Update softShadow.hlsl

This commit is contained in:
marauder2k7 2026-03-12 20:48:52 +00:00
parent 6a8d832bd6
commit db07f3d8d5

View file

@ -72,6 +72,37 @@ static float2 sNonUniformTaps[NUM_PRE_TAPS] =
/// rotations of the filter taps.
TORQUE_UNIFORM_SAMPLER2D(gTapRotationTex, 2);
float shadowCompare(float occluderDepth, float receiverDepth)
{
return receiverDepth > occluderDepth ? 0.0 : 1.0;
}
float pcf_sampleTaps(
TORQUE_SAMPLER2D(shadowMap),
float2 sinCos,
float2 shadowPos,
float filterRadius,
float receiverDepth,
float factor_bias,
int startTap,
int endTap )
{
float result = 0;
float2 tap;
for(int t = startTap; t < endTap; t++)
{
tap.x = (sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x) * filterRadius;
tap.y = (sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x) * filterRadius;
float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos + tap,0,0)).r;
result += shadowCompare(occluder, receiverDepth);
}
return result / float(endTap - startTap);
}
float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
float2 sinCos,
float2 shadowPos,
@ -81,6 +112,7 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
int startTap,
int endTap )
{
float shadow = 0;
float2 tap = 0;
@ -88,9 +120,11 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
{
tap.x = ( sNonUniformTaps[t].x * sinCos.y - sNonUniformTaps[t].y * sinCos.x ) * filterRadius;
tap.y = ( sNonUniformTaps[t].y * sinCos.y + sNonUniformTaps[t].x * sinCos.x ) * filterRadius;
float occluder = TORQUE_TEX2DLOD( shadowMap1, float4( shadowPos + tap, 0, 0 ) ).r;
float esm = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
float esm = exp( clamp(esmFactor * (occluder - distToLight), -80.0, 0.0) );
esm = saturate(esm);
shadow += esm / float( endTap - startTap );
}
@ -98,61 +132,45 @@ float softShadow_sampleTaps( TORQUE_SAMPLER2D(shadowMap1),
}
float softShadow_filter( TORQUE_SAMPLER2D(shadowMap),
float2 vpos,
float2 shadowPos,
float filterRadius,
float distToLight,
float dotNL,
float esmFactor )
float softShadow_filter(
TORQUE_SAMPLER2D(shadowMap),
float2 vpos,
float2 shadowPos,
float filterRadius,
float distToLight,
float dotNL,
float esmFactor)
{
#ifndef SOFTSHADOW
float2 sinCos = (TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16,0,0)).rg - 0.5) * 2;
// If softshadow is undefined then we skip any complex
// filtering... just do a single sample ESM.
float shadow = pcf_sampleTaps(
TORQUE_SAMPLER2D_MAKEARG(shadowMap),
sinCos,
shadowPos,
filterRadius,
distToLight,
esmFactor,
0,
NUM_PRE_TAPS);
float occluder = TORQUE_TEX2DLOD(shadowMap, float4(shadowPos, 0, 0)).r;
float shadow = saturate( exp( esmFactor * ( occluder - distToLight ) ) );
#ifdef SOFTSHADOW_HIGH_QUALITY
#else
// Lookup the random rotation for this screen pixel.
float2 sinCos = ( TORQUE_TEX2DLOD(gTapRotationTex, float4(vpos * 16, 0, 0)).rg - 0.5) * 2;
if(shadow * (1.0-shadow) * max(dotNL,0) > 0.06)
{
shadow += pcf_sampleTaps(
TORQUE_SAMPLER2D_MAKEARG(shadowMap),
sinCos,
shadowPos,
filterRadius,
distToLight,
esmFactor,
NUM_PRE_TAPS,
NUM_TAPS);
// Do the prediction taps first.
float shadow = softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
sinCos,
shadowPos,
filterRadius,
distToLight,
esmFactor,
0,
NUM_PRE_TAPS );
shadow *= 0.5;
}
// We live with only the pretap results if we don't
// have high quality shadow filtering enabled.
#ifdef SOFTSHADOW_HIGH_QUALITY
#endif
// Only do the expensive filtering if we're really
// in a partially shadowed area.
if ( shadow * ( 1.0 - shadow ) * max( dotNL, 0 ) > 0.06 )
{
shadow += softShadow_sampleTaps( TORQUE_SAMPLER2D_MAKEARG(shadowMap),
sinCos,
shadowPos,
filterRadius,
distToLight,
esmFactor,
NUM_PRE_TAPS,
NUM_TAPS );
// This averages the taps above with the results
// of the prediction samples.
shadow *= 0.5;
}
#endif // SOFTSHADOW_HIGH_QUALITY
#endif // SOFTSHADOW
return shadow;
return shadow;
}