2020-10-01 19:46:25 +00:00
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#include "Macros.fxh" //from FNA
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#include "Lighting.fxh"
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2020-10-02 18:57:13 +00:00
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#include "Shadow.fxh"
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2020-10-01 19:46:25 +00:00
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static const int NUM_SHADOW_CASCADES = 4;
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(gMetallicRoughness, 3);
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DECLARE_TEXTURE(shadowMapOne, 4);
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DECLARE_TEXTURE(shadowMapTwo, 5);
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DECLARE_TEXTURE(shadowMapThree, 6);
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DECLARE_TEXTURE(shadowMapFour, 7);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 DirectionalLightColor _ps(c2) _cb(c2);
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float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3);
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float ShadowMapSize _ps(c7) _cb(c7);
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrixOne _ps(c8) _cb(c8);
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float4x4 LightSpaceMatrixTwo _ps(c12) _cb(c12);
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float4x4 LightSpaceMatrixThree _ps(c16) _cb(c16);
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float4x4 LightSpaceMatrixFour _ps(c20) _cb(c20);
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// used to select shadow cascade
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float4x4 ViewMatrix _ps(c24) _cb(c24);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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// Pixel Shader
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float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
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{
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float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
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int shadowCascadeIndex = 0; // 0 is closest
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
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{
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if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
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{
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shadowCascadeIndex = i;
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break;
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}
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}
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float4x4 lightSpaceMatrix;
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if (shadowCascadeIndex == 0)
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{
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lightSpaceMatrix = LightSpaceMatrixOne;
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}
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else if (shadowCascadeIndex == 1)
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{
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lightSpaceMatrix = LightSpaceMatrixTwo;
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}
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else if (shadowCascadeIndex == 2)
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{
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lightSpaceMatrix = LightSpaceMatrixThree;
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}
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else
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{
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lightSpaceMatrix = LightSpaceMatrixFour;
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}
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// PCF + Poisson soft shadows
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if (shadowCascadeIndex == 0)
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{
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2020-10-02 18:57:13 +00:00
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapOne),
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ShadowMapSize
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);
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2020-10-01 19:46:25 +00:00
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}
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else if (shadowCascadeIndex == 1)
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{
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2020-10-02 18:57:13 +00:00
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapTwo),
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ShadowMapSize
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);
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2020-10-01 19:46:25 +00:00
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}
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else if (shadowCascadeIndex == 2)
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{
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2020-10-02 18:57:13 +00:00
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapThree),
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ShadowMapSize
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);
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2020-10-01 19:46:25 +00:00
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}
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else
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{
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2020-10-02 18:57:13 +00:00
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapFour),
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ShadowMapSize
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);
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2020-10-01 19:46:25 +00:00
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}
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}
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float4 ComputeColor(
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float3 worldPosition,
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float3 worldNormal,
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float3 albedo,
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float metallic,
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float roughness
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) {
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = normalize(worldNormal);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 L = normalize(DirectionalLightDirection);
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float3 radiance = DirectionalLightColor;
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float shadow = ComputeShadow(worldPosition, N, L);
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float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, shadow);
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return float4(color, 1.0);
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}
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
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return ComputeColor(
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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metallicRoughness.g
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);
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}
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Technique DeferredPBR_Directional
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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