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Address PCSS softness #5483
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Address PCSS softness #5483
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Original file line number | Diff line number | Diff line change |
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@@ -49,10 +49,11 @@ float viewSpaceDepth(float depth, mat4 invProjection) { | |
return viewSpace.z; | ||
} | ||
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float PCSSBlockerDistance(TEXTURE_ACCEPT(shadowMap), vec2 sampleCoords[PCSS_SAMPLE_COUNT], vec2 shadowCoords, vec2 searchSize, float z) { | ||
float PCSSBlockerDistance(TEXTURE_ACCEPT(shadowMap), vec2 sampleCoords[PCSS_SAMPLE_COUNT], vec2 shadowCoords, vec2 searchSize, float z, vec4 cameraParams) { | ||
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float blockers = 0.0; | ||
float averageBlocker = 0.0; | ||
//float radius = searchSize * ( z - ) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Delete commented out code. |
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for (int i = 0; i < PCSS_SAMPLE_COUNT; i++) { | ||
vec2 offset = sampleCoords[i] * searchSize; | ||
vec2 sampleUV = shadowCoords + offset; | ||
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@@ -64,20 +65,16 @@ float PCSSBlockerDistance(TEXTURE_ACCEPT(shadowMap), vec2 sampleCoords[PCSS_SAMP | |
#endif | ||
float isBlocking = step(blocker, z); | ||
blockers += isBlocking; | ||
averageBlocker += blocker * isBlocking; | ||
averageBlocker += blocker * isBlocking; | ||
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} | ||
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if (blockers > 0.0) | ||
return averageBlocker /= blockers; | ||
return averageBlocker / blockers; | ||
return -1.0; | ||
} | ||
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float PCSS(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoords, vec4 cameraParams, vec2 shadowSearchArea) { | ||
float receiverDepth = shadowCoords.z; | ||
#ifndef GL2 | ||
// If using packed depth on GL1, we need to normalize to get the correct receiver depth | ||
receiverDepth *= 1.0 / (cameraParams.y - cameraParams.z); | ||
#endif | ||
float receiverDepth = linearizeDepth(shadowCoords.z, cameraParams); | ||
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vec2 samplePoints[PCSS_SAMPLE_COUNT]; | ||
float noise = noise( gl_FragCoord.xy ) * 2.0 * PI; | ||
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@@ -86,12 +83,12 @@ float PCSS(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoords, vec4 cameraParams, vec2 | |
samplePoints[i] = vogelDisk(i, float(PCSS_SAMPLE_COUNT), noise, pcssPresample); | ||
} | ||
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float averageBlocker = PCSSBlockerDistance(TEXTURE_PASS(shadowMap), samplePoints, shadowCoords.xy, shadowSearchArea, receiverDepth); | ||
float averageBlocker = PCSSBlockerDistance(TEXTURE_PASS(shadowMap), samplePoints, shadowCoords.xy, shadowSearchArea, receiverDepth, cameraParams); | ||
if (averageBlocker == -1.0) { | ||
return 1.0; | ||
} else { | ||
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vec2 filterRadius = ((receiverDepth - averageBlocker) / averageBlocker) * shadowSearchArea * cameraParams.x; | ||
float depthDifference = (receiverDepth - averageBlocker) / 3.0; | ||
vec2 filterRadius = depthDifference * shadowSearchArea; | ||
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float shadow = 0.0; | ||
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@@ -111,6 +108,42 @@ float PCSS(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoords, vec4 cameraParams, vec2 | |
} | ||
} | ||
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float PCSSDirectional(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoords, vec4 cameraParams, vec2 shadowSearchArea) { | ||
float receiverDepth = linearizeDepth(shadowCoords.z, cameraParams); | ||
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vec2 samplePoints[PCSS_SAMPLE_COUNT]; | ||
float noise = noise( gl_FragCoord.xy ) * 2.0 * PI; | ||
for (int i = 0; i < PCSS_SAMPLE_COUNT; i++) { | ||
float pcssPresample = pcssDiskSamples[i]; | ||
samplePoints[i] = vogelDisk(i, float(PCSS_SAMPLE_COUNT), noise, pcssPresample); | ||
} | ||
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float averageBlocker = PCSSBlockerDistance(TEXTURE_PASS(shadowMap), samplePoints, shadowCoords.xy, shadowSearchArea, receiverDepth, cameraParams); | ||
if (averageBlocker == -1.0) { | ||
return 1.0; | ||
} else { | ||
float depthDifference = saturate((receiverDepth - averageBlocker) / cameraParams.x); | ||
vec2 filterRadius = depthDifference * shadowSearchArea; | ||
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float shadow = 0.0; | ||
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for (int i = 0; i < PCSS_SAMPLE_COUNT; i ++) | ||
{ | ||
vec2 sampleUV = samplePoints[i] * filterRadius; | ||
sampleUV = shadowCoords.xy + sampleUV; | ||
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#ifdef GL2 | ||
float depth = texture(shadowMap, sampleUV).r; | ||
#else // GL1 | ||
float depth = unpackFloat(texture2D(shadowMap, sampleUV)); | ||
#endif | ||
shadow += step(receiverDepth, depth); | ||
} | ||
return shadow / float(PCSS_SAMPLE_COUNT); | ||
} | ||
} | ||
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float PCSSCubeBlockerDistance(samplerCube shadowMap, vec3 lightDirNorm, vec3 samplePoints[PCSS_SAMPLE_COUNT], float z, float shadowSearchArea) { | ||
float blockers = 0.0; | ||
float averageBlocker = 0.0; | ||
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@@ -129,7 +162,7 @@ float PCSSCubeBlockerDistance(samplerCube shadowMap, vec3 lightDirNorm, vec3 sam | |
} | ||
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if (blockers > 0.0) | ||
return averageBlocker /= float(blockers); | ||
return averageBlocker / blockers; | ||
return -1.0; | ||
} | ||
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@@ -179,7 +212,7 @@ float getShadowSpotPCSS(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadow | |
} | ||
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float getShadowPCSS(TEXTURE_ACCEPT(shadowMap), vec3 shadowCoord, vec4 shadowParams, vec4 cameraParams, vec2 shadowSearchArea, vec3 lightDir) { | ||
return PCSS(TEXTURE_PASS(shadowMap), shadowCoord, cameraParams, shadowSearchArea); | ||
return PCSSDirectional(TEXTURE_PASS(shadowMap), shadowCoord, cameraParams, shadowSearchArea); | ||
} | ||
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`; |
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@mvaligursky Need to figure out what to do here, presumably. 😄