// Collects cascaded shadows into screen space buffer Shader "Hidden/Internal-ScreenSpaceShadows" { Properties { _ShadowMapTexture ("", any) = "" {} } CGINCLUDE #include "UnityCG.cginc" // Configuration // Should receiver plane bias be used? This estimates receiver slope using derivatives, // and tries to tilt the PCF kernel along it. However, since we're doing it in screenspace // from the depth texture, the derivatives are wrong on edges or intersections of objects, // leading to possible shadow artifacts. So it's disabled by default. #define UNITY_USE_RECEIVER_PLANE_BIAS 0 #define UNITY_RECEIVER_PLANE_MIN_FRACTIONAL_ERROR 0.05f // Blend between shadow cascades to hide the transition seams? #define UNITY_USE_CASCADE_BLENDING 0 #define UNITY_CASCADE_BLEND_DISTANCE 0.1 struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; // View space ray, for perspective case float3 ray : TEXCOORD1; // Orthographic view space positions (need xy as well for oblique matrices) float3 orthoPosNear : TEXCOORD2; float3 orthoPosFar : TEXCOORD3; float4 pos : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.uv = v.texcoord; o.ray = v.normal; float4 clipPos = UnityObjectToClipPos(v.vertex); o.pos = clipPos; // To compute view space position from Z buffer for orthographic case, // we need different code than for perspective case. We want to avoid // doing matrix multiply in the pixel shader: less operations, and less // constant registers used. Particularly with constant registers, having // unity_CameraInvProjection in the pixel shader would push the PS over SM2.0 // limits. clipPos.y *= _ProjectionParams.x; float3 orthoPosNear = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y,-1,1)).xyz; float3 orthoPosFar = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y, 1,1)).xyz; orthoPosNear.z *= -1; orthoPosFar.z *= -1; o.orthoPosNear = orthoPosNear; o.orthoPosFar = orthoPosFar; return o; } sampler2D_float _CameraDepthTexture; // sizes of cascade projections, relative to first one float4 unity_ShadowCascadeScales; UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); float4 _ShadowMapTexture_TexelSize; // // Keywords based defines // #if defined (SHADOWS_SPLIT_SPHERES) #define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) #define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos) #else #define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights( wpos, z ) #define GET_SHADOW_FADE(wpos, z) getShadowFade(z) #endif #if defined (SHADOWS_SINGLE_CASCADE) #define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord_SingleCascade(wpos) #else #define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) #endif // prototypes inline fixed4 getCascadeWeights(float3 wpos, float z); // calculates the cascade weights based on the world position of the fragment and plane positions inline fixed4 getCascadeWeights_splitSpheres(float3 wpos); // calculates the cascade weights based on world pos and split spheres positions inline float getShadowFade_SplitSpheres( float3 wpos ); inline float getShadowFade( float3 wpos, float z ); inline float4 getShadowCoord_SingleCascade( float4 wpos ); // converts the shadow coordinates for shadow map using the world position of fragment (optimized for single fragment) inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights );// converts the shadow coordinates for shadow map using the world position of fragment half sampleShadowmap_PCF5x5 (float4 coord); // samples the shadowmap based on PCF filtering (5x5 kernel) half unity_sampleShadowmap( float4 coord ); // sample shadowmap SM2.0+ /** * Gets the cascade weights based on the world position of the fragment. * Returns a float4 with only one component set that corresponds to the appropriate cascade. */ inline fixed4 getCascadeWeights(float3 wpos, float z) { fixed4 zNear = float4( z >= _LightSplitsNear ); fixed4 zFar = float4( z < _LightSplitsFar ); fixed4 weights = zNear * zFar; return weights; } /** * Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. * Returns a float4 with only one component set that corresponds to the appropriate cascade. */ inline fixed4 getCascadeWeights_splitSpheres(float3 wpos) { float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz; float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz; float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz; float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz; float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3)); fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii); weights.yzw = saturate(weights.yzw - weights.xyz); return weights; } /** * Returns the shadow fade based on the 'z' position of the fragment */ inline float getShadowFade( float z ) { return saturate(z * _LightShadowData.z + _LightShadowData.w); } /** * Returns the shadow fade based on the world position of the fragment, and the distance from the shadow fade center */ inline float getShadowFade_SplitSpheres( float3 wpos ) { float sphereDist = distance(wpos.xyz, unity_ShadowFadeCenterAndType.xyz); half shadowFade = saturate(sphereDist * _LightShadowData.z + _LightShadowData.w); return shadowFade; } /** * Returns the shadowmap coordinates for the given fragment based on the world position and z-depth. * These coordinates belong to the shadowmap atlas that contains the maps for all cascades. */ inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights ) { float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz; float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz; float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz; float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz; return float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1); } /** * Same as the getShadowCoord; but optimized for single cascade */ inline float4 getShadowCoord_SingleCascade( float4 wpos ) { return float4( mul (unity_WorldToShadow[0], wpos).xyz, 0); } /** * Computes the receiver plane depth bias for the given shadow coord in screen space. * Inspirations: * http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ * http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Isidoro-ShadowMapping.pdf */ float2 getReceiverPlaneDepthBias (float3 shadowCoord) { float2 biasUV; float3 dx = ddx (shadowCoord); float3 dy = ddy (shadowCoord); biasUV.x = dy.y * dx.z - dx.y * dy.z; biasUV.y = dx.x * dy.z - dy.x * dx.z; biasUV *= 1.0f / ((dx.x * dy.y) - (dx.y * dy.x)); return biasUV; } /** * Combines the different components of a shadow coordinate and returns the final coordinate. */ inline float3 combineShadowcoordComponents (float2 baseUV, float2 deltaUV, float depth, float2 receiverPlaneDepthBias) { float3 uv = float3( baseUV + deltaUV, depth ); uv.z += dot (deltaUV, receiverPlaneDepthBias); // apply the depth bias return uv; } /** * PCF shadowmap filtering based on a 3x3 kernel (optimized with 4 taps) * * Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ * Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ */ half sampleShadowmap_PCF3x3 (float4 coord, float2 receiverPlaneDepthBias) { const float2 offset = float2(0.5,0.5); float2 uv = (coord.xy * _ShadowMapTexture_TexelSize.zw) + offset; float2 base_uv = (floor(uv) - offset) * _ShadowMapTexture_TexelSize.xy; float2 st = frac(uv); float2 uw = float2( 3-2*st.x, 1+2*st.x ); float2 u = float2( (2-st.x) / uw.x - 1, (st.x)/uw.y + 1 ); u *= _ShadowMapTexture_TexelSize.x; float2 vw = float2( 3-2*st.y, 1+2*st.y ); float2 v = float2( (2-st.y) / vw.x - 1, (st.y)/vw.y + 1); v *= _ShadowMapTexture_TexelSize.y; half shadow; half sum = 0; sum += uw[0] * vw[0] * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u[0], v[0]), coord.z, receiverPlaneDepthBias) ); sum += uw[1] * vw[0] * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u[1], v[0]), coord.z, receiverPlaneDepthBias) ); sum += uw[0] * vw[1] * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u[0], v[1]), coord.z, receiverPlaneDepthBias) ); sum += uw[1] * vw[1] * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u[1], v[1]), coord.z, receiverPlaneDepthBias) ); shadow = sum / 16.0f; shadow = lerp (_LightShadowData.r, 1.0f, shadow); return shadow; } /** * PCF shadowmap filtering based on a 5x5 kernel (optimized with 9 taps) * * Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/ * Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ */ half sampleShadowmap_PCF5x5 (float4 coord, float2 receiverPlaneDepthBias) { #if defined(SHADOWS_NATIVE) const float2 offset = float2(0.5,0.5); float2 uv = (coord.xy * _ShadowMapTexture_TexelSize.zw) + offset; float2 base_uv = (floor(uv) - offset) * _ShadowMapTexture_TexelSize.xy; float2 st = frac(uv); float3 uw = float3( 4-3*st.x, 7, 1+3*st.x ); float3 u = float3( (3-2*st.x) / uw.x - 2, (3+st.x)/uw.y, st.x/uw.z + 2 ); u *= _ShadowMapTexture_TexelSize.x; float3 vw = float3( 4-3*st.y, 7, 1+3*st.y ); float3 v = float3( (3-2*st.y) / vw.x - 2, (3+st.y)/vw.y, st.y/vw.z + 2 ); v *= _ShadowMapTexture_TexelSize.y; half shadow; half sum = 0.0f; half3 accum = uw * vw.x; sum += accum.x * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.x,v.x), coord.z, receiverPlaneDepthBias) ); sum += accum.y * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.y,v.x), coord.z, receiverPlaneDepthBias) ); sum += accum.z * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.z,v.x), coord.z, receiverPlaneDepthBias) ); accum = uw * vw.y; sum += accum.x * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.x,v.y), coord.z, receiverPlaneDepthBias) ); sum += accum.y * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.y,v.y), coord.z, receiverPlaneDepthBias) ); sum += accum.z * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.z,v.y), coord.z, receiverPlaneDepthBias) ); accum = uw * vw.z; sum += accum.x * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.x,v.z), coord.z, receiverPlaneDepthBias) ); sum += accum.y * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.y,v.z), coord.z, receiverPlaneDepthBias) ); sum += accum.z * UNITY_SAMPLE_SHADOW( _ShadowMapTexture, combineShadowcoordComponents( base_uv, float2(u.z,v.z), coord.z, receiverPlaneDepthBias) ); shadow = sum / 144.0f; #else // #if defined(SHADOWS_NATIVE) // when we don't have hardware PCF sampling, then the above 5x5 optimized PCF really does not work. // Fallback to a simple 3x3 sampling with averaged results. half shadow = 0; float2 base_uv = coord.xy; float2 ts = _ShadowMapTexture_TexelSize.xy; shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2(-ts.x,-ts.y), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( 0,-ts.y), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( ts.x,-ts.y), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2(-ts.x, 0), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( 0, 0), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( ts.x, 0), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2(-ts.x, ts.y), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( 0, ts.y), coord.z, receiverPlaneDepthBias)); shadow += UNITY_SAMPLE_SHADOW(_ShadowMapTexture, combineShadowcoordComponents(base_uv, float2( ts.x, ts.y), coord.z, receiverPlaneDepthBias)); shadow /= 9.0; #endif // else of #if defined(SHADOWS_NATIVE) shadow = lerp (_LightShadowData.r, 1.0f, shadow); return shadow; } /** * Samples the shadowmap at the given coordinates. */ half unity_sampleShadowmap( float4 coord ) { half shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture,coord); shadow = lerp(_LightShadowData.r, 1.0, shadow); return shadow; } fixed4 frag_hard (v2f i) : SV_Target { float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); // 0..1 linear depth, 0 at near plane, 1 at far plane. float depth = lerp (Linear01Depth(zdepth), zdepth, unity_OrthoParams.w); // view position calculation for perspective & ortho cases float3 vposPersp = i.ray * depth; float3 vposOrtho = lerp(i.orthoPosNear, i.orthoPosFar, zdepth); // pick the perspective or ortho position as needed float3 vpos = lerp (vposPersp, vposOrtho, unity_OrthoParams.w); float4 wpos = mul (unity_CameraToWorld, float4(vpos,1)); fixed4 cascadeWeights = GET_CASCADE_WEIGHTS (wpos, vpos.z); half shadow = unity_sampleShadowmap( GET_SHADOW_COORDINATES(wpos, cascadeWeights) ); shadow += GET_SHADOW_FADE(wpos, vpos.z); fixed4 res = shadow; return res; } ENDCG // ---------------------------------------------------------------------------------------- // Subshader for hard shadows: // Just collect shadows into the buffer. Used on pre-SM3 GPUs and when hard shadows are picked. SubShader { Pass { ZWrite Off ZTest Always Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag_hard #pragma multi_compile_shadowcollector ENDCG } } // ---------------------------------------------------------------------------------------- // Subshader that does PCF 5x5 filtering while collecting shadows. // Requires SM3 GPU. Subshader { Tags {"ShadowmapFilter"="PCF_5x5"} Pass { ZWrite Off ZTest Always Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag_pcf5x5 #pragma multi_compile_shadowcollector #pragma target 3.0 // 3.0 fragment shader fixed4 frag_pcf5x5 (v2f i) : SV_Target { float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); // 0..1 linear depth, 0 at near plane, 1 at far plane. float depth = lerp (Linear01Depth(zdepth), zdepth, unity_OrthoParams.w); // view position calculation for perspective & ortho cases float3 vposPersp = i.ray * depth; float3 vposOrtho = lerp(i.orthoPosNear, i.orthoPosFar, zdepth); // pick the perspective or ortho position as needed float3 vpos = lerp (vposPersp, vposOrtho, unity_OrthoParams.w); // sample the cascade the pixel belongs to float4 wpos = mul (unity_CameraToWorld, float4(vpos,1)); fixed4 cascadeWeights = GET_CASCADE_WEIGHTS (wpos, vpos.z); float4 coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights); float2 receiverPlaneDepthBiasCascade0 = 0.0; float2 receiverPlaneDepthBias = 0.0; #if UNITY_USE_RECEIVER_PLANE_BIAS // Reveiver plane depth bias: need to calculate it based on shadow coordinate // as it would be in first cascade; otherwise derivatives // at cascade boundaries will be all wrong. So compute // it from cascade 0 UV, and scale based on which cascade we're in. // float3 coordCascade0 = getShadowCoord_SingleCascade(wpos); receiverPlaneDepthBiasCascade0 = getReceiverPlaneDepthBias (coordCascade0.xyz); float biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales); receiverPlaneDepthBias = receiverPlaneDepthBiasCascade0 * biasMultiply; // Static depth biasing to make up for incorrect fractional // sampling on the shadow map grid; from "A Sampling of Shadow Techniques" // (http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/) float fractionalSamplingError = 2 * dot(_ShadowMapTexture_TexelSize.xy, abs(receiverPlaneDepthBias)); coord.z -= min(fractionalSamplingError, UNITY_RECEIVER_PLANE_MIN_FRACTIONAL_ERROR); #endif half shadow = sampleShadowmap_PCF5x5( coord, receiverPlaneDepthBias ); // Blend between shadow cascades if enabled // // Not working yet with split spheres, and no need when 1 cascade #if UNITY_USE_CASCADE_BLENDING && !defined(SHADOWS_SPLIT_SPHERES) && !defined(SHADOWS_SINGLE_CASCADE) half4 z4 = (float4(vpos.z,vpos.z,vpos.z,vpos.z) - _LightSplitsNear) / (_LightSplitsFar-_LightSplitsNear); half alpha = dot (z4 * cascadeWeights, half4(1,1,1,1)); UNITY_BRANCH if (alpha > 1-UNITY_CASCADE_BLEND_DISTANCE) { // get alpha to 0..1 range over the blend distance alpha = (alpha-(1-UNITY_CASCADE_BLEND_DISTANCE)) / UNITY_CASCADE_BLEND_DISTANCE; // sample next cascade cascadeWeights = fixed4 (0, cascadeWeights.xyz); coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights); #if UNITY_USE_RECEIVER_PLANE_BIAS biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales); receiverPlaneDepthBias = receiverPlaneDepthBiasCascade0 * biasMultiply; fractionalSamplingError = 2 * dot(_ShadowMapTexture_TexelSize.xy, abs(receiverPlaneDepthBias)); coord.z -= min(fractionalSamplingError, UNITY_RECEIVER_PLANE_MIN_FRACTIONAL_ERROR); #endif half shadowNextCascade = sampleShadowmap_PCF3x3 (coord, receiverPlaneDepthBias); shadow = lerp (shadow, shadowNextCascade, alpha); } #endif shadow += GET_SHADOW_FADE(wpos, vpos.z); return shadow; } ENDCG } } Fallback Off }