#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" // Fibonacci Spiral Disk Sampling Pattern // https://people.irisa.fr/Ricardo.Marques/articles/2013/SF_CGF.pdf // // Normalized direction vector portion of fibonacci spiral can be baked into a LUT, regardless of sampleCount. // This allows us to treat the directions as a progressive sequence, using any sampleCount in range [0, n <= LUT_LENGTH] // the radius portion of spiral construction is coupled to sample count, but is fairly cheap to compute at runtime per sample. // Generated (in javascript) with: // var res = ""; // for (var i = 0; i < 64; ++i) // { // var a = Math.PI * (3.0 - Math.sqrt(5.0)); // var b = a / (2.0 * Math.PI); // var c = i * b; // var theta = (c - Math.floor(c)) * 2.0 * Math.PI; // res += "float2 (" + Math.cos(theta) + ", " + Math.sin(theta) + "),\n"; // } static const float2 fibonacciSpiralDirection64[64] = { float2 (1, 0), float2 (-0.7373688780783197, 0.6754902942615238), float2 (0.08742572471695988, -0.9961710408648278), float2 (0.6084388609788625, 0.793600751291696), float2 (-0.9847134853154288, -0.174181950379311), float2 (0.8437552948123969, -0.5367280526263233), float2 (-0.25960430490148884, 0.9657150743757782), float2 (-0.46090702471337114, -0.8874484292452536), float2 (0.9393212963241182, 0.3430386308741014), float2 (-0.924345556137805, 0.3815564084749356), float2 (0.423845995047909, -0.9057342725556143), float2 (0.29928386444487326, 0.9541641203078969), float2 (-0.8652112097532296, -0.501407581232427), float2 (0.9766757736281757, -0.21471942904125949), float2 (-0.5751294291397363, 0.8180624302199686), float2 (-0.12851068979899202, -0.9917081236973847), float2 (0.764648995456044, 0.6444469828838233), float2 (-0.9991460540072823, 0.04131782619737919), float2 (0.7088294143034162, -0.7053799411794157), float2 (-0.04619144594036213, 0.9989326054954552), float2 (-0.6407091449636957, -0.7677836880006569), float2 (0.9910694127331615, 0.1333469877603031), float2 (-0.8208583369658855, 0.5711318504807807), float2 (0.21948136924637865, -0.9756166914079191), float2 (0.4971808749652937, 0.8676469198750981), float2 (-0.952692777196691, -0.30393498034490235), float2 (0.9077911335843911, -0.4194225289437443), float2 (-0.38606108220444624, 0.9224732195609431), float2 (-0.338452279474802, -0.9409835569861519), float2 (0.8851894374032159, 0.4652307598491077), float2 (-0.9669700052147743, 0.25489019011123065), float2 (0.5408377383579945, -0.8411269468800827), float2 (0.16937617250387435, 0.9855514761735877), float2 (-0.7906231749427578, -0.6123030256690173), float2 (0.9965856744766464, -0.08256508601054027), float2 (-0.6790793464527829, 0.7340648753490806), float2 (0.0048782771634473775, -0.9999881011351668), float2 (0.6718851669348499, 0.7406553331023337), float2 (-0.9957327006438772, -0.09228428288961682), float2 (0.7965594417444921, -0.6045602168251754), float2 (-0.17898358311978044, 0.9838520605119474), float2 (-0.5326055939855515, -0.8463635632843003), float2 (0.9644371617105072, 0.26431224169867934), float2 (-0.8896863018294744, 0.4565723210368687), float2 (0.34761681873279826, -0.9376366819478048), float2 (0.3770426545691533, 0.9261958953890079), float2 (-0.9036558571074695, -0.4282593745796637), float2 (0.9556127564793071, -0.2946256262683552), float2 (-0.50562235513749, 0.8627549095688868), float2 (-0.2099523790012021, -0.9777116131824024), float2 (0.8152470554454873, 0.5791133210240138), float2 (-0.9923232342597708, 0.12367133357503751), float2 (0.6481694844288681, -0.7614961060013474), float2 (0.036443223183926, 0.9993357251114194), float2 (-0.7019136816142636, -0.7122620188966349), float2 (0.998695384655528, 0.05106396643179117), float2 (-0.7709001090366207, 0.6369560596205411), float2 (0.13818011236605823, -0.9904071165669719), float2 (0.5671206801804437, 0.8236347091470047), float2 (-0.9745343917253847, -0.22423808629319533), float2 (0.8700619819701214, -0.49294233692210304), float2 (-0.30857886328244405, 0.9511987621603146), float2 (-0.4149890815356195, -0.9098263912451776), float2 (0.9205789302157817, 0.3905565685566777) }; real2 ComputeFibonacciSpiralDiskSample(const in int sampleIndex, const in real diskRadius, const in real sampleCountInverse, const in real sampleCountBias) { // Note: To sample uniformly within the disk we would compute radius as: // radius = lightArea * sqrt((real)i * sampleCountInverse + sampleCountBias); // For performance we drop the sqrt(), resulting in a higher sample density toward the center of the disk. // Visually resulting in a curved falloff function. real sampleRadius = diskRadius * ((real)sampleIndex * sampleCountInverse + sampleCountBias); real2 sampleDirection = fibonacciSpiralDirection64[sampleIndex]; return sampleDirection * sampleRadius; } real PenumbraSize(real Reciever, real Blocker) { return abs((Reciever - Blocker) / Blocker); } bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, real2 sampleJitter, ShadowContext shadowContext, float slice, uint texIdx, uint sampIdx, int sampleCount) { real blockerSum = 0.0; real sampleCountInverse = rcp((real)sampleCount); real sampleCountBias = 0.5 * sampleCountInverse; real ditherRotation = sampleJitter.x; for (int i = 0; i < sampleCount; ++i) { real2 offset = ComputeFibonacciSpiralDiskSample(i, lightArea, sampleCountInverse, sampleCountBias); offset = real2(offset.x * sampleJitter.y + offset.y * sampleJitter.x, offset.x * -sampleJitter.x + offset.y * sampleJitter.y); real shadowMapDepth = SampleShadow_T2DA(shadowContext, texIdx, sampIdx, coord.xy + offset, slice).x; if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z)) { blockerSum += shadowMapDepth; numBlockers += 1.0; } } averageBlockerDepth = blockerSum / numBlockers; return numBlockers >= 1; } bool BlockerSearch(inout real averageBlockerDepth, inout real numBlockers, real lightArea, real3 coord, float slice, real2 sampleJitter, Texture2DArray shadowMap, SamplerState PointSampler, int sampleCount) { real blockerSum = 0.0; real sampleCountInverse = rcp((real)sampleCount); real sampleCountBias = 0.5 * sampleCountInverse; real ditherRotation = sampleJitter.x; for (int i = 0; i < sampleCount; ++i) { real2 offset = ComputeFibonacciSpiralDiskSample(i, lightArea, sampleCountInverse, sampleCountBias); offset = real2(offset.x * sampleJitter.y + offset.y * sampleJitter.x, offset.x * -sampleJitter.x + offset.y * sampleJitter.y); real shadowMapDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(shadowMap, PointSampler, coord.xy + offset, slice, 0.0).x; if (COMPARE_DEVICE_DEPTH_CLOSER(shadowMapDepth, coord.z)) { blockerSum += shadowMapDepth; numBlockers += 1.0; } } averageBlockerDepth = blockerSum / numBlockers; return numBlockers >= 1; } real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleJitter, ShadowContext shadowContext, uint texIdx, uint sampIdx, int sampleCount) { real UMin = scaleOffset.z; real UMax = scaleOffset.z + scaleOffset.x; real VMin = scaleOffset.w; real VMax = scaleOffset.w + scaleOffset.y; real sum = 0.0; real sampleCountInverse = rcp((real)sampleCount); real sampleCountBias = 0.5 * sampleCountInverse; real ditherRotation = sampleJitter.x; for(int i = 0; i < sampleCount; ++i) { real2 offset = ComputeFibonacciSpiralDiskSample(i, filterRadius, sampleCountInverse, sampleCountBias); offset = real2(offset.x * sampleJitter.y + offset.y * sampleJitter.x, offset.x * -sampleJitter.x + offset.y * sampleJitter.y); real U = coord.x + offset.x; real V = coord.y + offset.y; //NOTE: We must clamp the sampling within the bounds of the shadow atlas. // Overfiltering will leak results from other shadow lights. //TODO: Investigate moving this to blocker search. if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(coord.xy, coord.z), slice).r; else sum += SampleCompShadow_T2DA(shadowContext, texIdx, sampIdx, real3(U, V, coord.z), slice).r; } return sum / sampleCount; } real PCSS(real3 coord, real filterRadius, real4 scaleOffset, float slice, real2 sampleJitter, Texture2DArray shadowMap, SamplerComparisonState compSampler, int sampleCount) { real UMin = scaleOffset.z; real UMax = scaleOffset.z + scaleOffset.x; real VMin = scaleOffset.w; real VMax = scaleOffset.w + scaleOffset.y; real sum = 0.0; real sampleCountInverse = rcp((real)sampleCount); real sampleCountBias = 0.5 * sampleCountInverse; real ditherRotation = sampleJitter.x; for(int i = 0; i < sampleCount; ++i) { real2 offset = ComputeFibonacciSpiralDiskSample(i, filterRadius, sampleCountInverse, sampleCountBias); offset = real2(offset.x * sampleJitter.y + offset.y * sampleJitter.x, offset.x * -sampleJitter.x + offset.y * sampleJitter.y); real U = coord.x + offset.x; real V = coord.y + offset.y; //NOTE: We must clamp the sampling within the bounds of the shadow atlas. // Overfiltering will leak results from other shadow lights. //TODO: Investigate moving this to blocker search. if (U <= UMin || U >= UMax || V <= VMin || V >= VMax) sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(coord.xy, coord.z), slice).r; else sum += SAMPLE_TEXTURE2D_ARRAY_SHADOW(shadowMap, compSampler, real3(U, V, coord.z), slice).r; } return sum / sampleCount; }