This commit is contained in:
MontyTRC89 2020-01-04 09:26:56 +01:00
commit c3890b0e68
6 changed files with 56 additions and 12 deletions

View file

@ -35,6 +35,11 @@ cbuffer CShadowLightBuffer : register(b4)
float3 Padding2;
};
cbuffer RoomBuffer : register(b5)
{
float4 AmbientColor;
};
struct VertexShaderInput
{
float3 Position: POSITION;
@ -61,7 +66,6 @@ Texture2D CausticsTexture : register(t1);
Texture2D ShadowMap : register(t2);
SamplerState ShadowMapSampler : register(s1);
PixelShaderInput VS(VertexShaderInput input)
{
PixelShaderInput output;
@ -76,6 +80,19 @@ PixelShaderInput VS(VertexShaderInput input)
return output;
}
float getShadowFactor(Texture2D shadowMap, SamplerState shadowMapSampler, float2 coords, float realDepth) {
const float texelSize = 1.0f / 1024;
float shadowFactor = 0.0f;
//doing 9 samples
for (float x = -1; x <= 1.0f; x++) {
for (float y = -1; y <= 1.0f; y++) {
float shadowMapDepth = ShadowMap.SampleLevel(ShadowMapSampler, coords + (float2(x, y)*texelSize),0).r;
shadowFactor += shadowMapDepth < realDepth ? 1.0f : 0.0f;
}
}
return shadowFactor / 9.0f;
}
[earlydepthstencil]
float4 PS(PixelShaderInput input) : SV_TARGET
{
@ -104,8 +121,8 @@ float4 PS(PixelShaderInput input) : SV_TARGET
float realDepth = input.LightPosition.z;
// If clip space z value greater than shadow map value then pixel is in shadow
if (shadowMapDepth < realDepth)
return float4(output.xyz* colorMul.xyz / 2.0f, 1.0f);
float shadow = getShadowFactor(ShadowMap, ShadowMapSampler, coords, realDepth);
lighting = lerp(lighting, AmbientColor * 2, saturate(shadow));
}
}
@ -159,4 +176,5 @@ float4 PS(PixelShaderInput input) : SV_TARGET
output.w = 1.0f;
return output;
}
}