Files
FlaxEngine/Source/Shaders/Shadows.shader

159 lines
5.9 KiB
GLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#define USE_GBUFFER_CUSTOM_DATA
#define SHADOWS_CSM_BLENDING 1
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/ShadowsSampling.hlsl"
META_CB_BEGIN(0, PerLight)
GBufferData GBuffer;
LightData Light;
float4x4 WVP;
float4x4 ViewProjectionMatrix;
float Dummy0;
float TemporalTime;
float ContactShadowsDistance;
float ContactShadowsLength;
META_CB_END
Buffer<float4> ShadowsBuffer : register(t5);
Texture2D<float> ShadowMap : register(t6);
DECLARE_GBUFFERDATA_ACCESS(GBuffer)
#if CONTACT_SHADOWS
float RayCastScreenSpaceShadow(GBufferData gBufferData, GBufferSample gBuffer, float3 rayStartWS, float3 rayDirWS, float rayLength)
{
#if SHADOWS_QUALITY == 3
const uint maxSteps = 16;
#elif SHADOWS_QUALITY == 3
const uint maxSteps = 12;
#else
const uint maxSteps = 8;
#endif
float distanceFade = 1 - saturate(pow(length(gBuffer.WorldPos - gBufferData.ViewPos) / ContactShadowsDistance, 2));
float maxShadowLength = gBufferData.InvProjectionMatrix[1][1] * gBuffer.ViewPos.z * rayLength * distanceFade;
float4 rayStartCS = mul(float4(rayStartWS, 1), ViewProjectionMatrix);
float4 rayEndCS = mul(float4(rayStartWS + rayDirWS * maxShadowLength, 1), ViewProjectionMatrix);
float4 rayStepCS = (rayEndCS - rayStartCS) / maxSteps;
float4 rayCS = rayStartCS + rayStepCS;
float lightAmountMax = 0;
for (uint step = 0; step < maxSteps; step++)
{
float3 rayUV = rayCS.xyz / rayCS.w;
rayUV.xy = rayUV.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
float sceneDepth = SampleDepth(gBufferData, rayUV.xy) * gBufferData.ViewFar;
float rayDepth = (gBufferData.ViewInfo.w / (rayUV.z - gBufferData.ViewInfo.z)) * gBufferData.ViewFar * 0.998;
float surfaceThickness = 0.035f + rayDepth * rayLength;
float depthTestHardness = 0.005f;
float lightAmount = saturate((rayDepth - sceneDepth) / depthTestHardness) * saturate((sceneDepth + surfaceThickness - rayDepth) / depthTestHardness);
lightAmountMax = max(lightAmountMax, lightAmount);
rayCS += rayStepCS;
}
return 1 - lightAmountMax;
}
#endif
// Vertex Shader for shadow volume model rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
Model_VS2PS VS_Model(ModelInput_PosOnly input)
{
Model_VS2PS output;
output.Position = mul(float4(input.Position.xyz, 1), WVP);
output.ScreenPos = output.Position;
return output;
}
// Pixel shader for point light shadow rendering
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1)
float4 PS_PointLight(Model_VS2PS input) : SV_Target0
{
// Obtain texture coordinates corresponding to the current pixel
float2 uv = (input.ScreenPos.xy / input.ScreenPos.w) * float2(0.5, -0.5) + float2(0.5, 0.5);
// Sample GBuffer
GBufferData gBufferData = GetGBufferData();
GBufferSample gBuffer = SampleGBuffer(gBufferData, uv);
// Sample shadow
ShadowSample shadow = SamplePointLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer);
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow
shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, normalize(Light.Position - gBuffer.WorldPos), ContactShadowsLength);
#endif
return GetShadowMask(shadow);
}
// Pixel shader for directional light shadow rendering
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1)
float4 PS_DirLight(Quad_VS2PS input) : SV_Target0
{
// Sample GBuffer
GBufferData gBufferData = GetGBufferData();
GBufferSample gBuffer = SampleGBuffer(gBufferData, input.TexCoord);
// Sample shadow
ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer, TemporalTime);
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow
shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, Light.Direction, ContactShadowsLength);
#endif
return GetShadowMask(shadow);
}
// Pixel shader for spot light shadow rendering
META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0)
META_PERMUTATION_2(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1)
META_PERMUTATION_2(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1)
float4 PS_SpotLight(Model_VS2PS input) : SV_Target0
{
// Obtain texture coordinates corresponding to the current pixel
float2 uv = (input.ScreenPos.xy / input.ScreenPos.w) * float2(0.5, -0.5) + float2(0.5, 0.5);
// Sample GBuffer
GBufferData gBufferData = GetGBufferData();
GBufferSample gBuffer = SampleGBuffer(gBufferData, uv);
// Sample shadow
ShadowSample shadow = SampleSpotLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer);
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow
shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, normalize(Light.Position - gBuffer.WorldPos), ContactShadowsLength);
#endif
return GetShadowMask(shadow);
}