103 lines
6.9 KiB
HLSL

// SPDX-License-Identifier: (Not available for this version, you are only allowed to use this software if you have express permission from the copyright holder and agreed to the latest NiloToonURP EULA)
// Copyright (c) 2021 Kuroneko ShaderLab Limited
// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample
// #pragma once is a safe guard best practice in almost every .hlsl,
// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict
#pragma once
//-----------------------------------------------------------------------
// direct copy of Unity2022.3.62f1 URP's Shadows.hlsl
// copied everything needed by SampleShadowmapFiltered_Nilo()
// rename methods with _Nilo suffix to avoid naming conflict
//-----------------------------------------------------------------------
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
// Should match: UnityEngine.Rendering.Universal + 1
#define NILO_SOFT_SHADOW_QUALITY_OFF half(0.0)
#define NILO_SOFT_SHADOW_QUALITY_LOW half(1.0)
#define NILO_SOFT_SHADOW_QUALITY_MEDIUM half(2.0)
#define NILO_SOFT_SHADOW_QUALITY_HIGH half(3.0)
struct ShadowSamplingData_Nilo
{
half4 shadowOffset0;
half4 shadowOffset1;
float4 shadowmapSize;
half softShadowQuality;
};
real SampleShadowmapFilteredLowQuality_Nilo(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData_Nilo samplingData)
{
// 4-tap hardware comparison
real4 attenuation4;
attenuation4.x = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.xy, 0)));
attenuation4.y = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.zw, 0)));
attenuation4.z = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.xy, 0)));
attenuation4.w = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.zw, 0)));
return dot(attenuation4, real(0.25));
}
real SampleShadowmapFilteredMediumQuality_Nilo(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData_Nilo samplingData)
{
real fetchesWeights[9];
real2 fetchesUV[9];
SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z))
+ fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z))
+ fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z))
+ fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z))
+ fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z))
+ fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z))
+ fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z))
+ fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z))
+ fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z));
}
real SampleShadowmapFilteredHighQuality_Nilo(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData_Nilo samplingData)
{
real fetchesWeights[16];
real2 fetchesUV[16];
SampleShadow_ComputeSamples_Tent_7x7(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV);
return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z))
+ fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z))
+ fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z))
+ fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z))
+ fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z))
+ fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z))
+ fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z))
+ fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z))
+ fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z))
+ fetchesWeights[9] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[9].xy, shadowCoord.z))
+ fetchesWeights[10] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[10].xy, shadowCoord.z))
+ fetchesWeights[11] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[11].xy, shadowCoord.z))
+ fetchesWeights[12] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[12].xy, shadowCoord.z))
+ fetchesWeights[13] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[13].xy, shadowCoord.z))
+ fetchesWeights[14] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[14].xy, shadowCoord.z))
+ fetchesWeights[15] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[15].xy, shadowCoord.z));
}
real SampleShadowmapFiltered_Nilo(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData_Nilo samplingData)
{
real attenuation = real(1.0);
if (samplingData.softShadowQuality == NILO_SOFT_SHADOW_QUALITY_LOW)
{
attenuation = SampleShadowmapFilteredLowQuality_Nilo(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
}
else if(samplingData.softShadowQuality == NILO_SOFT_SHADOW_QUALITY_MEDIUM)
{
attenuation = SampleShadowmapFilteredMediumQuality_Nilo(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
}
else // SOFT_SHADOW_QUALITY_HIGH
{
attenuation = SampleShadowmapFilteredHighQuality_Nilo(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData);
}
return attenuation;
}