle = 0)
{
#if !LIGHTING_NO_DIRECTIONAL
// Skip if surface is in a full shadow
float NoL = dot(gBuffer.Normal, L);
BRANCH
if (NoL <= 0
#if defined(USE_GBUFFER_CUSTOM_DATA)
&& !IsSubsurfaceMode(gBuffer.ShadingModel)
#endif
)
return (ShadowSample)0;
#endif
ShadowSample result;
result.SurfaceShadow = 1;
result.TransmissionShadow = 1;
// Skip pixels outside of the light influence
BRANCH
if (toLightLength > light.Radius)
return result;
// Load shadow data
if (light.ShadowsBufferAddress == 0)
return result; // No shadow assigned
ShadowData shadow = LoadShadowsBuffer(shadowsBuffer, light.ShadowsBufferAddress);
ShadowTileData shadowTile = LoadShadowsBufferTile(shadowsBuffer, light.ShadowsBufferAddress, tileIndex);
float3 samplePosition = gBuffer.WorldPos;
#if !LIGHTING_NO_DIRECTIONAL
// Apply normal offset bias
samplePosition += GetShadowPositionOffset(shadow.NormalOffsetScale, NoL, gBuffer.Normal);
#endif
// Project position into shadow atlas UV
float4 shadowPosition;
float2 shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, samplePosition, shadowPosition);
// Sample shadow map
#if SHADOWS_PCSS
result.SurfaceShadow = SampleShadowMapPCSS(shadowMap, shadowMapUV, shadowPosition.z, shadowTile.ShadowToAtlas, sourceAngle);
#else
result.SurfaceShadow = SampleShadowMapOptimizedPCF(shadowMap, shadowMapUV, shadowPosition.z);
#endif
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Subsurface shadowing
BRANCH
if (IsSubsurfaceMode(gBuffer.ShadingModel))
{
float opacity = gBuffer.CustomData.a;
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
float shadowMapDepth = LOAD_SHADOW_MAP(shadowMap, shadowMapUV);
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
}
#endif
result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
return result;
}
// Samples the shadow for the given spot light on the material surface (supports subsurface shadowing)
ShadowSample SampleSpotLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
{
float3 toLight = light.Position - gBuffer.WorldPos;
float toLightLength = length(toLight);
float3 L = toLight / toLightLength;
// TODO: make it physical-based (need to compare with path tracing)
float sourceAngle = 0.02 * light.SourceRadius * dot(-light.Direction, light.Position - gBuffer.WorldPos) / light.Radius;
return SampleLocalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, L, toLightLength, 0, sourceAngle);
}
// Samples the shadow for the given point light on the material surface (supports subsurface shadowing)
ShadowSample SamplePointLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
{
float3 toLight = light.Position - gBuffer.WorldPos;
float toLightLength = length(toLight);
float3 L = toLight / toLightLength;
// Figure out which cube face we're sampling from
uint cubeFaceIndex = GetCubeFaceIndex(-L);
// TODO: make it physical-based (need to compare with path tracing)
float sourceAngle = 0.02 * light.SourceRadius * length(light.Position - gBuffer.WorldPos) / light.Radius;
return SampleLocalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, L, toLightLength, cubeFaceIndex, sourceAngle);
}
GBufferSample GetDummyGBufferSample(float3 worldPosition)
{
GBufferSample gBuffer = (GBufferSample)0;
gBuffer.ShadingModel = SHADING_MODEL_LIT;
gBuffer.WorldPos = worldPosition;
return gBuffer;
}
// Samples the shadow for the given directional light at custom location
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition, float viewDepth, float dither = 0.0f)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
gBuffer.ViewPos.z = viewDepth;
return SampleDirectionalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, dither);
}
// Samples the shadow for the given spot light at custom location
ShadowSample SampleSpotLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
return SampleSpotLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
}
// Samples the shadow for the given point light at custom location
ShadowSample SamplePointLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
return SamplePointLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
}
#endif