Files
FlaxEngine/Source/Shaders/ShadowsSampling.hlsl
2024-04-04 12:54:07 +02:00

266 lines
11 KiB
HLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#ifndef __SHADOWS_SAMPLING__
#define __SHADOWS_SAMPLING__
#include "./Flax/ShadowsCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
#include "./Flax/LightingCommon.hlsl"
#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)
#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)
#endif
float4 GetShadowMask(ShadowSample shadow)
{
return float4(shadow.SurfaceShadow, shadow.TransmissionShadow, 1, 1);
}
// Gets the cube texture face index to use for shadow map sampling for the given view-to-light direction vector
// Where: direction = normalize(worldPosition - lightPosition)
uint GetCubeFaceIndex(float3 direction)
{
uint cubeFaceIndex;
float3 absDirection = abs(direction);
float maxDirection = max(absDirection.x, max(absDirection.y, absDirection.z));
if (maxDirection == absDirection.x)
cubeFaceIndex = absDirection.x == direction.x ? 0 : 1;
else if (maxDirection == absDirection.y)
cubeFaceIndex = absDirection.y == direction.y ? 2 : 3;
else
cubeFaceIndex = absDirection.z == direction.z ? 4 : 5;
return cubeFaceIndex;
}
float2 GetLightShadowAtlasUV(ShadowData shadow, ShadowTileData shadowTile, float3 samplePosition, out float4 shadowPosition)
{
// Project into shadow space (WorldToShadow is pre-multiplied to convert Clip Space to UV Space)
shadowPosition = mul(float4(samplePosition, 1.0f), shadowTile.WorldToShadow);
shadowPosition.z -= shadow.Bias;
shadowPosition.xyz /= shadowPosition.w;
// UV Space -> Atlas Tile UV Space
float2 shadowMapUV = saturate(shadowPosition.xy);
shadowMapUV = shadowMapUV * shadowTile.ShadowToAtlas.xy + shadowTile.ShadowToAtlas.zw;
return shadowMapUV;
}
float SampleShadowMap(Texture2D<float> shadowMap, float2 shadowMapUV, float sceneDepth)
{
// Single hardware sample with filtering
float result = SAMPLE_SHADOW_MAP(shadowMap, shadowMapUV, sceneDepth);
#if SHADOWS_QUALITY == 1
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 0), sceneDepth);
result = result * (1.0f / 4.0);
#elif SHADOWS_QUALITY == 2 || SHADOWS_QUALITY == 3
// TODO: implement Percentage-Closer Soft Shadows (PCSS) for Ultra quality
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(-1, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(0, 1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, -1), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 0), sceneDepth);
result += SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowMapUV, int2(1, 1), sceneDepth);
result = result * (1.0f / 9.0);
#endif
return result;
}
// Samples the shadow for the given directional light on the material surface (supports subsurface shadowing)
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
{
#if !LIGHTING_NO_DIRECTIONAL
// Skip if surface is in a full shadow
float NoL = dot(gBuffer.Normal, light.Direction);
BRANCH
if (NoL <= 0
#if defined(USE_GBUFFER_CUSTOM_DATA)
&& !IsSubsurfaceMode(gBuffer.ShadingModel)
#endif
)
return (ShadowSample)0;
#endif
ShadowSample result;
result.SurfaceShadow = 1;
result.TransmissionShadow = 1;
// Load shadow data
if (light.ShadowsBufferAddress == 0)
return result; // No shadow assigned
ShadowData shadow = LoadShadowsBuffer(shadowsBuffer, light.ShadowsBufferAddress);
// Create a blend factor which is one before and at the fade plane
float viewDepth = gBuffer.ViewPos.z;
float fade = saturate((viewDepth - shadow.CascadeSplits[shadow.TilesCount - 1] + shadow.FadeDistance) / shadow.FadeDistance);
BRANCH
if (fade >= 1.0)
return result;
// Figure out which cascade to sample from
uint cascadeIndex = 0;
for (uint i = 0; i < shadow.TilesCount - 1; i++)
{
if (viewDepth > shadow.CascadeSplits[i])
cascadeIndex = i + 1;
}
ShadowTileData shadowTile = LoadShadowsBufferTile(shadowsBuffer, light.ShadowsBufferAddress, cascadeIndex);
float3 samplePosition = gBuffer.WorldPos;
#if !LIGHTING_NO_DIRECTIONAL
// Apply normal offset bias
samplePosition += GetShadowPositionOffset(shadow.NormalOffsetScale, NoL, gBuffer.Normal);
#endif
// Project position into shadow atlas UV
float4 shadowPosition;
float2 shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, samplePosition, shadowPosition);
// Sample shadow map
result.SurfaceShadow = SampleShadowMap(shadowMap, shadowMapUV, shadowPosition.z);
// Increase the sharpness for higher cascades to match the filter radius
const float SharpnessScale[MaxNumCascades] = { 1.0f, 1.5f, 3.0f, 3.5f };
shadow.Sharpness *= SharpnessScale[cascadeIndex];
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Subsurface shadowing
BRANCH
if (IsSubsurfaceMode(gBuffer.ShadingModel))
{
float opacity = gBuffer.CustomData.a;
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
}
#endif
result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
return result;
}
// Samples the shadow for the given local light on the material surface (supports subsurface shadowing)
ShadowSample SampleLocalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer, float3 L, float toLightLength, uint tileIndex)
{
#if !LIGHTING_NO_DIRECTIONAL
// Skip if surface is in a full shadow
float NoL = dot(gBuffer.Normal, L);
BRANCH
if (NoL <= 0
#if defined(USE_GBUFFER_CUSTOM_DATA)
&& !IsSubsurfaceMode(gBuffer.ShadingModel)
#endif
)
return (ShadowSample)0;
#endif
ShadowSample result;
result.SurfaceShadow = 1;
result.TransmissionShadow = 1;
// Skip pixels outside of the light influence
BRANCH
if (toLightLength > light.Radius)
return result;
// Load shadow data
if (light.ShadowsBufferAddress == 0)
return result; // No shadow assigned
ShadowData shadow = LoadShadowsBuffer(shadowsBuffer, light.ShadowsBufferAddress);
ShadowTileData shadowTile = LoadShadowsBufferTile(shadowsBuffer, light.ShadowsBufferAddress, tileIndex);
float3 samplePosition = gBuffer.WorldPos;
#if !LIGHTING_NO_DIRECTIONAL
// Apply normal offset bias
samplePosition += GetShadowPositionOffset(shadow.NormalOffsetScale, NoL, gBuffer.Normal);
#endif
// Project position into shadow atlas UV
float4 shadowPosition;
float2 shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, samplePosition, shadowPosition);
// Sample shadow map
result.SurfaceShadow = SampleShadowMap(shadowMap, shadowMapUV, shadowPosition.z);
#if defined(USE_GBUFFER_CUSTOM_DATA)
// Subsurface shadowing
BRANCH
if (IsSubsurfaceMode(gBuffer.ShadingModel))
{
float opacity = gBuffer.CustomData.a;
shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
}
#endif
result.SurfaceShadow = PostProcessShadow(shadow, result.SurfaceShadow);
return result;
}
// Samples the shadow for the given spot light on the material surface (supports subsurface shadowing)
ShadowSample SampleSpotLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
{
float3 toLight = light.Position - gBuffer.WorldPos;
float toLightLength = length(toLight);
float3 L = toLight / toLightLength;
return SampleLocalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, L, toLightLength, 0);
}
// Samples the shadow for the given point light on the material surface (supports subsurface shadowing)
ShadowSample SamplePointLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, GBufferSample gBuffer)
{
float3 toLight = light.Position - gBuffer.WorldPos;
float toLightLength = length(toLight);
float3 L = toLight / toLightLength;
// Figure out which cube face we're sampling from
uint cubeFaceIndex = GetCubeFaceIndex(-L);
return SampleLocalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, L, toLightLength, cubeFaceIndex);
}
GBufferSample GetDummyGBufferSample(float3 worldPosition)
{
GBufferSample gBuffer = (GBufferSample)0;
gBuffer.ShadingModel = SHADING_MODEL_LIT;
gBuffer.WorldPos = worldPosition;
return gBuffer;
}
// Samples the shadow for the given directional light at custom location
ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition, float viewDepth)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
gBuffer.ViewPos.z = viewDepth;
return SampleDirectionalLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
}
// Samples the shadow for the given spot light at custom location
ShadowSample SampleSpotLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
return SampleSpotLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
}
// Samples the shadow for the given point light at custom location
ShadowSample SamplePointLightShadow(LightData light, Buffer<float4> shadowsBuffer, Texture2D<float> shadowMap, float3 worldPosition)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
return SamplePointLightShadow(light, shadowsBuffer, shadowMap, gBuffer);
}
#endif