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Diffstat (limited to 'Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc')
| -rw-r--r-- | Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc new file mode 100644 index 0000000..2c4a598 --- /dev/null +++ b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc @@ -0,0 +1,93 @@ +#ifndef LTCGI_SHADOWMAP_INCLUDED +#define LTCGI_SHADOWMAP_INCLUDED + +// Adapted from: https://gitlab.com/s-ilent/filamented +// Licensed under the terms of the Apache License 2.0 +// Full text: https://gitlab.com/s-ilent/filamented/-/blob/master/LICENSE +// +// Conforming to the terms of the above license, this file is redistributed +// under the terms of the MIT license as part of the LTCGI shader package, +// provided this notice is kept. + +#ifndef SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER + +float4 LTCGI_cubic(float v) +{ + float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; + float4 s = n * n * n; + float x = s.x; + float y = s.y - 4.0 * s.x; + float z = s.z - 4.0 * s.y + 6.0 * s.x; + float w = 6.0 - x - y - z; + return float4(x, y, z, w); +} + +// Unity's SampleTexture2DBicubic doesn't exist in 2018, which is our target here. +// So this is a similar function with tweaks to have similar semantics. + +float4 LTCGI_SampleTexture2DBicubicFilter(Texture2D tex, SamplerState smp, float2 coord, float4 texSize, bool lightmap = false) +{ + coord = coord * texSize.xy - 0.5; + float fx = frac(coord.x); + float fy = frac(coord.y); + coord.x -= fx; + coord.y -= fy; + + float4 xcubic = LTCGI_cubic(fx); + float4 ycubic = LTCGI_cubic(fy); + + float4 c = float4(coord.x - 0.5, coord.x + 1.5, coord.y - 0.5, coord.y + 1.5); + float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); + float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; + + float4 sample0 = tex.Sample(smp, float2(offset.x, offset.z) * texSize.zw); + float4 sample1 = tex.Sample(smp, float2(offset.y, offset.z) * texSize.zw); + float4 sample2 = tex.Sample(smp, float2(offset.x, offset.w) * texSize.zw); + float4 sample3 = tex.Sample(smp, float2(offset.y, offset.w) * texSize.zw); + + if (lightmap) { + sample0 = float4(DecodeLightmap(sample0), 1.0); + sample1 = float4(DecodeLightmap(sample1), 1.0); + sample2 = float4(DecodeLightmap(sample2), 1.0); + sample3 = float4(DecodeLightmap(sample3), 1.0); + } + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return lerp( + lerp(sample3, sample2, sx), + lerp(sample1, sample0, sx), sy); +} + +float4 LTCGI_SampleShadowmap(float2 lmuv) +{ + #ifdef LTCGI_ALWAYS_LTC_DIFFUSE + return 1; + #else + lmuv = lmuv * _Udon_LTCGI_LightmapST.xy + _Udon_LTCGI_LightmapST.zw; + + #ifdef LTCGI_BICUBIC_LIGHTMAP + float width, height; + _Udon_LTCGI_Lightmap.GetDimensions(width, height); + + float4 _Udon_LTCGI_Lightmap_TexelSize = float4(width, height, 1.0/width, 1.0/height); + + return LTCGI_SampleTexture2DBicubicFilter( + _Udon_LTCGI_Lightmap, LTCGI_SAMPLER, + lmuv, _Udon_LTCGI_Lightmap_TexelSize, + true + ); + #else + fixed4 sample = _Udon_LTCGI_Lightmap.Sample(LTCGI_SAMPLER, lmuv); + return float4(DecodeLightmap(sample), 1.0); + #endif + #endif +} + +#else +// surface shader analysis stub +float4 LTCGI_SampleShadowmap(float2 lmuv) { return 1; } +#endif + +#endif
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