NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/Internal-ScreenSpaceShadows...

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Collects cascaded shadows into screen space buffer
Shader "Hidden/Internal-ScreenSpaceShadows" {
Properties {
_ShadowMapTexture ("", any) = "" {}
_ODSWorldTexture("", 2D) = "" {}
}
CGINCLUDE
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
float4 _ShadowMapTexture_TexelSize;
#define SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
sampler2D _ODSWorldTexture;
#include "UnityCG.cginc"
#include "UnityShadowLibrary.cginc"
// Configuration
// Should receiver plane bias be used? This estimates receiver slope using derivatives,
// and tries to tilt the PCF kernel along it. However, since we're doing it in screenspace
// from the depth texture, the derivatives are wrong on edges or intersections of objects,
// leading to possible shadow artifacts. So it's disabled by default.
// See also UnityGetReceiverPlaneDepthBias in UnityShadowLibrary.cginc.
//#define UNITY_USE_RECEIVER_PLANE_BIAS
// Blend between shadow cascades to hide the transition seams?
#define UNITY_USE_CASCADE_BLENDING 0
#define UNITY_CASCADE_BLEND_DISTANCE 0.1
struct appdata {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float3 ray0 : TEXCOORD1;
float3 ray1 : TEXCOORD2;
#else
float3 ray : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
// xy uv / zw screenpos
float4 uv : TEXCOORD0;
// View space ray, for perspective case
float3 ray : TEXCOORD1;
// Orthographic view space positions (need xy as well for oblique matrices)
float3 orthoPosNear : TEXCOORD2;
float3 orthoPosFar : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 clipPos;
#if defined(STEREO_CUBEMAP_RENDER_ON)
clipPos = mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, v.vertex));
#else
clipPos = UnityObjectToClipPos(v.vertex);
#endif
o.pos = clipPos;
o.uv.xy = v.texcoord;
// unity_CameraInvProjection at the PS level.
o.uv.zw = ComputeNonStereoScreenPos(clipPos);
// Perspective case
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
o.ray = unity_StereoEyeIndex == 0 ? v.ray0 : v.ray1;
#else
o.ray = v.ray;
#endif
// To compute view space position from Z buffer for orthographic case,
// we need different code than for perspective case. We want to avoid
// doing matrix multiply in the pixel shader: less operations, and less
// constant registers used. Particularly with constant registers, having
// unity_CameraInvProjection in the pixel shader would push the PS over SM2.0
// limits.
clipPos.y *= _ProjectionParams.x;
float3 orthoPosNear = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y,-1,1)).xyz;
float3 orthoPosFar = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y, 1,1)).xyz;
orthoPosNear.z *= -1;
orthoPosFar.z *= -1;
o.orthoPosNear = orthoPosNear;
o.orthoPosFar = orthoPosFar;
return o;
}
// ------------------------------------------------------------------
// Helpers
// ------------------------------------------------------------------
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
// sizes of cascade projections, relative to first one
float4 unity_ShadowCascadeScales;
//
// Keywords based defines
//
#if defined (SHADOWS_SPLIT_SPHERES)
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos)
#else
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights( wpos, z )
#endif
#if defined (SHADOWS_SINGLE_CASCADE)
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord_SingleCascade(wpos)
#else
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights)
#endif
/**
* Gets the cascade weights based on the world position of the fragment.
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
*/
inline fixed4 getCascadeWeights(float3 wpos, float z)
{
fixed4 zNear = float4( z >= _LightSplitsNear );
fixed4 zFar = float4( z < _LightSplitsFar );
fixed4 weights = zNear * zFar;
return weights;
}
/**
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade.
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
*/
inline fixed4 getCascadeWeights_splitSpheres(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return weights;
}
/**
* Returns the shadowmap coordinates for the given fragment based on the world position and z-depth.
* These coordinates belong to the shadowmap atlas that contains the maps for all cascades.
*/
inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights )
{
float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
float4 shadowMapCoordinate = float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
#if defined(UNITY_REVERSED_Z)
float noCascadeWeights = 1 - dot(cascadeWeights, float4(1, 1, 1, 1));
shadowMapCoordinate.z += noCascadeWeights;
#endif
return shadowMapCoordinate;
}
/**
* Same as the getShadowCoord; but optimized for single cascade
*/
inline float4 getShadowCoord_SingleCascade( float4 wpos )
{
return float4( mul (unity_WorldToShadow[0], wpos).xyz, 0);
}
/**
* Get camera space coord from depth and inv projection matrices
*/
inline float3 computeCameraSpacePosFromDepthAndInvProjMat(v2f i)
{
float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
#if defined(UNITY_REVERSED_Z)
zdepth = 1 - zdepth;
#endif
// View position calculation for oblique clipped projection case.
// this will not be as precise nor as fast as the other method
// (which computes it from interpolated ray & depth) but will work
// with funky projections.
float4 clipPos = float4(i.uv.zw, zdepth, 1.0);
clipPos.xyz = 2.0f * clipPos.xyz - 1.0f;
float4 camPos = mul(unity_CameraInvProjection, clipPos);
camPos.xyz /= camPos.w;
camPos.z *= -1;
return camPos.xyz;
}
/**
* Get camera space coord from depth and info from VS
*/
inline float3 computeCameraSpacePosFromDepthAndVSInfo(v2f i)
{
float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
// 0..1 linear depth, 0 at camera, 1 at far plane.
float depth = lerp(Linear01Depth(zdepth), zdepth, unity_OrthoParams.w);
#if defined(UNITY_REVERSED_Z)
zdepth = 1 - zdepth;
#endif
// view position calculation for perspective & ortho cases
float3 vposPersp = i.ray * depth;
float3 vposOrtho = lerp(i.orthoPosNear, i.orthoPosFar, zdepth);
// pick the perspective or ortho position as needed
float3 camPos = lerp(vposPersp, vposOrtho, unity_OrthoParams.w);
return camPos.xyz;
}
inline float3 computeCameraSpacePosFromDepth(v2f i);
/**
* Hard shadow
*/
fixed4 frag_hard (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array
float4 wpos;
float3 vpos;
#if defined(STEREO_CUBEMAP_RENDER_ON)
wpos.xyz = tex2D(_ODSWorldTexture, i.uv.xy).xyz;
wpos.w = 1.0f;
vpos = mul(unity_WorldToCamera, wpos).xyz;
#else
vpos = computeCameraSpacePosFromDepth(i);
wpos = mul (unity_CameraToWorld, float4(vpos,1));
#endif
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS (wpos, vpos.z);
float4 shadowCoord = GET_SHADOW_COORDINATES(wpos, cascadeWeights);
//1 tap hard shadow
fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord);
shadow = lerp(_LightShadowData.r, 1.0, shadow);
fixed4 res = shadow;
return res;
}
/**
* Soft Shadow (SM 3.0)
*/
fixed4 frag_pcfSoft(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array
float4 wpos;
float3 vpos;
#if defined(STEREO_CUBEMAP_RENDER_ON)
wpos.xyz = tex2D(_ODSWorldTexture, i.uv.xy).xyz;
wpos.w = 1.0f;
vpos = mul(unity_WorldToCamera, wpos).xyz;
#else
vpos = computeCameraSpacePosFromDepth(i);
// sample the cascade the pixel belongs to
wpos = mul(unity_CameraToWorld, float4(vpos,1));
#endif
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(wpos, vpos.z);
float4 coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights);
float3 receiverPlaneDepthBias = 0.0;
#ifdef UNITY_USE_RECEIVER_PLANE_BIAS
// Reveiver plane depth bias: need to calculate it based on shadow coordinate
// as it would be in first cascade; otherwise derivatives
// at cascade boundaries will be all wrong. So compute
// it from cascade 0 UV, and scale based on which cascade we're in.
float3 coordCascade0 = getShadowCoord_SingleCascade(wpos);
float biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales);
receiverPlaneDepthBias = UnityGetReceiverPlaneDepthBias(coordCascade0.xyz, biasMultiply);
#endif
#if defined(SHADER_API_MOBILE)
half shadow = UnitySampleShadowmap_PCF5x5(coord, receiverPlaneDepthBias);
#else
half shadow = UnitySampleShadowmap_PCF7x7(coord, receiverPlaneDepthBias);
#endif
shadow = lerp(_LightShadowData.r, 1.0f, shadow);
// Blend between shadow cascades if enabled
//
// Not working yet with split spheres, and no need when 1 cascade
#if UNITY_USE_CASCADE_BLENDING && !defined(SHADOWS_SPLIT_SPHERES) && !defined(SHADOWS_SINGLE_CASCADE)
half4 z4 = (float4(vpos.z,vpos.z,vpos.z,vpos.z) - _LightSplitsNear) / (_LightSplitsFar - _LightSplitsNear);
half alpha = dot(z4 * cascadeWeights, half4(1,1,1,1));
UNITY_BRANCH
if (alpha > 1 - UNITY_CASCADE_BLEND_DISTANCE)
{
// get alpha to 0..1 range over the blend distance
alpha = (alpha - (1 - UNITY_CASCADE_BLEND_DISTANCE)) / UNITY_CASCADE_BLEND_DISTANCE;
// sample next cascade
cascadeWeights = fixed4(0, cascadeWeights.xyz);
coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights);
#ifdef UNITY_USE_RECEIVER_PLANE_BIAS
biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales);
receiverPlaneDepthBias = UnityGetReceiverPlaneDepthBias(coordCascade0.xyz, biasMultiply);
#endif
half shadowNextCascade = UnitySampleShadowmap_PCF3x3(coord, receiverPlaneDepthBias);
shadowNextCascade = lerp(_LightShadowData.r, 1.0f, shadowNextCascade);
shadow = lerp(shadow, shadowNextCascade, alpha);
}
#endif
return shadow;
}
ENDCG
// ----------------------------------------------------------------------------------------
// Subshader for hard shadows:
// Just collect shadows into the buffer. Used on pre-SM3 GPUs and when hard shadows are picked.
SubShader {
Tags{ "ShadowmapFilter" = "HardShadow" }
Pass {
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_hard
#pragma multi_compile_shadowcollector
inline float3 computeCameraSpacePosFromDepth(v2f i)
{
return computeCameraSpacePosFromDepthAndVSInfo(i);
}
ENDCG
}
}
// ----------------------------------------------------------------------------------------
// Subshader for hard shadows:
// Just collect shadows into the buffer. Used on pre-SM3 GPUs and when hard shadows are picked.
// This version does inv projection at the PS level, slower and less precise however more general.
SubShader {
Tags{ "ShadowmapFilter" = "HardShadow_FORCE_INV_PROJECTION_IN_PS" }
Pass{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_hard
#pragma multi_compile_shadowcollector
inline float3 computeCameraSpacePosFromDepth(v2f i)
{
return computeCameraSpacePosFromDepthAndInvProjMat(i);
}
ENDCG
}
}
// ----------------------------------------------------------------------------------------
// Subshader that does soft PCF filtering while collecting shadows.
// Requires SM3 GPU.
Subshader {
Tags {"ShadowmapFilter" = "PCF_SOFT"}
Pass {
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_pcfSoft
#pragma multi_compile_shadowcollector
#pragma target 3.0
inline float3 computeCameraSpacePosFromDepth(v2f i)
{
return computeCameraSpacePosFromDepthAndVSInfo(i);
}
ENDCG
}
}
// ----------------------------------------------------------------------------------------
// Subshader that does soft PCF filtering while collecting shadows.
// Requires SM3 GPU.
// This version does inv projection at the PS level, slower and less precise however more general.
Subshader{
Tags{ "ShadowmapFilter" = "PCF_SOFT_FORCE_INV_PROJECTION_IN_PS" }
Pass{
ZWrite Off ZTest Always Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_pcfSoft
#pragma multi_compile_shadowcollector
#pragma target 3.0
inline float3 computeCameraSpacePosFromDepth(v2f i)
{
return computeCameraSpacePosFromDepthAndInvProjMat(i);
}
ENDCG
}
}
Fallback Off
}