Add LOD Preview debug view mode
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89
Source/Shaders/Editor/LODPreview.shader
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89
Source/Shaders/Editor/LODPreview.shader
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#define MATERIAL 1
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4 Color;
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float3 WorldInvScale;
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float LODDitherFactor;
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META_CB_END
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float3 WorldNormal : TEXCOORD0;
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};
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struct PixelInput
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{
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float4 Position : SV_Position;
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float3 WorldNormal : TEXCOORD0;
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};
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float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
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{
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localToWorld[0] *= WorldInvScale.x;
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localToWorld[1] *= WorldInvScale.y;
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localToWorld[2] *= WorldInvScale.z;
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return localToWorld;
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}
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float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
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{
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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return mul(tangentToLocal, localToWorld);
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}
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float4 PerformFakeLighting(float3 n, float4 c)
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{
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c.rgb *= saturate(abs(dot(n, float3(0, 1, 0))) + 0.5f);
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return c;
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}
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void ClipLODTransition(float4 svPosition, float ditherFactor)
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{
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if (abs(ditherFactor) > 0.001)
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{
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float randGrid = cos(dot(floor(svPosition.xy), float2(347.83452793, 3343.28371863)));
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float randGridFrac = frac(randGrid * 1000.0);
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half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
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clip(mask - 0.001);
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}
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}
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
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VertexOutput VS(ModelInput input)
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{
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float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
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float3 normal = input.Normal.xyz * 2.0 - 1.0;
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float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
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float3 bitangent = cross(normal, tangent) * bitangentSign;
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float3x3 tangentToLocal = float3x3(tangent, bitangent, normal);
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float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
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float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
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VertexOutput output;
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output.Position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
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output.WorldNormal = tangentToWorld[2];
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return output;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
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{
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ClipLODTransition(input.Position, LODDitherFactor);
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Light = PerformFakeLighting(input.WorldNormal, Color);
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RT0 = float4(0, 0, 0, 0);
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RT1 = float4(input.WorldNormal * 0.5 + 0.5, SHADING_MODEL_LIT * (1.0 / 3.0));
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RT2 = float4(0.4, 0, 0.5, 0);
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}
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