Adjust shadows shader permutation

This commit is contained in:
2026-06-22 13:50:06 +02:00
parent dbb1aab73f
commit c2ab1d981d
+6 -6
View File
@@ -76,7 +76,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0)
@@ -84,7 +84,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1)
@@ -97,7 +97,7 @@ float4 PS_DirLight(Quad_VS2PS input) : SV_Target0
// Sample shadow
ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer, TemporalTime);
#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow
shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, Light.Direction, ContactShadowsLength);
#endif
@@ -111,7 +111,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0) // Point li
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=0)
@@ -119,7 +119,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1) // Spot lig
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=1)
@@ -141,7 +141,7 @@ float4 PS_LocalLight(Model_VS2PS input) : SV_Target0
ShadowSample shadow = (ShadowSample)0;
#endif
#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0
#if CONTACT_SHADOWS
// Calculate screen-space contact shadow
shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, normalize(Light.Position - gBuffer.WorldPos), ContactShadowsLength);
#endif