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- // used for replacing cc-shadow-map-base.chunk
- #include <builtin/uniforms/cc-shadow>
- #if CC_SUPPORT_CASCADED_SHADOW_MAP
- #include <builtin/uniforms/cc-csm>
- #endif
- #include <common/common-define>
- #include <common/math/coordinates>
- #pragma define SHADOWMAP_FORMAT_RGBA8 1
- #pragma define SHADOWMAP_FORMAT_FLOAT 0
- #pragma define CC_DIR_LIGHT_SHADOW_NONE 0
- #pragma define CC_DIR_LIGHT_SHADOW_UNIFORM 1
- #pragma define CC_DIR_LIGHT_SHADOW_CASCADED 2
- #pragma define CC_DIR_LIGHT_SHADOW_VARIANCE 3
- #pragma define CC_SHADOW_NONE 0
- #pragma define CC_SHADOW_PLANAR 1
- #pragma define CC_SHADOW_MAP 2
- float CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {
- vec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);
- viewPos.z += viewSpaceBias;
- return GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);
- }
- float CCGetLinearDepth(vec3 worldPos) {
- return CCGetLinearDepth(worldPos, 0.0);
- }
- #if CC_RECEIVE_SHADOW
- #include <builtin/uniforms/cc-global>
- #include <builtin/uniforms/cc-shadow-map>
- #include <common/data/packing>
- #include <common/shadow/native-pcf>
- //////////////////////////////////////////////////////////Helper Functions
- bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)
- {
- shadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;
- if (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||
- shadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||
- shadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {
- return false;
- }
- CC_HANDLE_NDC_SAMPLE_FLIP(shadowNDCPos.xy, cc_cameraPos.w);
- return true;
- }
- vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)
- {
- vec4 newShadowPos = shadowPos;
- if (normalBias > EPSILON_LOWP)
- {
- vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));
- if (viewNormal.z < 0.1)
- newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);
- }
- return newShadowPos;
- }
- vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)
- {
- vec4 newShadowPos = shadowPos;
- if (normalBias > EPSILON_LOWP)
- {
- vec4 viewNormal = matLightView * vec4(worldNormal, 0.0);
- if (viewNormal.z < 0.1)
- newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);
- }
- return newShadowPos;
- }
- float GetViewSpaceDepthFromNDCDepth_Orthgraphic(float NDCDepth, float projScaleZ, float projBiasZ)
- {
- return (NDCDepth - projBiasZ) / projScaleZ;
- }
- float GetViewSpaceDepthFromNDCDepth_Perspective(float NDCDepth, float homogenousDividW, float invProjScaleZ, float invProjBiasZ)
- {
- return NDCDepth * invProjScaleZ + homogenousDividW * invProjBiasZ;
- }
- vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)
- {
- // Recover the coord in view space: cc_matLightInvProj * shadowPos
- vec3 viewSpacePos;
- viewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;
- viewSpacePos.z = GetViewSpaceDepthFromNDCDepth_Perspective(shadowPos.z, shadowPos.w, cc_shadowInvProjDepthInfo.x, cc_shadowInvProjDepthInfo.y);
- // Apply bias
- viewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;
- // Reconstuct clipspace: cc_matLightProj * viewSpacePos
- vec4 clipSpacePos;
- clipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;
- clipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);
- // enabled linear depth?
- #if CC_SHADOWMAP_USE_LINEAR_DEPTH
- clipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);
- clipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;
- #endif
- return clipSpacePos;
- }
- // (projScaleZ, projBiasZ) = cc_shadowProjDepthInfo.xy
- vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)
- {
- float coeffA = projScaleZ;
- float coeffB = projBiasZ;
- // Recover the Z distance in view space:
- float viewSpacePos_z = GetViewSpaceDepthFromNDCDepth_Orthgraphic(shadowPos.z, projScaleZ, projBiasZ);
- // Apply bias
- viewSpacePos_z += viewspaceDepthBias;
- // Reconstuct clipspace
- vec4 result = shadowPos;
- result.z = viewSpacePos_z * coeffA + coeffB;
- return result;
- }
- vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)
- {
- // reverse operation for GetShadowNDCPos
- shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;
- shadowPos.z *= shadowPos.w;
- return shadowPos;
- }
- //////////////////////////////////////////////////////////Directional Light Shadow
- float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetDirLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);
- }
- //////////////////////////////////////////////////////////Spot Light Shadow
- float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);
- }
- float CCGetSpotLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias, vec3 worldPos) {
- vec3 shadowNDCPos;
- if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {
- return 1.0;
- }
- return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);
- }
- //////////////////////////////////////////////////////////Main Functions
- float CCSpotShadowFactorBase(out vec4 shadowPosWithDepthBias, vec4 shadowPos, vec3 worldPos, vec2 shadowBias)
- {
- float pcf = cc_shadowWHPBInfo.z;
- vec4 pos = vec4(1.0);
- #if CC_SHADOWMAP_USE_LINEAR_DEPTH
- pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);
- #else
- pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);
- #endif
- float realtimeShadow = 1.0;
- if (pcf > 2.9) {
- realtimeShadow = CCGetSpotLightShadowFactorSoft5X(pos, worldPos);
- }else if (pcf > 1.9) {
- realtimeShadow = CCGetSpotLightShadowFactorSoft3X(pos, worldPos);
- }else if (pcf > 0.9) {
- realtimeShadow = CCGetSpotLightShadowFactorSoft(pos, worldPos);
- }else {
- realtimeShadow = CCGetSpotLightShadowFactorHard(pos, worldPos);
- }
- shadowPosWithDepthBias = pos;
- return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);
- }
- float CCShadowFactorBase(out vec4 shadowPosWithDepthBias, vec4 shadowPos, vec3 N, vec2 shadowBias)
- {
- vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);
- pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);
- float realtimeShadow = 1.0;
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_5X
- realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_3X
- realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT
- realtimeShadow = CCGetDirLightShadowFactorSoft(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_HARD
- realtimeShadow = CCGetDirLightShadowFactorHard(pos);
- #endif
- shadowPosWithDepthBias = pos;
- return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);
- }
- #if CC_SUPPORT_CASCADED_SHADOW_MAP
- bool CCGetCSMLevelWithTransition(out highp float ratio, vec3 clipPos) {
- highp float maxRange = 1.0 - cc_csmSplitsInfo.x;
- highp float minRange = cc_csmSplitsInfo.x;
- highp float thresholdInvert = 1.0 / cc_csmSplitsInfo.x;
- ratio = 0.0;
- if (clipPos.x <= minRange) {
- ratio = clipPos.x * thresholdInvert;
- return true;
- }
- if (clipPos.x >= maxRange) {
- ratio = 1.0 - (clipPos.x - maxRange) * thresholdInvert;
- return true;
- }
- if (clipPos.y <= minRange) {
- ratio = clipPos.y * thresholdInvert;
- return true;
- }
- if (clipPos.y >= maxRange) {
- ratio = 1.0 - (clipPos.y - maxRange) * thresholdInvert;
- return true;
- }
- return false;
- }
- bool CCHasCSMLevel(int level, vec3 worldPos) {
- highp float layerThreshold = cc_csmViewDir0[0].w;
- bool hasLevel = false;
- for (int i = 0; i < NUMCASCADES; i++) {
- if (i == level) {
- vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);
- vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;
- if (clipPos.x >= layerThreshold && clipPos.x <= (1.0 - layerThreshold) &&
- clipPos.y >= layerThreshold && clipPos.y <= (1.0 - layerThreshold) &&
- clipPos.z >= 0.0 && clipPos.z <= 1.0) {
- hasLevel = true;
- }
- }
- }
- return hasLevel;
- }
- void CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos, int level) {
- highp float layerThreshold = cc_csmViewDir0[0].w;
- for (int i = 0; i < NUMCASCADES; i++) {
- vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);
- vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;
- if (clipPos.x >= layerThreshold && clipPos.x <= (1.0 - layerThreshold) &&
- clipPos.y >= layerThreshold && clipPos.y <= (1.0 - layerThreshold) &&
- clipPos.z >= 0.0 && clipPos.z <= 1.0 && i == level) {
- csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);
- csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;
- shadowProjDepthInfo = cc_csmProjDepthInfo[i];
- shadowProjInfo = cc_csmProjInfo[i];
- shadowViewDir0 = cc_csmViewDir0[i].xyz;
- shadowViewDir1 = cc_csmViewDir1[i].xyz;
- shadowViewDir2 = cc_csmViewDir2[i].xyz;
- }
- }
- }
- int CCGetCSMLevel(out bool isTransitionArea, out highp float transitionRatio, out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos)
- {
- int level = -1;
- highp float layerThreshold = cc_csmViewDir0[0].w;
- for (int i = 0; i < NUMCASCADES; i++) {
- vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);
- vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;
- if (clipPos.x >= layerThreshold && clipPos.x <= (1.0 - layerThreshold) &&
- clipPos.y >= layerThreshold && clipPos.y <= (1.0 - layerThreshold) &&
- clipPos.z >= 0.0 && clipPos.z <= 1.0 && level < 0) {
- #if CC_CASCADED_LAYERS_TRANSITION
- isTransitionArea = CCGetCSMLevelWithTransition(transitionRatio, clipPos);
- #endif
- csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);
- csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;
- shadowProjDepthInfo = cc_csmProjDepthInfo[i];
- shadowProjInfo = cc_csmProjInfo[i];
- shadowViewDir0 = cc_csmViewDir0[i].xyz;
- shadowViewDir1 = cc_csmViewDir1[i].xyz;
- shadowViewDir2 = cc_csmViewDir2[i].xyz;
- level = i;
- }
- }
- return level;
- }
- int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos)
- {
- bool isTransitionArea = false;
- highp float transitionRatio = 0.0;
- return CCGetCSMLevel(isTransitionArea, transitionRatio, csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);
- }
- // output csmPos is non-biased position that can be used for sampling shadow map after homogeneous divid
- float CCCSMFactorBase(out vec4 csmPos, out vec4 csmPosWithBias, vec3 worldPos, vec3 N, vec2 shadowBias)
- {
- bool isTransitionArea = false;
- highp float ratio = 0.0;
- csmPos = vec4(1.0);
- vec4 shadowProjDepthInfo, shadowProjInfo;
- vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;
- int level = -1;
- #if CC_CASCADED_LAYERS_TRANSITION
- level = CCGetCSMLevel(isTransitionArea, ratio, csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);
- #else
- level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);
- #endif
- if (level < 0) { return 1.0; }
- vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);
- pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);
- csmPosWithBias = pos;
- float realtimeShadow = 1.0;
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_5X
- realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_3X
- realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT
- realtimeShadow = CCGetDirLightShadowFactorSoft(pos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_HARD
- realtimeShadow = CCGetDirLightShadowFactorHard(pos);
- #endif
- #if CC_CASCADED_LAYERS_TRANSITION
- vec4 nextCSMPos = vec4(1.0);
- vec4 nextShadowProjDepthInfo, nextShadowProjInfo;
- vec3 nextShadowViewDir0, nextShadowViewDir1, nextShadowViewDir2;
- float nextRealtimeShadow = 1.0;
- CCGetCSMLevel(nextCSMPos, nextShadowProjDepthInfo, nextShadowProjInfo, nextShadowViewDir0, nextShadowViewDir1, nextShadowViewDir2, worldPos, level + 1);
- bool hasNextLevel = CCHasCSMLevel(level + 1, worldPos);
- if (hasNextLevel && isTransitionArea) {
- vec4 nexPos = ApplyShadowDepthBias_FaceNormal(nextCSMPos, N, shadowBias.y, nextShadowViewDir0, nextShadowViewDir1, nextShadowViewDir2, nextShadowProjInfo.xy);
- nexPos = ApplyShadowDepthBias_Orthographic(nexPos, shadowBias.x, nextShadowProjDepthInfo.x, nextShadowProjDepthInfo.y);
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_5X
- nextRealtimeShadow = CCGetDirLightShadowFactorSoft5X(nexPos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT_3X
- nextRealtimeShadow = CCGetDirLightShadowFactorSoft3X(nexPos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_SOFT
- nextRealtimeShadow = CCGetDirLightShadowFactorSoft(nexPos);
- #endif
- #if CC_DIR_SHADOW_PCF_TYPE == CC_SHADOW_PCF_HARD
- nextRealtimeShadow = CCGetDirLightShadowFactorHard(nexPos);
- #endif
- return mix(mix(nextRealtimeShadow, realtimeShadow, ratio), 1.0, cc_shadowNFLSInfo.w);
- }
- return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);
- #else
- return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);
- #endif
- }
- #else
- int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {
- return -1;
- }
- float CCCSMFactorBase(out vec4 csmPos, out vec4 csmPosWithBias, vec3 worldPos, vec3 N, vec2 shadowBias) {
- csmPos = cc_matLightViewProj * vec4(worldPos, 1.0);
- return CCShadowFactorBase(csmPosWithBias, csmPos, N, shadowBias);
- }
- #endif
- // compatible version
- float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias) {
- vec4 shadowPosWithDepthBias;
- return CCShadowFactorBase(shadowPosWithDepthBias, shadowPos, N, shadowBias);
- }
- float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {
- vec4 csmPos, csmPosWithBias;
- return CCCSMFactorBase(csmPos, csmPosWithBias, worldPos, N, shadowBias);
- }
- float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)
- {
- vec4 shadowPosWithDepthBias;
- return CCSpotShadowFactorBase(shadowPosWithDepthBias, shadowPos, worldPos, shadowBias);
- }
- #endif
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