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Assets/ScriptableRenderLoop/fptl/LightingTemplate.hlsl

Lines changed: 12 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -45,10 +45,10 @@ UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures);
4545
StructuredBuffer<DirectionalLight> g_dirLightData;
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4747

48-
#define VALVE_DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex
49-
#define VALVE_SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z )
48+
#define DECLARE_SHADOWMAP( tex ) Texture2D tex; SamplerComparisonState sampler##tex
49+
#define SAMPLE_SHADOW( tex, coord ) tex.SampleCmpLevelZero( sampler##tex, (coord).xy, (coord).z )
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51-
VALVE_DECLARE_SHADOWMAP(g_tShadowBuffer);
51+
DECLARE_SHADOWMAP(g_tShadowBuffer);
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5353
float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShadow)
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{
@@ -63,23 +63,23 @@ float ComputeShadow_PCF_3x3_Gaussian(float3 vPositionWs, float4x4 matWorldToShad
6363
float objDepth = saturate(257.0 / 256.0 - vPositionTextureSpace.z);
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6565
float4 v20Taps;
66-
v20Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
67-
v20Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
68-
v20Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
69-
v20Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
66+
v20Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xy, objDepth)).x; // 1 1
67+
v20Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zy, objDepth)).x; // -1 1
68+
v20Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.xw, objDepth)).x; // 1 -1
69+
v20Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms1.zw, objDepth)).x; // -1 -1
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float flSum = dot(v20Taps.xyzw, float4(0.25, 0.25, 0.25, 0.25));
7171
if ((flSum == 0.0) || (flSum == 1.0))
7272
return flSum;
7373
flSum *= g_vShadow3x3PCFTerms0.x * 4.0;
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7575
float4 v33Taps;
76-
v33Taps.x = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
77-
v33Taps.y = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
78-
v33Taps.z = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
79-
v33Taps.w = VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
76+
v33Taps.x = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.xz, objDepth)).x; // 1 0
77+
v33Taps.y = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.xz, objDepth)).x; // -1 0
78+
v33Taps.z = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms3.zy, objDepth)).x; // 0 -1
79+
v33Taps.w = SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy + g_vShadow3x3PCFTerms2.zy, objDepth)).x; // 0 1
8080
flSum += dot(v33Taps.xyzw, g_vShadow3x3PCFTerms0.yyyy);
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82-
flSum += VALVE_SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
82+
flSum += SAMPLE_SHADOW(g_tShadowBuffer, float3(shadowMapCenter.xy, objDepth)).x * g_vShadow3x3PCFTerms0.z;
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8484
return flSum;
8585
}

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