UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl

584 lines
25 KiB
HLSL
Raw Normal View History

2024-10-27 10:53:47 +03:00
#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
// x: depth bias,
// y: normal bias,
// z: light type (Spot = 0, Directional = 1, Point = 2, Area/Rectangle = 3, Disc = 4, Pyramid = 5, Box = 6, Tube = 7)
// w: unused
float4 _ShadowBias;
half IsSpotLight()
{
return round(_ShadowBias.z) == 0.0 ? 1 : 0;
}
half IsDirectionalLight()
{
return round(_ShadowBias.z) == 1.0 ? 1 : 0;
}
half IsPointLight()
{
return round(_ShadowBias.z) == 2.0 ? 1 : 0;
}
#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;
}
float4 ApplyShadowClamping(float4 positionCS)
{
#if UNITY_REVERSED_Z
float clamped = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
float clamped = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
// The current implementation of vertex clamping in Universal RP is the same as in Unity Built-In RP.
// We follow the same convention in Universal RP where it's only enabled for Directional Lights
// (see: Shadows.cpp::RenderShadowMaps() #L2161-L2162)
// (see: Shadows.cpp::RenderShadowMaps() #L2086-L2102)
// (see: Shadows.cpp::PrepareStateForShadowMap() #L1685-L1686)
positionCS.z = lerp(positionCS.z, clamped, IsDirectionalLight());
return positionCS;
}
///////////////////////////////////////////////////////////////////////////////
// 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