Files
FlaxEngine/Source/Shaders/ShadowsCommon.hlsl
2024-02-26 19:00:48 +01:00

56 lines
2.0 KiB
HLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#ifndef __SHADOWS_COMMON__
#define __SHADOWS_COMMON__
#include "./Flax/Common.hlsl"
// Maximum number of directional light shadows cascaded splits
#define MaxNumCascades 4
// Set default macros if not provided
#ifndef SHADOWS_QUALITY
#define SHADOWS_QUALITY 0
#endif
#ifndef CSM_BLENDING
#define CSM_BLENDING 0
#endif
// Structure that contains information about light
struct LightShadowData
{
float2 ShadowMapSize;
float Sharpness;
float Fade;
float NormalOffsetScale;
float Bias;
float FadeDistance;
uint NumCascades;
float4 CascadeSplits;
float4x4 ShadowVP[6];
};
#ifdef PLATFORM_ANDROID
// #AdrenoVK_CB_STRUCT_MEMBER_ACCESS_BUG
#define DECLARE_LIGHTSHADOWDATA_ACCESS(uniformName) LightShadowData Get##uniformName##Data() { LightShadowData tmp; tmp.ShadowMapSize = uniformName.ShadowMapSize; tmp.Sharpness = uniformName.Sharpness; tmp.Fade = uniformName.Fade; tmp.NormalOffsetScale = uniformName.NormalOffsetScale; tmp.Bias = uniformName.Bias; tmp.FadeDistance = uniformName.FadeDistance; tmp.NumCascades = uniformName.NumCascades; tmp.CascadeSplits = uniformName.CascadeSplits; tmp.ShadowVP[0] = uniformName.ShadowVP[0]; tmp.ShadowVP[1] = uniformName.ShadowVP[1]; tmp.ShadowVP[2] = uniformName.ShadowVP[2]; tmp.ShadowVP[3] = uniformName.ShadowVP[3]; tmp.ShadowVP[4] = uniformName.ShadowVP[4]; tmp.ShadowVP[5] = uniformName.ShadowVP[5]; return tmp; }
#else
#define DECLARE_LIGHTSHADOWDATA_ACCESS(uniformName) LightShadowData Get##uniformName##Data() { return uniformName; }
#endif
float3 GetShadowPositionOffset(float offsetScale, float NoL, float3 normal)
{
float normalOffsetScale = saturate(1.0f - NoL);
return normal * (offsetScale * normalOffsetScale);
}
float CalculateSubsurfaceOcclusion(float opacity, float sceneDepth, float shadowMapDepth)
{
float thickness = max(sceneDepth - shadowMapDepth, 0);
float occlusion = 1 - thickness * lerp(1.0f, 100.0f, opacity);
return shadowMapDepth > 0.99f ? 1 : occlusion;
}
#endif