Files
FlaxEngine/Source/Shaders/ShadowsSampling.hlsl
2024-06-17 18:59:13 +02:00

403 lines
17 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"
#ifdef SHADOWS_CSM_BLENDING
#include "./Flax/Random.hlsl"
#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)
#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)
{
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
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;
}
float SampleShadowMapOptimizedPCFHelper(Texture2D<float> shadowMap, float2 baseUV, float u, float v, float2 shadowMapSizeInv, float sceneDepth)
{
float2 uv = baseUV + float2(u, v) * shadowMapSizeInv;
return SAMPLE_SHADOW_MAP(shadowMap, uv, sceneDepth);
}
// [Shadow map sampling method used in The Witness, https://github.com/TheRealMJP/Shadows]
float SampleShadowMapOptimizedPCF(Texture2D<float> shadowMap, float2 shadowMapUV, float sceneDepth)
{
#if SHADOWS_QUALITY != 0
float2 shadowMapSize;
shadowMap.GetDimensions(shadowMapSize.x, shadowMapSize.y);
float2 uv = shadowMapUV.xy * shadowMapSize; // 1 unit - 1 texel
float2 shadowMapSizeInv = 1.0f / shadowMapSize;
float2 baseUV;
baseUV.x = floor(uv.x + 0.5);
baseUV.y = floor(uv.y + 0.5);
float s = (uv.x + 0.5 - baseUV.x);
float t = (uv.y + 0.5 - baseUV.y);
baseUV -= float2(0.5, 0.5);
baseUV *= shadowMapSizeInv;
float sum = 0;
#endif
#if SHADOWS_QUALITY == 0
return SAMPLE_SHADOW_MAP(shadowMap, shadowMapUV, sceneDepth);
#elif SHADOWS_QUALITY == 1
float uw0 = (3 - 2 * s);
float uw1 = (1 + 2 * s);
float u0 = (2 - s) / uw0 - 1;
float u1 = s / uw1 + 1;
float vw0 = (3 - 2 * t);
float vw1 = (1 + 2 * t);
float v0 = (2 - t) / vw0 - 1;
float v1 = t / vw1 + 1;
sum += uw0 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v0, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v0, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v1, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v1, shadowMapSizeInv, sceneDepth);
return sum * 1.0f / 16;
#elif SHADOWS_QUALITY == 2
float uw0 = (4 - 3 * s);
float uw1 = 7;
float uw2 = (1 + 3 * s);
float u0 = (3 - 2 * s) / uw0 - 2;
float u1 = (3 + s) / uw1;
float u2 = s / uw2 + 2;
float vw0 = (4 - 3 * t);
float vw1 = 7;
float vw2 = (1 + 3 * t);
float v0 = (3 - 2 * t) / vw0 - 2;
float v1 = (3 + t) / vw1;
float v2 = t / vw2 + 2;
sum += uw0 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v0, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v0, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v0, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v1, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v1, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v1, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v2, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v2, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v2, shadowMapSizeInv, sceneDepth);
return sum * 1.0f / 144;
#elif SHADOWS_QUALITY == 3
float uw0 = (5 * s - 6);
float uw1 = (11 * s - 28);
float uw2 = -(11 * s + 17);
float uw3 = -(5 * s + 1);
float u0 = (4 * s - 5) / uw0 - 3;
float u1 = (4 * s - 16) / uw1 - 1;
float u2 = -(7 * s + 5) / uw2 + 1;
float u3 = -s / uw3 + 3;
float vw0 = (5 * t - 6);
float vw1 = (11 * t - 28);
float vw2 = -(11 * t + 17);
float vw3 = -(5 * t + 1);
float v0 = (4 * t - 5) / vw0 - 3;
float v1 = (4 * t - 16) / vw1 - 1;
float v2 = -(7 * t + 5) / vw2 + 1;
float v3 = -t / vw3 + 3;
sum += uw0 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v0, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v0, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v0, shadowMapSizeInv, sceneDepth);
sum += uw3 * vw0 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u3, v0, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v1, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v1, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v1, shadowMapSizeInv, sceneDepth);
sum += uw3 * vw1 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u3, v1, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v2, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v2, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v2, shadowMapSizeInv, sceneDepth);
sum += uw3 * vw2 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u3, v2, shadowMapSizeInv, sceneDepth);
sum += uw0 * vw3 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u0, v3, shadowMapSizeInv, sceneDepth);
sum += uw1 * vw3 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u1, v3, shadowMapSizeInv, sceneDepth);
sum += uw2 * vw3 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u2, v3, shadowMapSizeInv, sceneDepth);
sum += uw3 * vw3 * SampleShadowMapOptimizedPCFHelper(shadowMap, baseUV, u3, v3, shadowMapSizeInv, sceneDepth);
return sum * (1.0f / 2704);
#else
return 0.0f;
#endif
}
// 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, float dither = 0.0f)
{
#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;
}
#ifdef SHADOWS_CSM_BLENDING
const float BlendThreshold = 0.05f;
float nextSplit = shadow.CascadeSplits[cascadeIndex];
float splitSize = cascadeIndex == 0 ? nextSplit : nextSplit - shadow.CascadeSplits[cascadeIndex - 1];
float splitDist = (nextSplit - viewDepth) / splitSize;
if (splitDist <= BlendThreshold && cascadeIndex != shadow.TilesCount - 1)
{
// Blend with the next cascade but with screen-space dithering (gets cleaned out by TAA)
float lerpAmount = 1 - splitDist / BlendThreshold;
if (step(RandN2(gBuffer.ViewPos.xy + dither).x, lerpAmount))
cascadeIndex++;
}
#endif
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 = SampleShadowMapOptimizedPCF(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 = SampleShadowMapOptimizedPCF(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, float dither = 0.0f)
{
GBufferSample gBuffer = GetDummyGBufferSample(worldPosition);
gBuffer.ViewPos.z = viewDepth;
return SampleDirectionalLightShadow(light, shadowsBuffer, shadowMap, gBuffer, dither);
}
// 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