Added ShadowScope;

Renamed PBRScope to SurfaceInputsScope;
This commit is contained in:
2025-02-01 20:51:22 +09:00
parent 458afd880f
commit 3273812902
26 changed files with 346 additions and 172 deletions

View File

@@ -3,7 +3,6 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Common/UtsMaterialEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Shaders/Includes/Lighting/UtsLightEvaluation.hlsl"
#include "Packages/com.misaki.hdrp-toon/Runtime/Models/SurfaceFeatureFlags.cs.hlsl"
@@ -74,7 +73,7 @@ bool UtsUseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0.0;
return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
#else
return ( (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
return ((light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW);
#endif
}
@@ -91,7 +90,8 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
// Initialize the contactShadow and contactShadowFade fields
InitContactShadow(posInput, context);
#if _RECEIVE_LIGHT_SHADOW_ON
// First of all we compute the shadow value of the directional light to reduce the VGPR pressure
if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
{
@@ -100,8 +100,8 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
{
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
if (UseScreenSpaceShadow(light, bsdfData.normalWS))
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT) && defined(_RECEIVE_SCREEN_SPACE_SHADOW_ON)
if (UtsUseScreenSpaceShadow(light, bsdfData.normalWS))
{
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
}
@@ -115,12 +115,13 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
dot(bsdfData.normalWS, L) > 0.0)
{
context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext,
posInput.positionSS, posInput.positionWS + L * _ShadowBias, bsdfData.normalWS,
posInput.positionSS, posInput.positionWS + L * _ShadowDistanceBias, UtsGetShadowNormal(bsdfData),
light.shadowIndex, L);
}
}
}
}
#endif
PreLightData preLightData = GetPreLightData_UTS(V, posInput, bsdfData);