#ifndef SHADOW_H #define SHADOW_H #include "common.h" //uniform sampler s_smap : register(ps,s0); // 2D/cube shadowmap //Texture2D s_smap; // 2D/cube shadowmap // Used for RGBA texture too ?! Texture2D s_smap : register(ps,t0); // 2D/cube shadowmap Texture2D s_smap_minmax; // 2D/cube shadowmap #include "gather.ps" SamplerComparisonState smp_smap; // Special comare sampler sampler smp_jitter; uniform float4 ssfx_shadow_bias; Texture2D jitter0; Texture2D jitter1; Texture2D jitterMipped; #ifndef USE_ULTRA_SHADOWS #define KERNEL 0.6f #else #define KERNEL 1.0f #endif #define PCSS_PIXEL int(4) #define PCSS_STEP int(2) #define PCSS_PIXEL_MIN float(1.0) #define PCSS_SUN_WIDTH float(150.0) float modify_light( float light ) { return ( light > 0.7 ? 1.0 : lerp( 0.0, 1.0, saturate( light / 0.7 ) ) ); } ////////////////////////////////////////////////////////////////////////////////////////// // hardware + PCF ////////////////////////////////////////////////////////////////////////////////////////// float sample_hw_pcf (float4 tc,float4 shift) { static const float ts = KERNEL / float(SMAP_size); tc.xyz /= tc.w; tc.xy += shift.xy * ts; return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x; } float shadow_hw( float4 tc ) { float s0 = sample_hw_pcf( tc, float4( -1, -1, 0, 0) ); float s1 = sample_hw_pcf( tc, float4( +1, -1, 0, 0) ); float s2 = sample_hw_pcf( tc, float4( -1, +1, 0, 0) ); float s3 = sample_hw_pcf( tc, float4( +1, +1, 0, 0) ); return (s0+s1+s2+s3)/4.h; } #ifdef SM_MINMAX bool cheap_reject( float3 tc, inout bool full_light ) { float4 plane0 = sm_minmax_gather( tc.xy, int2( -1,-1 ) ); float4 plane1 = sm_minmax_gather( tc.xy, int2( 1,-1 ) ); float4 plane2 = sm_minmax_gather( tc.xy, int2( -1, 1 ) ); float4 plane3 = sm_minmax_gather( tc.xy, int2( 1, 1 ) ); bool plane = all( ( plane0 >= (0).xxxx ) * ( plane1 >= (0).xxxx ) * ( plane2 >= (0).xxxx ) * ( plane3 >= (0).xxxx ) ); [flatten] if( !plane ) // if there are no proper plane equations in the support region { bool no_plane = all( ( plane0 < (0).xxxx ) * ( plane1 < (0).xxxx ) * ( plane2 < (0).xxxx ) * ( plane3 < (0).xxxx ) ); float4 z = ( tc.z - 0.0005 ).xxxx; bool reject = all( ( z > -plane0 ) * ( z > -plane1 ) * ( z > -plane2 ) * ( z > -plane3 ) ); [flatten] if( no_plane && reject ) { full_light = false; return true; } else { return false; } } else // plane equation detected { // compute corrected z for texel pos static const float scale = float( SMAP_size / 4 ); float2 fc = frac( tc.xy * scale ); float z = lerp( lerp( plane0.y, plane1.x, fc.x ), lerp( plane2.z, plane3.w, fc.x ), fc.y ); // do minmax test with new z full_light = ( ( tc.z - 0.0001 ) <= z ); return true; } } //Sunshafts float shadow_dx10_1_sunshafts( float4 tc, float2 pos2d ) { float3 t = tc.xyz / tc.w; float minmax = s_smap_minmax.SampleLevel( smp_nofilter, t, 0 ).x; bool umbra = ( ( minmax.x < 0 ) && ( t.z > -minmax.x ) ); [branch] if( umbra ) { return 0.0; } else { return shadow_hw( tc ); } } #endif // SM_MINMAX //PCSS shadows static const float2 poissonDisk[32] = { float2(0.0617981, 0.07294159), float2(0.6470215, 0.7474022), float2(-0.5987766, -0.7512833), float2(-0.693034, 0.6913887), float2(0.6987045, -0.6843052), float2(-0.9402866, 0.04474335), float2(0.8934509, 0.07369385), float2(0.1592735, -0.9686295), float2(-0.05664673, 0.995282), float2(-0.1203411, -0.1301079), float2(0.1741608, -0.1682285), float2(-0.09369049, 0.3196758), float2(0.185363, 0.3213367), float2(-0.1493771, -0.3147511), float2(0.4452095, 0.2580113), float2(-0.1080467, -0.5329178), float2(0.1604507, 0.5460774), float2(-0.4037193, -0.2611179), float2(0.5947998, -0.2146744), float2(0.3276062, 0.9244621), float2(-0.6518704, -0.2503952), float2(-0.3580975, 0.2806469), float2(0.8587891, 0.4838005), float2(-0.1596546, -0.8791054), float2(-0.3096867, 0.5588146), float2(-0.5128918, 0.1448544), float2(0.8581337, -0.424046), float2(0.1562584, -0.5610626), float2(-0.7647934, 0.2709858), float2(-0.3090832, 0.9020988), float2(0.3935608, 0.4609676), float2(0.3929337, -0.5010948), }; //Quality tokens --Fine #if !defined(SUN_QUALITY) #define PCSS_NUM_SAMPLES int(1) #elif SUN_QUALITY==1 #define PCSS_NUM_SAMPLES int(8) #elif SUN_QUALITY==2 #define PCSS_NUM_SAMPLES int(12) #elif SUN_QUALITY==3 #define PCSS_NUM_SAMPLES int(20) #elif (SUN_QUALITY==4 || SUN_QUALITY==5) #define PCSS_NUM_SAMPLES int(32) #endif float shadow_pcss( float4 tc ) { // - Small modification to fix flickering and black squares. // - Added a extra performance option with lower SUN_QUALITY settings. // - Extended the blocker search from 3x3 to 4x4 for better results. // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ tc.xyz /= tc.w; #if SUN_QUALITY > 3 // Blocker search ( Penumbra ) and filter int3 uv = int3(tc.xy * float(SMAP_size), 0); float zBlock = tc.z - 0.0001; float avgBlockerDepth = 0.0; float blockerCount = 0.0; [unroll] for( int row = -PCSS_PIXEL; row <= PCSS_PIXEL; row += PCSS_STEP ) { [unroll] for( int col = -PCSS_PIXEL; col <= PCSS_PIXEL; col += PCSS_STEP ) { float shadowMapDepth = s_smap.Load( uv, int2( col, row ) ).x; float b1 = ( shadowMapDepth < zBlock ) ? 1.0 : 0.0; blockerCount += b1; avgBlockerDepth += shadowMapDepth * b1; } } if(blockerCount < 1) return 1.0; avgBlockerDepth /= blockerCount; float fRatio = saturate( ( ( tc.z - avgBlockerDepth ) * PCSS_SUN_WIDTH ) / avgBlockerDepth ); fRatio *= fRatio; fRatio = max(PCSS_PIXEL_MIN, fRatio * float(PCSS_PIXEL)) / float(SMAP_size); float s = 0.0; [unroll] for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i ) { float2 offset = poissonDisk[i] * fRatio; s += s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x; } return s / PCSS_NUM_SAMPLES; #else // No blocker search ( Penumbra ), just filter float fRatio = 4.0f / float(SMAP_size); float s = 0.0; [unroll] for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i ) { float2 offset = poissonDisk[i] * fRatio; float test = s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x; s += test; } return s / PCSS_NUM_SAMPLES; #endif } ////////////////////////////////////////////////////////////////////////////////////////// // D24X8+PCF ////////////////////////////////////////////////////////////////////////////////////////// float4 test (float4 tc, float2 offset) { tc.xyz /= tc.w; tc.xy += offset; return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x; } half shadowtest_sun (float4 tc, float4 tcJ) // jittered sampling { half4 r; const float scale = (0.7/float(SMAP_size)); float2 tc_J = frac(tc.xy/tc.w*SMAP_size/4.0 )*0.5; float4 J0 = jitter0.Sample(smp_jitter,tc_J)*scale; const float k = 0.5/float(SMAP_size); r.x = test (tc, J0.xy+half2(-k,-k)).x; r.y = test (tc, J0.wz+half2( k,-k)).y; r.z = test (tc,-J0.xy+half2(-k, k)).z; r.w = test (tc,-J0.wz+half2( k, k)).x; return dot(r,1.0/4.0); } float shadow_hw_hq( float4 tc ) { #ifdef SM_MINMAX bool full_light = false; bool cheap_path = cheap_reject( tc.xyz / tc.w, full_light ); [branch] if( cheap_path ) { [branch] if( full_light == true ) return 1.0; else return sample_hw_pcf( tc, (0).xxxx ); } else { return shadow_pcss(tc); } #else // SM_MINMAX return shadow_pcss(tc); #endif // SM_MINMAX } float shadow( float4 tc ) { #ifdef USE_ULTRA_SHADOWS #ifdef SM_MINMAX return modify_light( shadow_hw_hq( tc ) ); #else return shadow_hw_hq( tc ); #endif #else return shadow_pcss(tc); #endif } ////////////////////////////////////////////////////////////////////////////////////////// // testbed float shadow_rain(float4 tc, float2 tcJ) // jittered sampling { float4 r; const float scale = (4.0/float(SMAP_size)); float4 J0 = jitter0.Sample( smp_linear, tcJ )*scale; float4 J1 = jitter1.Sample( smp_linear, tcJ )*scale; r.x = test (tc,J0.xy).x; r.y = test (tc,J0.wz).y; r.z = test (tc,J1.xy).z; r.w = test (tc,J1.wz).x; return dot(r,1.0/4.0); } ////////////////////////////////////////////////////////////////////////////////////////// #ifdef USE_SUNMASK float3x4 m_sunmask; // ortho-projection float sunmask( float4 P ) { float2 tc = mul( m_sunmask, P ); // return s_lmap.SampleLevel( smp_linear, tc, 0 ).w; //Hemi map - ambient occlusion } #else float sunmask( float4 P ) { return 1.0; } // #endif ////////////////////////////////////////////////////////////////////////////////////////// uniform float4x4 m_shadow; #endif