ADD: Clipmap shadow better quality
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@@ -10,6 +10,16 @@ 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[4];
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// Tunables for shadow quality and blending
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// Border smoothing width in light-space NDC (0..1). Larger = wider cross-fade.
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const float SHADOW_BORDER_SMOOTH_NDC = 0.08;
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// Base PCF radius in texels for cascade 0; higher cascades scale this up slightly.
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const float SHADOW_PCF_BASE_RADIUS = 1.35;
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// Additional per-cascade radius scale for coarser cascades (0..1 factor added across levels)
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const float SHADOW_PCF_CASCADE_GAIN = 2.0; // extra radius at far end
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// Receiver normal-based offset to reduce acne (in world units)
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const float SHADOW_NORMAL_OFFSET = 0.0025;
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const float PI = 3.14159265359;
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float hash12(vec2 p)
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@@ -29,24 +39,54 @@ 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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// Compute primary cascade and an optional neighbor for cross-fade near borders
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struct CascadeMix { uint i0; uint i1; float w1; };
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CascadeMix computeCascadeMix(vec3 worldPos)
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{
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uint primary = 3u;
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vec3 ndcP = vec3(0);
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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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primary = i;
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ndcP = ndc;
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break;
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}
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}
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return 3u;
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CascadeMix cm; cm.i0 = primary; cm.i1 = primary; cm.w1 = 0.0;
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if (primary < 3u)
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{
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float edge = max(abs(ndcP.x), abs(ndcP.y)); // 0..1, 1 at border
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// start blending when we are within S of the border
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float t = clamp((edge - (1.0 - SHADOW_BORDER_SMOOTH_NDC)) / max(SHADOW_BORDER_SMOOTH_NDC, 1e-4), 0.0, 1.0);
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float w = smoothstep(0.0, 1.0, t);
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if (w > 0.0)
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{
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// Only blend if neighbor actually covers the point
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uint neighbor = primary + 1u;
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vec4 lclipN = sceneData.lightViewProjCascades[neighbor] * vec4(worldPos, 1.0);
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vec3 ndcN = lclipN.xyz / max(lclipN.w, 1e-6);
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bool insideN = (abs(ndcN.x) <= 1.0 && abs(ndcN.y) <= 1.0 && ndcN.z >= 0.0 && ndcN.z <= 1.0);
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if (insideN)
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{
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cm.i1 = neighbor;
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cm.w1 = w;
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}
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}
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}
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return cm;
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}
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float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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float sampleCascadeShadow(uint ci, vec3 worldPos, vec3 N, vec3 L)
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{
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uint ci = selectCascadeIndex(worldPos);
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mat4 lightMat = sceneData.lightViewProjCascades[ci];
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vec4 lclip = lightMat * vec4(worldPos, 1.0);
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@@ -69,9 +109,8 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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ivec2 dim = textureSize(shadowTex[ci], 0);
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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 * 3.0, float(ci) / 3.0);
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float baseRadius = SHADOW_PCF_BASE_RADIUS;
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float radius = mix(baseRadius, baseRadius + SHADOW_PCF_CASCADE_GAIN, 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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@@ -100,6 +139,19 @@ float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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return visibility;
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}
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float calcShadowVisibility(vec3 worldPos, vec3 N, vec3 L)
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{
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vec3 wp = worldPos + N * SHADOW_NORMAL_OFFSET * (0.5 + 0.5 * (1.0 - max(dot(N, L), 0.0)));
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CascadeMix cm = computeCascadeMix(wp);
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float v0 = sampleCascadeShadow(cm.i0, wp, N, L);
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if (cm.w1 <= 0.0)
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return v0;
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float v1 = sampleCascadeShadow(cm.i1, wp, N, L);
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return mix(v0, v1, clamp(cm.w1, 0.0, 1.0));
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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