Merge branch 'CSM-new'
CSM-dev is clipmap shadow map and it works
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@@ -8,7 +8,8 @@ layout(location=0) out vec4 outColor;
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layout(set=1, binding=0) uniform sampler2D posTex;
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layout(set=1, binding=1) uniform sampler2D normalTex;
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layout(set=1, binding=2) uniform sampler2D albedoTex;
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layout(set=2, binding=0) uniform sampler2D shadowTex[MAX_CASCADES];
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// Mixed near + CSM: shadowTex[0] is the near/simple map, 1..N-1 are cascades
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layout(set=2, binding=0) uniform sampler2D shadowTex[4];
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const float PI = 3.14159265359;
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@@ -29,22 +30,32 @@ vec2(0.0281, -0.2468), vec2(-0.2104, 0.0573),
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vec2(0.1197, 0.0779), vec2(-0.0905, -0.1203)
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);
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// Clipmap selection: choose the smallest level whose light-space XY NDC contains the point.
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uint selectCascadeIndex(vec3 worldPos)
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{
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for (uint i = 0u; i < 4u; ++i)
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{
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vec4 lclip = sceneData.lightViewProjCascades[i] * vec4(worldPos, 1.0);
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vec3 ndc = lclip.xyz / max(lclip.w, 1e-6);
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if (abs(ndc.x) <= 1.0 && abs(ndc.y) <= 1.0 && ndc.z >= 0.0 && ndc.z <= 1.0)
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{
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return i;
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}
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}
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return 3u; // fallback to farthest level
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}
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float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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{
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// Choose cascade based on view-space depth
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float viewDepth = - (sceneData.view * vec4(worldPos, 1.0)).z;// positive
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int ci = 0;
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if (viewDepth > sceneData.cascadeSplitsView.x) ci = 1;
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if (viewDepth > sceneData.cascadeSplitsView.y) ci = 2;
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if (viewDepth > sceneData.cascadeSplitsView.z) ci = 3;
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ci = clamp(ci, 0, MAX_CASCADES-1);
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uint ci = selectCascadeIndex(worldPos);
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mat4 lightMat = sceneData.lightViewProjCascades[ci];
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vec4 lclip = sceneData.lightViewProjCascades[ci] * vec4(worldPos, 1.0);
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vec4 lclip = lightMat * vec4(worldPos, 1.0);
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vec3 ndc = lclip.xyz / lclip.w;
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vec2 suv = ndc.xy * 0.5 + 0.5;
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if (any(lessThan(suv, vec2(0.0))) || any(greaterThan(suv, vec2(1.0))))
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return 1.0;
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return 1.0;
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float current = clamp(ndc.z, 0.0, 1.0);
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@@ -60,15 +71,16 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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vec2 texelSize = 1.0 / vec2(dim);
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float baseRadius = 1.25;
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float radius = mix(baseRadius, baseRadius * 4.0, current);
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// Slightly increase filter for farther cascades
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float radius = mix(baseRadius, baseRadius * 3.0, float(ci) / 3.0);
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float ang = hash12(suv * 4096.0) * 6.2831853;
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vec2 r = vec2(cos(ang), sin(ang));
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mat2 rot = mat2(r.x, -r.y, r.y, r.x);
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const int TAP_COUNT = 16;
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float occluded = 0.0;
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float wsum = 0.0;
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float visible = 0.0;
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float wsum = 0.0;
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for (int i = 0; i < TAP_COUNT; ++i)
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{
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@@ -79,19 +91,14 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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float w = 1.0 - smoothstep(0.0, 0.65, pr);
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float mapD = texture(shadowTex[ci], suv + off).r;
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float vis = step(mapD, current + bias);
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// Forward-Z depth shadow map:
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// - Occluded when current + bias > mapD
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// - Unoccluded otherwise
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// Use step(edge, x): returns 1 when x >= edge. Make occ=1 for occluded.
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float occ = step(mapD + bias, current);
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occluded += occ * w;
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wsum += w;
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visible += vis * w;
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wsum += w;
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}
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float shadow = (wsum > 0.0) ? (occluded / wsum) : 0.0;
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return 1.0 - shadow;
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float visibility = (wsum > 0.0) ? (visible / wsum) : 1.0;
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return visibility;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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