Files
JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/Internal-ScreenSpaceShadows.shader
2024-08-23 15:49:34 +08:00

455 lines
18 KiB
GLSL

// 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
}