#include "Macros.fxh" //from FNA #include "Lighting.fxh" static const int NUM_SHADOW_CASCADES = 4; DECLARE_TEXTURE(gPosition, 0); DECLARE_TEXTURE(gAlbedo, 1); DECLARE_TEXTURE(gNormal, 2); DECLARE_TEXTURE(gMetallicRoughness, 3); DECLARE_TEXTURE(shadowMapOne, 4); DECLARE_TEXTURE(shadowMapTwo, 5); DECLARE_TEXTURE(shadowMapThree, 6); DECLARE_TEXTURE(shadowMapFour, 7); BEGIN_CONSTANTS float3 EyePosition _ps(c0) _cb(c0); float3 DirectionalLightDirection _ps(c1) _cb(c1); float3 DirectionalLightColor _ps(c2) _cb(c2); float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3); float ShadowMapSize _ps(c7) _cb(c7); MATRIX_CONSTANTS float4x4 LightSpaceMatrixOne _ps(c8) _cb(c8); float4x4 LightSpaceMatrixTwo _ps(c12) _cb(c12); float4x4 LightSpaceMatrixThree _ps(c16) _cb(c16); float4x4 LightSpaceMatrixFour _ps(c20) _cb(c20); // used to select shadow cascade float4x4 ViewMatrix _ps(c24) _cb(c24); END_CONSTANTS static float2 poissonDisk[16] = { float2( -0.94201624, -0.39906216 ), float2( 0.94558609, -0.76890725 ), float2( -0.094184101, -0.92938870 ), float2( 0.34495938, 0.29387760 ), float2( -0.91588581, 0.45771432 ), float2( -0.81544232, -0.87912464 ), float2( -0.38277543, 0.27676845 ), float2( 0.97484398, 0.75648379 ), float2( 0.44323325, -0.97511554 ), float2( 0.53742981, -0.47373420 ), float2( -0.26496911, -0.41893023 ), float2( 0.79197514, 0.19090188 ), float2( -0.24188840, 0.99706507 ), float2( -0.81409955, 0.91437590 ), float2( 0.19984126, 0.78641367 ), float2( 0.14383161, -0.14100790 ) }; struct VertexInput { float4 Position : POSITION; float2 TexCoord : TEXCOORD; }; struct PixelInput { float4 Position : SV_POSITION; float2 TexCoord : TEXCOORD0; }; PixelInput main_vs(VertexInput input) { PixelInput output; output.Position = input.Position; output.TexCoord = input.TexCoord; return output; } // Pixel Shader // Returns a random number based on a vec3 and an int. float random(float3 seed, int i){ float4 seed4 = float4(seed, i); float dot_product = dot(seed4, float4(12.9898,78.233,45.164,94.673)); return frac(sin(dot_product) * 43758.5453); } float PoissonCoord(sampler shadowMap, float3 worldPosition, float2 texCoord, float fragmentDepth, float bias) { float visibility = 1.0; for (int i = 0; i < 16; i++) { int index = int(16.0 * random(floor(worldPosition * 1000.0), i)) % 16; if (tex2D(shadowMap, texCoord + poissonDisk[index] / 1024.0).r < fragmentDepth - bias) { visibility -= 0.05; } } return visibility; } float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L) { float bias = 0.005 * tan(acos(dot(N, L))); bias = clamp(bias, 0, 0.01); float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix); int shadowCascadeIndex = 0; // 0 is closest for (int i = 0; i < NUM_SHADOW_CASCADES; i++) { if (abs(positionCameraSpace.z) < CascadeFarPlanes[i]) { shadowCascadeIndex = i; break; } } float4x4 lightSpaceMatrix; if (shadowCascadeIndex == 0) { lightSpaceMatrix = LightSpaceMatrixOne; } else if (shadowCascadeIndex == 1) { lightSpaceMatrix = LightSpaceMatrixTwo; } else if (shadowCascadeIndex == 2) { lightSpaceMatrix = LightSpaceMatrixThree; } else { lightSpaceMatrix = LightSpaceMatrixFour; } float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix); // maps to [-1, 1] float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; // maps to [0, 1] projectionCoords.x = (projectionCoords.x * 0.5) + 0.5; projectionCoords.y = (projectionCoords.y * 0.5) + 0.5; projectionCoords.y *= -1; // in XNA clip z is 0 to 1 already if (projectionCoords.z > 1.0) { return 1.0; } float inc = 1.0 / ShadowMapSize; // TODO: shadow map size uniform // PCF + Poisson soft shadows float visibility = 0.0; // for (int row = -1; row <= 1; row++) // { // for (int col = -1; col <= 1; col++) // { // if (shadowCascadeIndex == 0) // { // visibility += PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); // } // else if (shadowCascadeIndex == 1) // { // visibility += PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); // } // else if (shadowCascadeIndex == 2) // { // visibility += PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); // } // else // { // visibility += PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias); // } // } // } // visibility /= 9.0; if (shadowCascadeIndex == 0) { visibility = PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); } else if (shadowCascadeIndex == 1) { visibility = PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); } else if (shadowCascadeIndex == 2) { visibility = PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); } else { visibility = PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias); } return visibility; } float4 ComputeColor( float3 worldPosition, float3 worldNormal, float3 albedo, float metallic, float roughness ) { float3 V = normalize(EyePosition - worldPosition); float3 N = normalize(worldNormal); float3 F0 = float3(0.04, 0.04, 0.04); F0 = lerp(F0, albedo, metallic); float3 L = normalize(DirectionalLightDirection); float3 radiance = DirectionalLightColor; float shadow = ComputeShadow(worldPosition, N, L); float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, shadow); return float4(color, 1.0); } float4 main_ps(PixelInput input) : SV_TARGET0 { float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb; float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz; float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb; float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg; return ComputeColor( worldPosition, normal, albedo, metallicRoughness.r, metallicRoughness.g ); } Technique DeferredPBR_Directional { Pass { VertexShader = compile vs_3_0 main_vs(); PixelShader = compile ps_3_0 main_ps(); } }