import Common; import LightEnv; import MaterialParameter; import MATERIAL_FILE_NAME; const static uint64_t NUM_CASCADES = 4; struct ShadowMappingData { Texture2DArray shadowMaps[NUM_CASCADES]; StructuredBuffer lightSpaceMatrices[NUM_CASCADES]; SamplerState shadowSampler; ConstantBuffer cascadeSplits; }; ParameterBlock pShadowMapping; struct LightCullingData { RWStructuredBuffer lightIndexList; RWTexture2D lightGrid; }; ParameterBlock pLightCullingData; static const float4x4 biasMat = float4x4( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); [shader("pixel")] float4 fragmentMain(in FragmentParameter params) : SV_Target { LightingParameter lightingParams = params.getLightingParameter(); MaterialParameter materialParams = params.getMaterialParameter(); var brdf = Material.prepare(materialParams); brdf.setNormal(normalize(params.normal_WS)); uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE)); uint startOffset = pLightCullingData.lightGrid[tileIndex].x; uint lightCount = pLightCullingData.lightGrid[tileIndex].y; float3 result = float3(0, 0, 0); for(int i = 0; i < pLightEnv.numDirectionalLights; ++i) { uint cascadeIndex = 0; for (uint c = 0; c < NUM_CASCADES - 1; ++c) { if (params.position_VS.z < pShadowMapping.cascadeSplits[c]) { cascadeIndex = c + 1; } } float4 lightSpacePos = mul(biasMat, mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1))); float4 shadowCoord = lightSpacePos / lightSpacePos.w; int3 texDim; pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z); float scale = 1.5f; float dx = scale * 1.0 / float(texDim.x); float dy = scale * 1.0 / float(texDim.y); float shadowFactor = 0.0f; int count = 0; int range = 1; for (int x = -range; x <= range; ++x) { for (int y = -range; y <= range; ++y) { float shadow = 1.0f; if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0) { float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r; if (shadowCoord.w > 0 && dist > shadowCoord.z) { shadow = 0; } } shadowFactor += shadow; count++; } } result += (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf); } for (uint i = 0; i < pLightEnv.numPointLights; ++i) { //uint lightIndex = pLightCullingData.lightIndexList[startOffset + i]; result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf); } result += brdf.evaluateAmbient(lightingParams.viewDir_WS); return float4(result, brdf.getAlpha()); }