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