#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) #define SampleShadow_ComputeSamples_Tent_Filter_5x5(Type, shadowMapTexelSize, coord, fetchesWeights, fetchesUV) \ { \ /* Tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches */ \ Type##2 tentCenterInTexelSpace = (coord).xy * (shadowMapTexelSize).zw; \ Type##2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); \ Type##2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; \ \ /* Find the weight of each texel based on the area of a 45-degree sloped tent above each of them */ \ Type##3 texelsWeightsU_A, texelsWeightsU_B; \ Type##3 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 */ \ Type##3 fetchesWeightsU = Type##3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + Type##3(texelsWeightsU_A.y, texelsWeightsU_B.xz); \ Type##3 fetchesWeightsV = Type##3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + Type##3(texelsWeightsV_A.y, texelsWeightsV_B.xz); \ \ /* Move the PCF bilinear fetches to respect texels weights */ \ Type##3 fetchesOffsetsU = Type##3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + Type##3(-2.5, -0.5, 1.5); \ Type##3 fetchesOffsetsV = Type##3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + Type##3(-2.5, -0.5, 1.5); \ fetchesOffsetsU *= (shadowMapTexelSize).xxx; \ fetchesOffsetsV *= (shadowMapTexelSize).yyy; \ \ Type##2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * (shadowMapTexelSize).xy; \ (fetchesUV)[0] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.x); \ (fetchesUV)[1] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.x); \ (fetchesUV)[2] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.x); \ (fetchesUV)[3] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.y); \ (fetchesUV)[4] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.y); \ (fetchesUV)[5] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.y); \ (fetchesUV)[6] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.z); \ (fetchesUV)[7] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.z); \ (fetchesUV)[8] = bilinearFetchOrigin + Type##2(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; \ } void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9]) { SampleShadow_ComputeSamples_Tent_Filter_5x5(real, shadowMapTexture_TexelSize, coord, fetchesWeights, fetchesUV); } // 7x7 Tent filter (45 degree sloped triangles in U and V) #define SampleShadow_ComputeSamples_Tent_Filter_7x7(Type, shadowMapTexelSize, coord, fetchesWeights, fetchesUV) \ { \ /* Tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches */ \ Type##2 tentCenterInTexelSpace = (coord).xy * (shadowMapTexelSize).zw; \ Type##2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); \ Type##2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; \ \ /* Find the weight of each texel based on the area of a 45 degree slop tent above each of them. */ \ Type##4 texelsWeightsU_A, texelsWeightsU_B; \ Type##4 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 */ \ Type##4 fetchesWeightsU = Type##4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + Type##4(texelsWeightsU_A.yw, texelsWeightsU_B.yw); \ Type##4 fetchesWeightsV = Type##4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + Type##4(texelsWeightsV_A.yw, texelsWeightsV_B.yw); \ \ /* Move the PCF bilinear fetches to respect texels weights */ \ Type##4 fetchesOffsetsU = Type##4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + Type##4(-3.5, -1.5, 0.5, 2.5); \ Type##4 fetchesOffsetsV = Type##4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + Type##4(-3.5, -1.5, 0.5, 2.5); \ fetchesOffsetsU *= (shadowMapTexelSize).xxxx; \ fetchesOffsetsV *= (shadowMapTexelSize).yyyy; \ \ Type##2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * (shadowMapTexelSize).xy; \ (fetchesUV)[0] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.x); \ (fetchesUV)[1] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.x); \ (fetchesUV)[2] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.x); \ (fetchesUV)[3] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.x); \ (fetchesUV)[4] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.y); \ (fetchesUV)[5] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.y); \ (fetchesUV)[6] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.y); \ (fetchesUV)[7] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.y); \ (fetchesUV)[8] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.z); \ (fetchesUV)[9] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.z); \ (fetchesUV)[10] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.z); \ (fetchesUV)[11] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.z); \ (fetchesUV)[12] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.w); \ (fetchesUV)[13] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.w); \ (fetchesUV)[14] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.w); \ (fetchesUV)[15] = bilinearFetchOrigin + Type##2(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; \ } void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16]) { SampleShadow_ComputeSamples_Tent_Filter_7x7(real, shadowMapTexture_TexelSize, coord, fetchesWeights, fetchesUV); } #endif