summaryrefslogtreecommitdiffstats
path: root/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc
diff options
context:
space:
mode:
Diffstat (limited to 'Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc')
-rw-r--r--Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_shadowmap.cginc93
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 \ No newline at end of file