#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