#ifndef SHADOW_SAMPLING_TENT_INCLUDED #define SHADOW_SAMPLING_TENT_INCLUDED // ------------------------------------------------------------------ // PCF Filtering Tent Functions // ------------------------------------------------------------------ // Assuming a isoceles right angled triangle of height "triangleHeight" (as drawn below). // This function return the area of the triangle above the first texel. // // |\ <-- 45 degree slop isosceles right angled triangle // | \ // ---- <-- length of this side is "triangleHeight" // _ _ _ _ <-- texels real SampleShadow_GetTriangleTexelArea(real triangleHeight) { return triangleHeight - 0.5; } // Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels. // This function return the area of the triangle above each of those texels. // | <-- offset from -0.5 to 0.5, 0 meaning triangle is exactly in the center // / \ <-- 45 degree slop isosceles triangle (ie tent projected in 2D) // / \ // _ _ _ _ <-- texels // X Y Z W <-- result indices (in computedArea.xyzw and computedAreaUncut.xyzw) void SampleShadow_GetTexelAreas_Tent_3x3(real offset, out real4 computedArea, out real4 computedAreaUncut) { // Compute the exterior areas real offset01SquaredHalved = (offset + 0.5) * (offset + 0.5) * 0.5; computedAreaUncut.x = computedArea.x = offset01SquaredHalved - offset; computedAreaUncut.w = computedArea.w = offset01SquaredHalved; // Compute the middle areas // For Y : We find the area in Y of as if the left section of the isoceles triangle would // intersect the axis between Y and Z (ie where offset = 0). computedAreaUncut.y = SampleShadow_GetTriangleTexelArea(1.5 - offset); // This area is superior to the one we are looking for if (offset < 0) thus we need to // subtract the area of the triangle defined by (0,1.5-offset), (0,1.5+offset), (-offset,1.5). real clampedOffsetLeft = min(offset,0); real areaOfSmallLeftTriangle = clampedOffsetLeft * clampedOffsetLeft; computedArea.y = computedAreaUncut.y - areaOfSmallLeftTriangle; // We do the same for the Z but with the right part of the isoceles triangle computedAreaUncut.z = SampleShadow_GetTriangleTexelArea(1.5 + offset); real clampedOffsetRight = max(offset,0); real areaOfSmallRightTriangle = clampedOffsetRight * clampedOffsetRight; computedArea.z = computedAreaUncut.z - areaOfSmallRightTriangle; } // Assuming a isoceles triangle of 1.5 texels height and 3 texels wide lying on 4 texels. // This function return the weight of each texels area relative to the full triangle area. void SampleShadow_GetTexelWeights_Tent_3x3(real offset, out real4 computedWeight) { real4 dummy; SampleShadow_GetTexelAreas_Tent_3x3(offset, computedWeight, dummy); computedWeight *= 0.44444;//0.44 == 1/(the triangle area) } // Assuming a isoceles triangle of 2.5 texel height and 5 texels wide lying on 6 texels. // This function return the weight of each texels area relative to the full triangle area. // / \ // _ _ _ _ _ _ <-- texels // 0 1 2 3 4 5 <-- computed area indices (in texelsWeights[]) void SampleShadow_GetTexelWeights_Tent_5x5(real offset, out real3 texelsWeightsA, out real3 texelsWeightsB) { // See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details. real4 computedArea_From3texelTriangle; real4 computedAreaUncut_From3texelTriangle; SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle); // Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation. // the 5 texel wide triangle can be seen as the 3 texel wide one but shifted up by one unit/texel. // 0.16 is 1/(the triangle area) texelsWeightsA.x = 0.16 * (computedArea_From3texelTriangle.x); texelsWeightsA.y = 0.16 * (computedAreaUncut_From3texelTriangle.y); texelsWeightsA.z = 0.16 * (computedArea_From3texelTriangle.y + 1); texelsWeightsB.x = 0.16 * (computedArea_From3texelTriangle.z + 1); texelsWeightsB.y = 0.16 * (computedAreaUncut_From3texelTriangle.z); texelsWeightsB.z = 0.16 * (computedArea_From3texelTriangle.w); } // Assuming a isoceles triangle of 3.5 texel height and 7 texels wide lying on 8 texels. // This function return the weight of each texels area relative to the full triangle area. // / \ // _ _ _ _ _ _ _ _ <-- texels // 0 1 2 3 4 5 6 7 <-- computed area indices (in texelsWeights[]) void SampleShadow_GetTexelWeights_Tent_7x7(real offset, out real4 texelsWeightsA, out real4 texelsWeightsB) { // See _UnityInternalGetAreaPerTexel_3TexelTriangleFilter for details. real4 computedArea_From3texelTriangle; real4 computedAreaUncut_From3texelTriangle; SampleShadow_GetTexelAreas_Tent_3x3(offset, computedArea_From3texelTriangle, computedAreaUncut_From3texelTriangle); // Triangle slope is 45 degree thus we can almost reuse the result of the 3 texel wide computation. // the 7 texel wide triangle can be seen as the 3 texel wide one but shifted up by two unit/texel. // 0.081632 is 1/(the triangle area) texelsWeightsA.x = 0.081632 * (computedArea_From3texelTriangle.x); texelsWeightsA.y = 0.081632 * (computedAreaUncut_From3texelTriangle.y); texelsWeightsA.z = 0.081632 * (computedAreaUncut_From3texelTriangle.y + 1); texelsWeightsA.w = 0.081632 * (computedArea_From3texelTriangle.y + 2); texelsWeightsB.x = 0.081632 * (computedArea_From3texelTriangle.z + 2); texelsWeightsB.y = 0.081632 * (computedAreaUncut_From3texelTriangle.z + 1); texelsWeightsB.z = 0.081632 * (computedAreaUncut_From3texelTriangle.z); texelsWeightsB.w = 0.081632 * (computedArea_From3texelTriangle.w); } // 3x3 Tent filter (45 degree sloped triangles in U and V) void SampleShadow_ComputeSamples_Tent_3x3(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[4], out real2 fetchesUV[4]) { // tent base is 3x3 base thus covering from 9 to 12 texels, thus we need 4 bilinear PCF fetches real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw; real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; // find the weight of each texel based real4 texelsWeightsU, texelsWeightsV; SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU); SampleShadow_GetTexelWeights_Tent_3x3(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV); // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels real2 fetchesWeightsU = texelsWeightsU.xz + texelsWeightsU.yw; real2 fetchesWeightsV = texelsWeightsV.xz + texelsWeightsV.yw; // move the PCF bilinear fetches to respect texels weights real2 fetchesOffsetsU = texelsWeightsU.yw / fetchesWeightsU.xy + real2(-1.5,0.5); real2 fetchesOffsetsV = texelsWeightsV.yw / fetchesWeightsV.xy + real2(-1.5,0.5); fetchesOffsetsU *= shadowMapTexture_TexelSize.xx; fetchesOffsetsV *= shadowMapTexture_TexelSize.yy; real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy; fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x); fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x); fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y); fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y); fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x; fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x; fetchesWeights[2] = fetchesWeightsU.x * fetchesWeightsV.y; fetchesWeights[3] = fetchesWeightsU.y * fetchesWeightsV.y; } // 5x5 Tent filter (45 degree sloped triangles in U and V) void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9]) { // tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw; real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; // find the weight of each texel based on the area of a 45 degree slop tent above each of them. real3 texelsWeightsU_A, texelsWeightsU_B; real3 texelsWeightsV_A, texelsWeightsV_B; SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels real3 fetchesWeightsU = real3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + real3(texelsWeightsU_A.y, texelsWeightsU_B.xz); real3 fetchesWeightsV = real3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + real3(texelsWeightsV_A.y, texelsWeightsV_B.xz); // move the PCF bilinear fetches to respect texels weights real3 fetchesOffsetsU = real3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + real3(-2.5,-0.5,1.5); real3 fetchesOffsetsV = real3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + real3(-2.5,-0.5,1.5); fetchesOffsetsU *= shadowMapTexture_TexelSize.xxx; fetchesOffsetsV *= shadowMapTexture_TexelSize.yyy; real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy; fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x); fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x); fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x); fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y); fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y); fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y); fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z); fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z); fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z); fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x; fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x; fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x; fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y; fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y; fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y; fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z; fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z; fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z; } // 7x7 Tent filter (45 degree sloped triangles in U and V) void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16]) { // tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw; real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; // find the weight of each texel based on the area of a 45 degree slop tent above each of them. real4 texelsWeightsU_A, texelsWeightsU_B; real4 texelsWeightsV_A, texelsWeightsV_B; SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels real4 fetchesWeightsU = real4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw); real4 fetchesWeightsV = real4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw); // move the PCF bilinear fetches to respect texels weights real4 fetchesOffsetsU = real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + real4(-3.5,-1.5,0.5,2.5); real4 fetchesOffsetsV = real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + real4(-3.5,-1.5,0.5,2.5); fetchesOffsetsU *= shadowMapTexture_TexelSize.xxxx; fetchesOffsetsV *= shadowMapTexture_TexelSize.yyyy; real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy; fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x); fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x); fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x); fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.x); fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y); fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y); fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y); fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.y); fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z); fetchesUV[9] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z); fetchesUV[10] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z); fetchesUV[11] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.z); fetchesUV[12] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.w); fetchesUV[13] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.w); fetchesUV[14] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.w); fetchesUV[15] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.w); fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x; fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x; fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x; fetchesWeights[3] = fetchesWeightsU.w * fetchesWeightsV.x; fetchesWeights[4] = fetchesWeightsU.x * fetchesWeightsV.y; fetchesWeights[5] = fetchesWeightsU.y * fetchesWeightsV.y; fetchesWeights[6] = fetchesWeightsU.z * fetchesWeightsV.y; fetchesWeights[7] = fetchesWeightsU.w * fetchesWeightsV.y; fetchesWeights[8] = fetchesWeightsU.x * fetchesWeightsV.z; fetchesWeights[9] = fetchesWeightsU.y * fetchesWeightsV.z; fetchesWeights[10] = fetchesWeightsU.z * fetchesWeightsV.z; fetchesWeights[11] = fetchesWeightsU.w * fetchesWeightsV.z; fetchesWeights[12] = fetchesWeightsU.x * fetchesWeightsV.w; fetchesWeights[13] = fetchesWeightsU.y * fetchesWeightsV.w; fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w; fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w; } #endif