bevy/crates/bevy_pbr/src/render/shadow_sampling.wgsl
Patrick Walton 2ae5a21009
Implement percentage-closer soft shadows (PCSS). (#13497)
[*Percentage-closer soft shadows*] are a technique from 2004 that allow
shadows to become blurrier farther from the objects that cast them. It
works by introducing a *blocker search* step that runs before the normal
shadow map sampling. The blocker search step detects the difference
between the depth of the fragment being rasterized and the depth of the
nearby samples in the depth buffer. Larger depth differences result in a
larger penumbra and therefore a blurrier shadow.

To enable PCSS, fill in the `soft_shadow_size` value in
`DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This
shadow size value represents the size of the light and should be tuned
as appropriate for your scene. Higher values result in a wider penumbra
(i.e. blurrier shadows).

When using PCSS, temporal shadow maps
(`ShadowFilteringMethod::Temporal`) are recommended. If you don't use
`ShadowFilteringMethod::Temporal` and instead use
`ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as
`Temporal`, but the result won't vary over time. This produces a rather
noisy result. Doing better would likely require downsampling the shadow
map, which would be complex and slower (and would require PR #13003 to
land first).

In addition to PCSS, this commit makes the near Z plane for the shadow
map configurable on a per-light basis. Previously, it had been hardcoded
to 0.1 meters. This change was necessary to make the point light shadow
map in the example look reasonable, as otherwise the shadows appeared
far too aliased.

A new example, `pcss`, has been added. It demonstrates the
percentage-closer soft shadow technique with directional lights, point
lights, spot lights, non-temporal operation, and temporal operation. The
assets are my original work.

Both temporal and non-temporal shadows are rather noisy in the example,
and, as mentioned before, this is unavoidable without downsampling the
depth buffer, which we can't do yet. Note also that the shadows don't
look particularly great for point lights; the example simply isn't an
ideal scene for them. Nevertheless, I felt that the benefits of the
ability to do a side-by-side comparison of directional and point lights
outweighed the unsightliness of the point light shadows in that example,
so I kept the point light feature in.

Fixes #3631.

[*Percentage-closer soft shadows*]:
https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf

## Changelog

### Added

* Percentage-closer soft shadows (PCSS) are now supported, allowing
shadows to become blurrier as they stretch away from objects. To use
them, set the `soft_shadow_size` field in `DirectionalLight`,
`PointLight`, or `SpotLight`, as applicable.

* The near Z value for shadow maps is now customizable via the
`shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and
`SpotLight`.

## Screenshots

PCSS off:
![Screenshot 2024-05-24
120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86)

PCSS on:
![Screenshot 2024-05-24
115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2024-09-18 18:07:17 +00:00

599 lines
25 KiB
WebGPU Shading Language

#define_import_path bevy_pbr::shadow_sampling
#import bevy_pbr::{
mesh_view_bindings as view_bindings,
utils::interleaved_gradient_noise,
utils,
}
#import bevy_render::maths::{orthonormalize, PI}
// Do the lookup, using HW 2x2 PCF and comparison
fn sample_shadow_map_hardware(light_local: vec2<f32>, depth: f32, array_index: i32) -> f32 {
#ifdef NO_ARRAY_TEXTURES_SUPPORT
return textureSampleCompare(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_comparison_sampler,
light_local,
depth,
);
#else
return textureSampleCompareLevel(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_comparison_sampler,
light_local,
array_index,
depth,
);
#endif
}
// Does a single sample of the blocker search, a part of the PCSS algorithm.
// This is the variant used for directional lights.
fn search_for_blockers_in_shadow_map_hardware(
light_local: vec2<f32>,
depth: f32,
array_index: i32,
) -> vec2<f32> {
#ifdef WEBGL2
// Make sure that the WebGL 2 compiler doesn't see `sampled_depth` sampled
// with different samplers, or it'll blow up.
return vec2(0.0);
#else // WEBGL2
#ifdef NO_ARRAY_TEXTURES_SUPPORT
let sampled_depth = textureSampleLevel(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_linear_sampler,
light_local,
0.0,
);
#else // NO_ARRAY_TEXTURES_SUPPORT
let sampled_depth = textureSampleLevel(
view_bindings::directional_shadow_textures,
view_bindings::directional_shadow_textures_linear_sampler,
light_local,
array_index,
0.0,
);
#endif // NO_ARRAY_TEXTURES_SUPPORT
return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
#endif // WEBGL2
}
// Numbers determined by trial and error that gave nice results.
const SPOT_SHADOW_TEXEL_SIZE: f32 = 0.0134277345;
const POINT_SHADOW_SCALE: f32 = 0.003;
const POINT_SHADOW_TEMPORAL_OFFSET_SCALE: f32 = 0.5;
// These are the standard MSAA sample point positions from D3D. They were chosen
// to get a reasonable distribution that's not too regular.
//
// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels?redirectedfrom=MSDN
const D3D_SAMPLE_POINT_POSITIONS: array<vec2<f32>, 8> = array(
vec2( 0.125, -0.375),
vec2(-0.125, 0.375),
vec2( 0.625, 0.125),
vec2(-0.375, -0.625),
vec2(-0.625, 0.625),
vec2(-0.875, -0.125),
vec2( 0.375, 0.875),
vec2( 0.875, -0.875),
);
// And these are the coefficients corresponding to the probability distribution
// function of a 2D Gaussian lobe with zero mean and the identity covariance
// matrix at those points.
const D3D_SAMPLE_POINT_COEFFS: array<f32, 8> = array(
0.157112,
0.157112,
0.138651,
0.130251,
0.114946,
0.114946,
0.107982,
0.079001,
);
// https://web.archive.org/web/20230210095515/http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1
fn sample_shadow_map_castano_thirteen(light_local: vec2<f32>, depth: f32, array_index: i32) -> f32 {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
let inv_shadow_map_size = 1.0 / shadow_map_size;
let uv = light_local * shadow_map_size;
var base_uv = floor(uv + 0.5);
let s = (uv.x + 0.5 - base_uv.x);
let t = (uv.y + 0.5 - base_uv.y);
base_uv -= 0.5;
base_uv *= inv_shadow_map_size;
let uw0 = (4.0 - 3.0 * s);
let uw1 = 7.0;
let uw2 = (1.0 + 3.0 * s);
let u0 = (3.0 - 2.0 * s) / uw0 - 2.0;
let u1 = (3.0 + s) / uw1;
let u2 = s / uw2 + 2.0;
let vw0 = (4.0 - 3.0 * t);
let vw1 = 7.0;
let vw2 = (1.0 + 3.0 * t);
let v0 = (3.0 - 2.0 * t) / vw0 - 2.0;
let v1 = (3.0 + t) / vw1;
let v2 = t / vw2 + 2.0;
var sum = 0.0;
sum += uw0 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u0, v0) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u1, v0) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw0 * sample_shadow_map_hardware(base_uv + (vec2(u2, v0) * inv_shadow_map_size), depth, array_index);
sum += uw0 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u0, v1) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u1, v1) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw1 * sample_shadow_map_hardware(base_uv + (vec2(u2, v1) * inv_shadow_map_size), depth, array_index);
sum += uw0 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u0, v2) * inv_shadow_map_size), depth, array_index);
sum += uw1 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u1, v2) * inv_shadow_map_size), depth, array_index);
sum += uw2 * vw2 * sample_shadow_map_hardware(base_uv + (vec2(u2, v2) * inv_shadow_map_size), depth, array_index);
return sum * (1.0 / 144.0);
}
fn map(min1: f32, max1: f32, min2: f32, max2: f32, value: f32) -> f32 {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
// Creates a random rotation matrix using interleaved gradient noise.
//
// See: https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/
fn random_rotation_matrix(scale: vec2<f32>, temporal: bool) -> mat2x2<f32> {
let random_angle = 2.0 * PI * interleaved_gradient_noise(
scale, select(1u, view_bindings::globals.frame_count, temporal));
let m = vec2(sin(random_angle), cos(random_angle));
return mat2x2(
m.y, -m.x,
m.x, m.y
);
}
// Calculates the distance between spiral samples for the given texel size and
// penumbra size. This is used for the Jimenez '14 (i.e. temporal) variant of
// shadow sampling.
fn calculate_uv_offset_scale_jimenez_fourteen(texel_size: f32, blur_size: f32) -> vec2<f32> {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
// Empirically chosen fudge factor to make PCF look better across different CSM cascades
let f = map(0.00390625, 0.022949219, 0.015, 0.035, texel_size);
return f * blur_size / (texel_size * shadow_map_size);
}
fn sample_shadow_map_jimenez_fourteen(
light_local: vec2<f32>,
depth: f32,
array_index: i32,
texel_size: f32,
blur_size: f32,
temporal: bool,
) -> f32 {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
let rotation_matrix = random_rotation_matrix(light_local * shadow_map_size, temporal);
let uv_offset_scale = calculate_uv_offset_scale_jimenez_fourteen(texel_size, blur_size);
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (slides 120-135)
let sample_offset0 = (rotation_matrix * utils::SPIRAL_OFFSET_0_) * uv_offset_scale;
let sample_offset1 = (rotation_matrix * utils::SPIRAL_OFFSET_1_) * uv_offset_scale;
let sample_offset2 = (rotation_matrix * utils::SPIRAL_OFFSET_2_) * uv_offset_scale;
let sample_offset3 = (rotation_matrix * utils::SPIRAL_OFFSET_3_) * uv_offset_scale;
let sample_offset4 = (rotation_matrix * utils::SPIRAL_OFFSET_4_) * uv_offset_scale;
let sample_offset5 = (rotation_matrix * utils::SPIRAL_OFFSET_5_) * uv_offset_scale;
let sample_offset6 = (rotation_matrix * utils::SPIRAL_OFFSET_6_) * uv_offset_scale;
let sample_offset7 = (rotation_matrix * utils::SPIRAL_OFFSET_7_) * uv_offset_scale;
var sum = 0.0;
sum += sample_shadow_map_hardware(light_local + sample_offset0, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset1, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset2, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset3, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset4, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset5, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset6, depth, array_index);
sum += sample_shadow_map_hardware(light_local + sample_offset7, depth, array_index);
return sum / 8.0;
}
// Performs the blocker search portion of percentage-closer soft shadows (PCSS).
// This is the variation used for directional lights.
//
// We can't use Castano '13 here because that has a hard-wired fixed size, while
// the PCSS algorithm requires a search size that varies based on the size of
// the light. So we instead use the D3D sample point positions, spaced according
// to the search size, to provide a sample pattern in a similar manner to the
// cubemap sampling approach we use for PCF.
//
// `search_size` is the size of the search region in texels.
fn search_for_blockers_in_shadow_map(
light_local: vec2<f32>,
depth: f32,
array_index: i32,
texel_size: f32,
search_size: f32,
) -> f32 {
let shadow_map_size = vec2<f32>(textureDimensions(view_bindings::directional_shadow_textures));
let uv_offset_scale = search_size / (texel_size * shadow_map_size);
let offset0 = D3D_SAMPLE_POINT_POSITIONS[0] * uv_offset_scale;
let offset1 = D3D_SAMPLE_POINT_POSITIONS[1] * uv_offset_scale;
let offset2 = D3D_SAMPLE_POINT_POSITIONS[2] * uv_offset_scale;
let offset3 = D3D_SAMPLE_POINT_POSITIONS[3] * uv_offset_scale;
let offset4 = D3D_SAMPLE_POINT_POSITIONS[4] * uv_offset_scale;
let offset5 = D3D_SAMPLE_POINT_POSITIONS[5] * uv_offset_scale;
let offset6 = D3D_SAMPLE_POINT_POSITIONS[6] * uv_offset_scale;
let offset7 = D3D_SAMPLE_POINT_POSITIONS[7] * uv_offset_scale;
var sum = vec2(0.0);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset0, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset1, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset2, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset3, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset4, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset5, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset6, depth, array_index);
sum += search_for_blockers_in_shadow_map_hardware(light_local + offset7, depth, array_index);
if (sum.y == 0.0) {
return 0.0;
}
return sum.x / sum.y;
}
fn sample_shadow_map(light_local: vec2<f32>, depth: f32, array_index: i32, texel_size: f32) -> f32 {
#ifdef SHADOW_FILTER_METHOD_GAUSSIAN
return sample_shadow_map_castano_thirteen(light_local, depth, array_index);
#else ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_map_jimenez_fourteen(
light_local, depth, array_index, texel_size, 1.0, true);
#else ifdef SHADOW_FILTER_METHOD_HARDWARE_2X2
return sample_shadow_map_hardware(light_local, depth, array_index);
#else
// This needs a default return value to avoid shader compilation errors if it's compiled with no SHADOW_FILTER_METHOD_* defined.
// (eg. if the normal prepass is enabled it ends up compiling this due to the normal prepass depending on pbr_functions, which depends on shadows)
// This should never actually get used, as anyone using bevy's lighting/shadows should always have a SHADOW_FILTER_METHOD defined.
// Set to 0 to make it obvious that something is wrong.
return 0.0;
#endif
}
// Samples the shadow map for a directional light when percentage-closer soft
// shadows are being used.
//
// We first search for a *blocker*, which is the average depth value of any
// shadow map samples that are adjacent to the sample we're considering. That
// allows us to determine the penumbra size; a larger gap between the blocker
// and the depth of this sample results in a wider penumbra. Finally, we sample
// the shadow map the same way we do in PCF, using that penumbra width.
//
// A good overview of the technique:
// <https://medium.com/@varunm100/soft-shadows-for-mobile-ar-9e8da2e6f4ba>
fn sample_shadow_map_pcss(
light_local: vec2<f32>,
depth: f32,
array_index: i32,
texel_size: f32,
light_size: f32,
) -> f32 {
// Determine the average Z value of the closest blocker.
let z_blocker = search_for_blockers_in_shadow_map(
light_local, depth, array_index, texel_size, light_size);
// Don't let the blur size go below 0.5, or shadows will look unacceptably aliased.
let blur_size = max((z_blocker - depth) * light_size / depth, 0.5);
// FIXME: We can't use Castano '13 here because that has a hard-wired fixed
// size. So we instead use Jimenez '14 unconditionally. In the non-temporal
// variant this is unfortunately rather noisy. This may be improvable in the
// future by generating a mip chain of the shadow map and using that to
// provide better blurs.
#ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_map_jimenez_fourteen(
light_local, depth, array_index, texel_size, blur_size, true);
#else // SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_map_jimenez_fourteen(
light_local, depth, array_index, texel_size, blur_size, false);
#endif // SHADOW_FILTER_METHOD_TEMPORAL
}
// NOTE: Due to the non-uniform control flow in `shadows::fetch_point_shadow`,
// we must use the Level variant of textureSampleCompare to avoid undefined
// behavior due to some of the fragments in a quad (2x2 fragments) being
// processed not being sampled, and this messing with mip-mapping functionality.
// The shadow maps have no mipmaps so Level just samples from LOD 0.
fn sample_shadow_cubemap_hardware(light_local: vec3<f32>, depth: f32, light_id: u32) -> f32 {
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
return textureSampleCompare(
view_bindings::point_shadow_textures,
view_bindings::point_shadow_textures_comparison_sampler,
light_local,
depth
);
#else
return textureSampleCompareLevel(
view_bindings::point_shadow_textures,
view_bindings::point_shadow_textures_comparison_sampler,
light_local,
i32(light_id),
depth
);
#endif
}
// Performs one sample of the blocker search. This variation of the blocker
// search function is for point and spot lights.
fn search_for_blockers_in_shadow_cubemap_hardware(
light_local: vec3<f32>,
depth: f32,
light_id: u32,
) -> vec2<f32> {
#ifdef WEBGL2
// Make sure that the WebGL 2 compiler doesn't see `sampled_depth` sampled
// with different samplers, or it'll blow up.
return vec2(0.0);
#else // WEBGL2
#ifdef NO_CUBE_ARRAY_TEXTURES_SUPPORT
let sampled_depth = textureSample(
view_bindings::point_shadow_textures,
view_bindings::point_shadow_textures_linear_sampler,
light_local,
);
#else
let sampled_depth = textureSample(
view_bindings::point_shadow_textures,
view_bindings::point_shadow_textures_linear_sampler,
light_local,
i32(light_id),
);
#endif
return select(vec2(0.0), vec2(sampled_depth, 1.0), sampled_depth >= depth);
#endif // WEBGL2
}
fn sample_shadow_cubemap_at_offset(
position: vec2<f32>,
coeff: f32,
x_basis: vec3<f32>,
y_basis: vec3<f32>,
light_local: vec3<f32>,
depth: f32,
light_id: u32,
) -> f32 {
return sample_shadow_cubemap_hardware(
light_local + position.x * x_basis + position.y * y_basis,
depth,
light_id
) * coeff;
}
// Computes the search position and performs one sample of the blocker search.
// This variation of the blocker search function is for point and spot lights.
//
// `x_basis`, `y_basis`, and `light_local` form an orthonormal basis over which
// the blocker search happens.
fn search_for_blockers_in_shadow_cubemap_at_offset(
position: vec2<f32>,
x_basis: vec3<f32>,
y_basis: vec3<f32>,
light_local: vec3<f32>,
depth: f32,
light_id: u32,
) -> vec2<f32> {
return search_for_blockers_in_shadow_cubemap_hardware(
light_local + position.x * x_basis + position.y * y_basis,
depth,
light_id
);
}
// This more or less does what Castano13 does, but in 3D space. Castano13 is
// essentially an optimized 2D Gaussian filter that takes advantage of the
// bilinear filtering hardware to reduce the number of samples needed. This
// trick doesn't apply to cubemaps, so we manually apply a Gaussian filter over
// the standard 8xMSAA pattern instead.
fn sample_shadow_cubemap_gaussian(
light_local: vec3<f32>,
depth: f32,
scale: f32,
distance_to_light: f32,
light_id: u32,
) -> f32 {
// Create an orthonormal basis so we can apply a 2D sampling pattern to a
// cubemap.
var up = vec3(0.0, 1.0, 0.0);
if (dot(up, normalize(light_local)) > 0.99) {
up = vec3(1.0, 0.0, 0.0); // Avoid creating a degenerate basis.
}
let basis = orthonormalize(light_local, up) * scale * distance_to_light;
var sum: f32 = 0.0;
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[0], D3D_SAMPLE_POINT_COEFFS[0],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[1], D3D_SAMPLE_POINT_COEFFS[1],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[2], D3D_SAMPLE_POINT_COEFFS[2],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[3], D3D_SAMPLE_POINT_COEFFS[3],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[4], D3D_SAMPLE_POINT_COEFFS[4],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[5], D3D_SAMPLE_POINT_COEFFS[5],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[6], D3D_SAMPLE_POINT_COEFFS[6],
basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[7], D3D_SAMPLE_POINT_COEFFS[7],
basis[0], basis[1], light_local, depth, light_id);
return sum;
}
// This is a port of the Jimenez14 filter above to the 3D space. It jitters the
// points in the spiral pattern after first creating a 2D orthonormal basis
// along the principal light direction.
fn sample_shadow_cubemap_jittered(
light_local: vec3<f32>,
depth: f32,
scale: f32,
distance_to_light: f32,
light_id: u32,
temporal: bool,
) -> f32 {
// Create an orthonormal basis so we can apply a 2D sampling pattern to a
// cubemap.
var up = vec3(0.0, 1.0, 0.0);
if (dot(up, normalize(light_local)) > 0.99) {
up = vec3(1.0, 0.0, 0.0); // Avoid creating a degenerate basis.
}
let basis = orthonormalize(light_local, up) * scale * distance_to_light;
let rotation_matrix = random_rotation_matrix(vec2(1.0), temporal);
let sample_offset0 = rotation_matrix * utils::SPIRAL_OFFSET_0_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset1 = rotation_matrix * utils::SPIRAL_OFFSET_1_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset2 = rotation_matrix * utils::SPIRAL_OFFSET_2_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset3 = rotation_matrix * utils::SPIRAL_OFFSET_3_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset4 = rotation_matrix * utils::SPIRAL_OFFSET_4_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset5 = rotation_matrix * utils::SPIRAL_OFFSET_5_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset6 = rotation_matrix * utils::SPIRAL_OFFSET_6_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
let sample_offset7 = rotation_matrix * utils::SPIRAL_OFFSET_7_ *
POINT_SHADOW_TEMPORAL_OFFSET_SCALE;
var sum: f32 = 0.0;
sum += sample_shadow_cubemap_at_offset(
sample_offset0, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset1, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset2, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset3, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset4, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset5, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset6, 0.125, basis[0], basis[1], light_local, depth, light_id);
sum += sample_shadow_cubemap_at_offset(
sample_offset7, 0.125, basis[0], basis[1], light_local, depth, light_id);
return sum;
}
fn sample_shadow_cubemap(
light_local: vec3<f32>,
distance_to_light: f32,
depth: f32,
light_id: u32,
) -> f32 {
#ifdef SHADOW_FILTER_METHOD_GAUSSIAN
return sample_shadow_cubemap_gaussian(
light_local, depth, POINT_SHADOW_SCALE, distance_to_light, light_id);
#else ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_cubemap_jittered(
light_local, depth, POINT_SHADOW_SCALE, distance_to_light, light_id, true);
#else ifdef SHADOW_FILTER_METHOD_HARDWARE_2X2
return sample_shadow_cubemap_hardware(light_local, depth, light_id);
#else
// This needs a default return value to avoid shader compilation errors if it's compiled with no SHADOW_FILTER_METHOD_* defined.
// (eg. if the normal prepass is enabled it ends up compiling this due to the normal prepass depending on pbr_functions, which depends on shadows)
// This should never actually get used, as anyone using bevy's lighting/shadows should always have a SHADOW_FILTER_METHOD defined.
// Set to 0 to make it obvious that something is wrong.
return 0.0;
#endif
}
// Searches for PCSS blockers in a cubemap. This is the variant of the blocker
// search used for point and spot lights.
//
// This follows the logic in `sample_shadow_cubemap_gaussian`, but uses linear
// sampling instead of percentage-closer filtering.
//
// The `scale` parameter represents the size of the light.
fn search_for_blockers_in_shadow_cubemap(
light_local: vec3<f32>,
depth: f32,
scale: f32,
distance_to_light: f32,
light_id: u32,
) -> f32 {
// Create an orthonormal basis so we can apply a 2D sampling pattern to a
// cubemap.
var up = vec3(0.0, 1.0, 0.0);
if (dot(up, normalize(light_local)) > 0.99) {
up = vec3(1.0, 0.0, 0.0); // Avoid creating a degenerate basis.
}
let basis = orthonormalize(light_local, up) * scale * distance_to_light;
var sum: vec2<f32> = vec2(0.0);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[0], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[1], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[2], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[3], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[4], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[5], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[6], basis[0], basis[1], light_local, depth, light_id);
sum += search_for_blockers_in_shadow_cubemap_at_offset(
D3D_SAMPLE_POINT_POSITIONS[7], basis[0], basis[1], light_local, depth, light_id);
if (sum.y == 0.0) {
return 0.0;
}
return sum.x / sum.y;
}
// Samples the shadow map for a point or spot light when percentage-closer soft
// shadows are being used.
//
// A good overview of the technique:
// <https://medium.com/@varunm100/soft-shadows-for-mobile-ar-9e8da2e6f4ba>
fn sample_shadow_cubemap_pcss(
light_local: vec3<f32>,
distance_to_light: f32,
depth: f32,
light_id: u32,
light_size: f32,
) -> f32 {
let z_blocker = search_for_blockers_in_shadow_cubemap(
light_local, depth, light_size, distance_to_light, light_id);
// Don't let the blur size go below 0.5, or shadows will look unacceptably aliased.
let blur_size = max((z_blocker - depth) * light_size / depth, 0.5);
#ifdef SHADOW_FILTER_METHOD_TEMPORAL
return sample_shadow_cubemap_jittered(
light_local, depth, POINT_SHADOW_SCALE * blur_size, distance_to_light, light_id, true);
#else
return sample_shadow_cubemap_jittered(
light_local, depth, POINT_SHADOW_SCALE * blur_size, distance_to_light, light_id, false);
#endif
}