Refactor material shaders generator to use modular features as extensions
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@@ -39,15 +39,11 @@ float2 OffsetUV;
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float2 Dummy0;
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@1META_CB_END
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#if CAN_USE_LIGHTMAP
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// Irradiance and directionality prebaked lightmaps
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Texture2D Lightmap0 : register(t0);
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Texture2D Lightmap1 : register(t1);
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Texture2D Lightmap2 : register(t2);
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#endif
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// Terrain data
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Texture2D Heightmap : register(t3);
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Texture2D Splatmap0 : register(t4);
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@@ -216,6 +212,22 @@ float4 GetVertexColor(MaterialInput input)
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return 1;
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}
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// Evaluates the H-Basis coefficients in the tangent space normal direction
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float3 GetHBasisIrradiance(float3 n, float3 h0, float3 h1, float3 h2, float3 h3)
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{
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// Band 0
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float3 color = h0 * (1.0f / sqrt(2.0f * PI));
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// Band 1
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color += h1 * -sqrt(1.5f / PI) * n.y;
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color += h2 * sqrt(1.5f / PI) * (2 * n.z - 1.0f);
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color += h3 * -sqrt(1.5f / PI) * n.x;
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return color;
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}
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@8
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// Get material properties function (for vertex shader)
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Material GetMaterialVS(MaterialInput input)
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{
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@@ -781,3 +793,5 @@ void PS_Depth(PixelInput input
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OutColor = 0;
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#endif
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}
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@9
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