Fix shadows sampling error in shader due to incorrect sampler used
#3000
This commit is contained in:
@@ -11,11 +11,13 @@
|
||||
#endif
|
||||
|
||||
#if FEATURE_LEVEL >= FEATURE_LEVEL_SM5
|
||||
#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)
|
||||
#define SAMPLE_SHADOW_SAMPLER ShadowSamplerLinear
|
||||
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) shadowMap.SampleCmpLevelZero(SAMPLE_SHADOW_SAMPLER, shadowUV, sceneDepth)
|
||||
#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) shadowMap.SampleCmpLevelZero(SAMPLE_SHADOW_SAMPLER, shadowUV, sceneDepth, texelOffset)
|
||||
#else
|
||||
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0).r)
|
||||
#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0, texelOffset).r)
|
||||
#define SAMPLE_SHADOW_SAMPLER SamplerLinearClamp
|
||||
#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SAMPLE_SHADOW_SAMPLER, shadowUV, 0).r)
|
||||
#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SAMPLE_SHADOW_SAMPLER, shadowUV, 0, texelOffset).r)
|
||||
#endif
|
||||
|
||||
float4 GetShadowMask(ShadowSample shadow)
|
||||
@@ -276,7 +278,7 @@ ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadow
|
||||
{
|
||||
float opacity = gBuffer.CustomData.a;
|
||||
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
|
||||
float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
|
||||
float shadowMapDepth = shadowMap.SampleLevel(SAMPLE_SHADOW_SAMPLER, shadowMapUV, 0).r;
|
||||
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
|
||||
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
|
||||
}
|
||||
@@ -337,7 +339,7 @@ ShadowSample SampleLocalLightShadow(LightData light, Buffer<float4> shadowsBuffe
|
||||
{
|
||||
float opacity = gBuffer.CustomData.a;
|
||||
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
|
||||
float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
|
||||
float shadowMapDepth = shadowMap.SampleLevel(SAMPLE_SHADOW_SAMPLER, shadowMapUV, 0).r;
|
||||
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
|
||||
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user