#ifndef HD_SHADOW_SAMPLING_INCLUDED #define HD_SHADOW_SAMPLING_INCLUDED // Various shadow sampling logic. // Again two versions, one for dynamic resource indexing, one for static resource access. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" // ------------------------------------------------------------------ // PCF Filtering methods // ------------------------------------------------------------------ real SampleShadow_Gather_PCF(float4 shadowAtlasSize, float3 coord, Texture2D tex, SamplerComparisonState compSamp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif float2 f = frac(coord.xy * shadowAtlasSize.zw - 0.5f); float4 shadowMapTaps = GATHER_TEXTURE2D(tex, s_point_clamp_sampler, coord.xy); float4 shadowResults = (coord.z > shadowMapTaps.x); return lerp(lerp(shadowResults.w, shadowResults.z, f.x), lerp(shadowResults.x, shadowResults.y, f.x), f.y); } real SampleShadow_PCF_Tent_3x3(float4 shadowAtlasSize, float3 coord, Texture2D tex, SamplerComparisonState compSamp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[4]; real2 fetchesUV[4]; SampleShadow_ComputeSamples_Tent_3x3(shadowAtlasSize, coord.xy, fetchesWeights, fetchesUV); UNITY_LOOP for (int i = 0; i < 4; i++) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z)).x; } return shadow; } // // 5x5 tent PCF sampling (9 taps) // // shadowAtlasSize.xy is the shadow atlas size in pixel and shadowAtlasSize.zw is rcp(shadow atlas size) real SampleShadow_PCF_Tent_5x5(float4 shadowAtlasSize, float3 coord, Texture2D tex, SamplerComparisonState compSamp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[9]; real2 fetchesUV[9]; SampleShadow_ComputeSamples_Tent_5x5(shadowAtlasSize, coord.xy, fetchesWeights, fetchesUV); #if SHADOW_OPTIMIZE_REGISTER_USAGE == 1 // the loops are only there to prevent the compiler form coalescing all 9 texture fetches which increases register usage int i; UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[ 0] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 0].xy, coord.z)).x; shadow += fetchesWeights[ 1] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 1].xy, coord.z)).x; shadow += fetchesWeights[ 2] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 2].xy, coord.z)).x; shadow += fetchesWeights[ 3] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 3].xy, coord.z)).x; } UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[ 4] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 4].xy, coord.z)).x; shadow += fetchesWeights[ 5] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 5].xy, coord.z)).x; shadow += fetchesWeights[ 6] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 6].xy, coord.z)).x; shadow += fetchesWeights[ 7] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 7].xy, coord.z)).x; } shadow += fetchesWeights[ 8] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 8].xy, coord.z)).x; #else for (int i = 0; i < 9; i++) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z)).x; } #endif return shadow; } // // 7x7 tent PCF sampling (16 taps) // real SampleShadow_PCF_Tent_7x7(float4 shadowAtlasSize, float3 coord, Texture2D tex, SamplerComparisonState compSamp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias coord.z += depthBias; #endif real shadow = 0.0; real fetchesWeights[16]; real2 fetchesUV[16]; SampleShadow_ComputeSamples_Tent_7x7(shadowAtlasSize, coord.xy, fetchesWeights, fetchesUV); #if SHADOW_OPTIMIZE_REGISTER_USAGE == 1 // the loops are only there to prevent the compiler form coalescing all 16 texture fetches which increases register usage int i; UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[ 0] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 0].xy, coord.z)).x; shadow += fetchesWeights[ 1] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 1].xy, coord.z)).x; shadow += fetchesWeights[ 2] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 2].xy, coord.z)).x; shadow += fetchesWeights[ 3] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 3].xy, coord.z)).x; } UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[ 4] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 4].xy, coord.z)).x; shadow += fetchesWeights[ 5] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 5].xy, coord.z)).x; shadow += fetchesWeights[ 6] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 6].xy, coord.z)).x; shadow += fetchesWeights[ 7] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 7].xy, coord.z)).x; } UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[ 8] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 8].xy, coord.z)).x; shadow += fetchesWeights[ 9] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[ 9].xy, coord.z)).x; shadow += fetchesWeights[10] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[10].xy, coord.z)).x; shadow += fetchesWeights[11] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[11].xy, coord.z)).x; } UNITY_LOOP for (i = 0; i < 1; i++) { shadow += fetchesWeights[12] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[12].xy, coord.z)).x; shadow += fetchesWeights[13] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[13].xy, coord.z)).x; shadow += fetchesWeights[14] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[14].xy, coord.z)).x; shadow += fetchesWeights[15] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[15].xy, coord.z)).x; } #else for(int i = 0; i < 16; i++) { shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z)).x; } #endif return shadow; } // // 9 tap adaptive PCF sampling // float SampleShadow_PCF_9tap_Adaptive(float4 texelSizeRcp, float3 tcs, float filterSize, Texture2D tex, SamplerComparisonState compSamp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias tcs.z += depthBias; #endif texelSizeRcp *= filterSize; // Terms0 are weights for the individual samples, the other terms are offsets in texel space float4 vShadow3x3PCFTerms0 = float4(20.0 / 267.0, 33.0 / 267.0, 55.0 / 267.0, 0.0); float4 vShadow3x3PCFTerms1 = float4(texelSizeRcp.x, texelSizeRcp.y, -texelSizeRcp.x, -texelSizeRcp.y); float4 vShadow3x3PCFTerms2 = float4(texelSizeRcp.x, texelSizeRcp.y, 0.0, 0.0); float4 vShadow3x3PCFTerms3 = float4(-texelSizeRcp.x, -texelSizeRcp.y, 0.0, 0.0); float4 v20Taps; v20Taps.x = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms1.xy, tcs.z)).x; // 1 1 v20Taps.y = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms1.zy, tcs.z)).x; // -1 1 v20Taps.z = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms1.xw, tcs.z)).x; // 1 -1 v20Taps.w = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms1.zw, tcs.z)).x; // -1 -1 float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25)); // fully in light or shadow? -> bail if ((flSum == 0.0) || (flSum == 1.0)) return flSum; // we're in a transition area, do 5 more taps flSum *= vShadow3x3PCFTerms0.x * 4.0; float4 v33Taps; v33Taps.x = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms2.xz, tcs.z)).x; // 1 0 v33Taps.y = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms3.xz, tcs.z)).x; // -1 0 v33Taps.z = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms3.zy, tcs.z)).x; // 0 -1 v33Taps.w = SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, float3(tcs.xy + vShadow3x3PCFTerms2.zy, tcs.z)).x; // 0 1 flSum += dot(v33Taps.xyzw, vShadow3x3PCFTerms0.yyyy); flSum += SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, tcs).x * vShadow3x3PCFTerms0.z; return flSum; } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowMoments.hlsl" // // 1 tap VSM sampling // float SampleShadow_VSM_1tap(float3 tcs, float lightLeakBias, float varianceBias, Texture2D tex, SamplerState samp) { #if UNITY_REVERSED_Z float depth = 1.0 - tcs.z; #else float depth = tcs.z; #endif float2 moments = SAMPLE_TEXTURE2D_LOD(tex, samp, tcs.xy, 0.0).xy; return ShadowMoments_ChebyshevsInequality(moments, depth, varianceBias, lightLeakBias); } // // 1 tap EVSM sampling // float SampleShadow_EVSM_1tap(float3 tcs, float lightLeakBias, float varianceBias, float2 evsmExponents, bool fourMoments, Texture2D tex, SamplerState samp) { #if UNITY_REVERSED_Z float depth = 1.0 - tcs.z; #else float depth = tcs.z; #endif float4 moments = SAMPLE_TEXTURE2D_LOD(tex, samp, tcs.xy, 0.0); UNITY_BRANCH if (fourMoments) { float2 warpedDepth = ShadowMoments_WarpDepth(depth, evsmExponents); // Derivate of warping at depth float2 depthScale = evsmExponents * warpedDepth; float2 minVariance = depthScale * depthScale * varianceBias; float posContrib = ShadowMoments_ChebyshevsInequality(moments.xz, warpedDepth.x, minVariance.x, lightLeakBias); float negContrib = ShadowMoments_ChebyshevsInequality(moments.yw, warpedDepth.y, minVariance.y, lightLeakBias); return min(posContrib, negContrib); } else { float warpedDepth = ShadowMoments_WarpDepth_PosOnlyBaseTwo(depth, evsmExponents.x); // Derivate of warping at depth float depthScale = evsmExponents.x * warpedDepth; float minVariance = depthScale * depthScale * varianceBias; return ShadowMoments_ChebyshevsInequality(moments.xy, warpedDepth, minVariance, lightLeakBias); } } // // 1 tap MSM sampling // float SampleShadow_MSM_1tap(float3 tcs, float lightLeakBias, float momentBias, float depthBias, float bpp16, bool useHamburger, Texture2D tex, SamplerState samp) { #if UNITY_REVERSED_Z float depth = (1.0 - tcs.z) - depthBias; #else float depth = tcs.z + depthBias; #endif float4 moments = SAMPLE_TEXTURE2D_LOD(tex, samp, tcs.xy, 0.0); if (bpp16 != 0.0) moments = ShadowMoments_Decode16MSM(moments); float3 z; float4 b; ShadowMoments_SolveMSM(moments, depth, momentBias, z, b); if (useHamburger) return ShadowMoments_SolveDelta3MSM(z, b.xy, lightLeakBias); else return (z[1] < 0.0 || z[2] > 1.0) ? ShadowMoments_SolveDelta4MSM(z, b, lightLeakBias) : ShadowMoments_SolveDelta3MSM(z, b.xy, lightLeakBias); } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDPCSS.hlsl" // // PCSS sampling // // Note shadowAtlasInfo contains: x: resolution, y: the inverse of atlas resolution float SampleShadow_PCSS(float3 tcs, float2 posSS, float2 scale, float2 offset, float shadowSoftness, float minFilterRadius, int blockerSampleCount, int filterSampleCount, Texture2D tex, SamplerComparisonState compSamp, SamplerState samp, float depthBias, float4 zParams, bool isPerspective, float2 shadowAtlasInfo) { #if SHADOW_USE_DEPTH_BIAS == 1 // add the depth bias tcs.z += depthBias; #endif uint taaFrameIndex = _TaaFrameInfo.z; float sampleJitterAngle = InterleavedGradientNoise(posSS.xy, taaFrameIndex) * 2.0 * PI; float2 sampleJitter = float2(sin(sampleJitterAngle), cos(sampleJitterAngle)); // Note: this is a hack, but the original implementation was faulty as it didn't scale offset based on the resolution of the atlas (*not* the shadow map). // All the softness fitting has been done using a reference 4096x4096, hence the following scale. float atlasResFactor = (4096 * shadowAtlasInfo.y); // max softness is empirically set resolution of 512, so needs to be set res independent. float shadowMapRes = scale.x * shadowAtlasInfo.x; // atlas is square float resIndepenentMaxSoftness = 0.04 * (shadowMapRes / 512); real halfTexelOffset = 0.5 * shadowAtlasInfo.y; real UMin = offset.x + halfTexelOffset; real UMax = offset.x + scale.x - halfTexelOffset; real VMin = offset.y + halfTexelOffset; real VMax = offset.y + scale.y - halfTexelOffset; //1) Blocker Search float averageBlockerDepth = 0.0; float numBlockers = 0.0; bool blockerFound = BlockerSearch(averageBlockerDepth, numBlockers, min((shadowSoftness + 0.000001), resIndepenentMaxSoftness) * atlasResFactor, tcs, UMin, UMax, VMin, VMax, sampleJitter, tex, samp, blockerSampleCount); // We scale the softness also based on the distance between the occluder if we assume that the light is a sphere source. // Also, we don't bother if the blocker has not been found. if (isPerspective) { float dist = 1.0f / (zParams.z * averageBlockerDepth + zParams.w); dist = min(dist, 7.5); // We need to clamp the distance as the fitted curve will do strange things after this and because there is no point in scale further after this point. float dist2 = dist * dist; float dist4 = dist2 * dist2; // Fitted curve to match ray trace reference as good as possible. float distScale = 3.298300241 - 2.001364639 * dist + 0.4967311427 * dist2 - 0.05464058455 * dist * dist2 + 0.0021974 * dist2 * dist2; shadowSoftness *= distScale; // Clamp maximum softness here again and not C# as it could be scaled signifcantly by the distance scale. shadowSoftness = min(shadowSoftness, resIndepenentMaxSoftness); } //2) Penumbra Estimation float filterSize = shadowSoftness * (isPerspective ? PenumbraSizePunctual(tcs.z, averageBlockerDepth) : PenumbraSizeDirectional(tcs.z, averageBlockerDepth, zParams.x)); filterSize = blockerFound ? max(filterSize, minFilterRadius) : minFilterRadius; filterSize *= atlasResFactor; //3) Filter // Note: we can't early out of the function if blockers are not found since Vulkan triggers a warning otherwise. Hence, we check for blockerFound here. return PCSS(tcs, UMin, UMax, VMin, VMax, filterSize, sampleJitter, tex, compSamp, filterSampleCount); } // TODO: This PCSS variant works for other types of lights as well, but is not well tested there, so we're introducing it only for area lights for now. float SampleShadow_PCSS_Area(float3 posTCAtlas, float2 posSS, float2 shadowmapInAtlasScale, float2 shadowmapInAtlasOffset, float shadowSoftness, float minFilterRadius, int blockerSampleCount, int filterSampleCount, Texture2D tex, SamplerComparisonState compSamp, SamplerState samp, float depthBias, float4 zParams, bool isPerspective, float2 shadowAtlasInfo) { #if SHADOW_USE_DEPTH_BIAS == 1 posTCAtlas.z += depthBias; #endif // This is a modified PCSS. Instead of performing both the blocker search and filtering phases using a flat disc of samples centered around // the shaded point, it adds a z offset to sample points extruding them in a cone shape - pyramid, actually - towards the light. The base of the pyramid // is the near plane of the area light (surface of the area light when near plane is at 0), the apex at the shaded point, and samples lie on the 4 sides // of the pyramid. // // The idea is that only casters within the volume of that pyramid would contribute to the shadow. In other words any casters caught by a sample with // z further away from the light than z of that sample don't contribute to the shadow. // // The maximum heigh of the pyramid is the z distance between the shaded point and the near plane. Lowering that height is necessary to keep // the sampling kernel sizes reasonable and is controlled by maxSampleZDistance. Higher maxSampleZDistance values result in wider penumbras. // Rescale the softness param so that the default 1 gives a very soft shadow without pushing it to edge, where artifacts start to show up. // This way setting softness to slightly more than 1 will get the shadow close to the raytraced reference, but with a more stable default. float maxSampleZDistance = shadowSoftness * 65.0; // Undo shadowmap-in-atlas scaling of this value, since we don't interpret it here as the size of the sampling kernel, but z distance float shadowmapWidth = shadowmapInAtlasScale.x * shadowAtlasInfo.x; // The 4096 literal is here for historical reasons maxSampleZDistance *= 4096.0 / shadowmapWidth; // TODO: move all the softness aka max distance rescaling to c# uint taaFrameIndex = _TaaFrameInfo.z; float sampleJitterAngle = InterleavedGradientNoise(posSS.xy, taaFrameIndex) * 2.0 * PI; float2 sampleJitter = float2(sin(sampleJitterAngle), cos(sampleJitterAngle)); // TODO: should maybe pass it from an earlier stage instead of calculating it again float3 posTCShadowmap = float3((posTCAtlas.xy - shadowmapInAtlasOffset) / shadowmapInAtlasScale, posTCAtlas.z); real2 minCoord = shadowmapInAtlasOffset; real2 maxCoord = shadowmapInAtlasOffset + shadowmapInAtlasScale; //1) Blocker Search float blocker = 0.0; bool blockerFound = BlockerSearch_Area(blocker, maxSampleZDistance, shadowmapInAtlasScale, posTCAtlas.xy, posTCShadowmap, minCoord, maxCoord, sampleJitter, tex, samp, blockerSampleCount); //2) Penumbra Estimation maxSampleZDistance *= isPerspective ? PenumbraSizePunctual(posTCAtlas.z, blocker) : PenumbraSizeDirectional(posTCAtlas.z, blocker, zParams.x); // Extend the sampling cone only up to a certain margin before the blocker. Extending it past that distance will make samples miss the blocker and the shadow will fade. maxSampleZDistance = min(maxSampleZDistance, (blocker - posTCAtlas.z) * 0.9); // minFilterRadius can extend the cone past the above, so min&max instead of clamp. maxSampleZDistance = max(maxSampleZDistance, minFilterRadius * 10); //3) Filter // We can't early out of the function if blockers are not found since Vulkan triggers a warning otherwise bool withinShadowmap = all(posTCShadowmap.xy > 0) && all(posTCShadowmap.xy < 1); return blockerFound && withinShadowmap ? PCSS_Area(posTCAtlas.xy, posTCShadowmap, maxSampleZDistance, shadowmapInAtlasScale, shadowmapInAtlasOffset, minCoord, maxCoord, sampleJitter, tex, compSamp, filterSampleCount) : 1.0f; } // Adaptation of improved PCSS algorithm originally developed for area lights float SampleShadow_PCSS_Directional(HDShadowData sd, float3 posTCAtlas, float2 posSS, float2 shadowmapInAtlasScale, float2 shadowmapInAtlasOffset, float texelSize, int blockerSampleCount, int filterSampleCount, Texture2D tex, SamplerComparisonState compSamp, SamplerState samp, float depthBias) { #if SHADOW_USE_DEPTH_BIAS == 1 posTCAtlas.z += depthBias; #endif // This is a modified PCSS. Instead of performing both the blocker search and filtering phases using a flat disc of samples centered around // the shaded point, it adds a z offset to sample points extruding them in a cone shape towards the light. The base of the cone // is at infinity, the apex at the shaded point, and samples lie on the surface of the cone. // // The idea is that only casters within the volume of that pyramid would contribute to the shadow. In other words any casters caught by a sample with // z further away from the light than z of that sample don't contribute to the shadow. // // The maximum height of the pyramid is the z distance between the shaded point and a specified parameter, this clamps the penumbra size // and also avoid inconsistencies between cascades shall the distance exceed the near plane of a cascade because all occluders behind // the near plane are clamped and are considered closer to the receiver than they are. As the cascade frustum can dynamically change, we // cannot use the near plane and it is thus best to use a fixed distance as tuning parameter so the penumbra size is at least consistent within // each cascade. Higher maxSampleZDistance values result in wider penumbras. float depth2RadialScale = sd.dirLightPCSSParams0.x; float radial2DepthScale = sd.dirLightPCSSParams0.y; float maxBlockerDistance = sd.dirLightPCSSParams0.z; float maxSamplingDistance = sd.dirLightPCSSParams0.w; float minFilterRadius = texelSize * sd.dirLightPCSSParams1.x; float minFilterRadial2DepthScale = sd.dirLightPCSSParams1.y; float blockerRadial2DepthScale = sd.dirLightPCSSParams1.z; float blockerClumpSampleExponent = sd.dirLightPCSSParams1.w; float maxPCSSOffset = maxSamplingDistance * abs(sd.proj.z); float maxSampleZDistance = maxBlockerDistance * abs(sd.proj.z); // Fetch temporal rotational sample jitter uint taaFrameIndex = _TaaFrameInfo.z; float sampleJitterAngle = InterleavedGradientNoise(posSS.xy, taaFrameIndex) * 2.0 * PI; float2 sampleJitter = float2(sin(sampleJitterAngle), cos(sampleJitterAngle)); //1) Blocker Search #if UNITY_REVERSED_Z float blockSearchFilterSize = max(min(1.0 - posTCAtlas.z, maxSampleZDistance) * depth2RadialScale, minFilterRadius); #else float blockSearchFilterSize = max(min(posTCAtlas.z, maxSampleZDistance) * depth2RadialScale, minFilterRadius); #endif float blockerDepth = 0.0; bool blockerFound = BlockerSearch_Directional(blockerDepth, blockSearchFilterSize, posTCAtlas, shadowmapInAtlasScale, shadowmapInAtlasOffset, sampleJitter, tex, samp, blockerSampleCount, blockerRadial2DepthScale, minFilterRadius, minFilterRadial2DepthScale, blockerClumpSampleExponent); //2) Penumbra Estimation // Extend the sampling cone only up to a certain margin before the blocker. Extending it past that distance will make samples miss the blocker and the shadow will fade. float blockerDistance = min(abs(blockerDepth - posTCAtlas.z) * 0.9, maxSampleZDistance); // Convert to filter size and clamp to minFilterRadius float filterSize = blockerDistance * depth2RadialScale; float samplingFilterSize = max(filterSize, minFilterRadius); // Ensure PCSS sampling offset is at most at 25% of the blocker distance to deal // with very close blockers causing light bleeding across jagged depths in shadowmap maxPCSSOffset = min(maxPCSSOffset, blockerDistance * 0.25); //3) Filter // Note: we can't early out of the function if blockers are not found since Vulkan triggers a warning otherwise. Hence, we check for blockerFound here. return blockerFound ? PCSS_Directional(posTCAtlas, filterSize, shadowmapInAtlasScale, shadowmapInAtlasOffset, sampleJitter, tex, compSamp, filterSampleCount, minFilterRadial2DepthScale, maxPCSSOffset, samplingFilterSize) : 1.0f; } // Note this is currently not available as an option, but is left here to show what needs including if IMS is to be used. // Also, please note that the UI for the IMS parameters has been deleted, but the parameters are still in the relevant data structures. // To make use of IMS, please make sure GetDirectionalShadowAlgorithm returns DirectionalShadowAlgorithm.IMS and that there is a UI for the parameters kernelSize, lightAngle and maxDepthBias // These parameters need to be set in the shadowData.shadowFilterParams0 as follow: // shadowData.shadowFilterParams0.x = shadowRequest.kernelSize; // shadowData.shadowFilterParams0.y = shadowRequest.lightAngle; // shadowData.shadowFilterParams0.z = shadowRequest.maxDepthBias; // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDIMS.hlsl" #endif