Merge branch 'Muzz-Triplanar-Features' into 1.10

This commit is contained in:
Muzz
2025-02-28 14:54:44 +01:00
committed by Wojtek Figat
parent dad8c0cd6b
commit 7885590593
14 changed files with 536 additions and 55 deletions

View File

@@ -83,6 +83,12 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{

View File

@@ -207,6 +207,20 @@ float3 GetObjectSize(MaterialInput input)
return GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
float4x4 world = input.Object.WorldMatrix;
// Extract scale from the world matrix
float3 scale;
scale.x = length(float3(world._11, world._12, world._13));
scale.y = length(float3(world._21, world._22, world._23));
scale.z = length(float3(world._31, world._32, world._33));
return scale;
}
// Get the current object random value
float GetPerInstanceRandom(MaterialInput input)
{

View File

@@ -163,6 +163,12 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{

View File

@@ -42,6 +42,12 @@ struct GeometryData
nointerpolation uint ObjectIndex : TEXCOORD8;
};
float3 DecodeNormal(float4 normalMap)
{
float2 xy = normalMap.rg * 2.0 - 1.0;
return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
}
// Interpolants passed from the vertex shader
struct VertexOutput
{
@@ -232,6 +238,24 @@ float3 GetObjectSize(MaterialInput input)
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
float4x4 world = input.Object.WorldMatrix;
// Get the squares of the scale factors
float scaleXSquared = dot(world[0].xyz, world[0].xyz);
float scaleYSquared = dot(world[1].xyz, world[1].xyz);
float scaleZSquared = dot(world[2].xyz, world[2].xyz);
// Take square root to get actual scales
return float3(
sqrt(scaleXSquared),
sqrt(scaleYSquared),
sqrt(scaleZSquared)
);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{

View File

@@ -236,6 +236,12 @@ float3 GetObjectSize(MaterialInput input)
return float3(1, 1, 1);
}
// Gets the current object scale (supports instancing)
float3 GetObjectScale(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value
float GetPerInstanceRandom(MaterialInput input)
{

View File

@@ -15,6 +15,29 @@ namespace FlaxEditor.Surface.Archetypes
[HideInEditor]
public static class Material
{
/// <summary>
/// Blend modes (each enum item value maps to box ID).
/// </summary>
internal enum BlendMode
{
Normal,
Add,
Subtract,
Multiply,
Screen,
Overlay,
LinearBurn,
LinearLight,
Darken,
Lighten,
Difference,
Exclusion,
Divide,
HardLight,
PinLight,
HardMix
};
/// <summary>
/// Customized <see cref="SurfaceNode"/> for main material node.
/// </summary>
@@ -1073,6 +1096,49 @@ namespace FlaxEditor.Surface.Archetypes
NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float3), 4),
]
},
new NodeArchetype
{
TypeID = 50,
Title = "Shift HSV",
Description = "Modifies the HSV of a color, values are from -1:1, preserves alpha",
Flags = NodeFlags.MaterialGraph,
Size = new Float2(175, 80),
DefaultValues =
[
0.0f, // For Hue (index 0)
0.0f, // For Sat (index 1)
0.0f, // For Val (index 2)
],
Elements =
[
NodeElementArchetype.Factory.Input(0, "RGBA", true, typeof(Float4), 0), // No default
NodeElementArchetype.Factory.Input(1, "Hue", true, typeof(float), 1, 0), // Uses DefaultValues[0]
NodeElementArchetype.Factory.Input(2, "Sat", true, typeof(float), 2, 1), // Uses DefaultValues[1]
NodeElementArchetype.Factory.Input(3, "Val", true, typeof(float), 3, 2), // Uses DefaultValues[2]
NodeElementArchetype.Factory.Output(0, "RGBA", typeof(Float4), 4),
]
},
new NodeArchetype
{
TypeID = 51,
Title = "Color Blend",
Description = "Blends two colors using various blend modes. Passes base alpha through.",
Flags = NodeFlags.MaterialGraph,
Size = new Float2(180, 80),
DefaultValues = new object[]
{
BlendMode.Normal, // Default blend mode
1.0f, // Default blend amount
},
Elements = new[]
{
NodeElementArchetype.Factory.Input(1, "Base Color", true, typeof(Float4), 0),
NodeElementArchetype.Factory.Input(2, "Blend Color", true, typeof(Float4), 1),
NodeElementArchetype.Factory.Input(3, "Intensity", true, typeof(float), 2, 1),
NodeElementArchetype.Factory.Enum(0, 0, 120, 0, typeof(BlendMode)), // Blend mode selector
NodeElementArchetype.Factory.Output(0, "Result", typeof(Float4), 3),
}
},
};
}
}

View File

@@ -402,21 +402,29 @@ namespace FlaxEditor.Surface.Archetypes
new NodeArchetype
{
TypeID = 16,
Title = "World Triplanar Texture",
Description = "Projects a texture using world-space coordinates instead of UVs.",
Title = "Triplanar Texture",
Description = "Projects a texture using world-space coordinates with triplanar mapping.",
Flags = NodeFlags.MaterialGraph,
Size = new Float2(240, 60),
Size = new Float2(280, 100),
DefaultValues = new object[]
{
1.0f,
1.0f
1.0f, // Scale
1.0f, // Blend
Float2.Zero, // Offset
2, // Sampler
false, // Local
},
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, "Texture", true, typeof(FlaxEngine.Object), 0),
NodeElementArchetype.Factory.Input(1, "Scale", true, typeof(Float4), 1, 0),
NodeElementArchetype.Factory.Input(1, "Scale", true, typeof(float), 1, 0),
NodeElementArchetype.Factory.Input(2, "Blend", true, typeof(float), 2, 1),
NodeElementArchetype.Factory.Output(0, "Color", typeof(Float4), 3)
NodeElementArchetype.Factory.Input(3, "Offset", true, typeof(Float2), 3, 2),
NodeElementArchetype.Factory.Output(0, "Color", typeof(Float4), 5),
NodeElementArchetype.Factory.Text(0, Surface.Constants.LayoutOffsetY * 4, "Sampler"),
NodeElementArchetype.Factory.ComboBox(50, Surface.Constants.LayoutOffsetY * 4 - 1, 100, 3, typeof(CommonSamplerType)),
NodeElementArchetype.Factory.Text(155, Surface.Constants.LayoutOffsetY * 4, "Local"),
NodeElementArchetype.Factory.Bool(190, Surface.Constants.LayoutOffsetY * 4, 4),
}
},
new NodeArchetype
@@ -456,7 +464,35 @@ namespace FlaxEditor.Surface.Archetypes
{
NodeElementArchetype.Factory.Output(0, "UVs", typeof(Float2), 0)
}
}
},
new NodeArchetype
{
TypeID = 23,
Title = "Triplanar Normal Map",
Description = "Projects a normal map texture using world-space coordinates with triplanar mapping.",
Flags = NodeFlags.MaterialGraph,
Size = new Float2(280, 100),
DefaultValues = new object[]
{
1.0f, // Scale
1.0f, // Blend
Float2.Zero, // Offset
2, // Sampler
false, // Local
},
Elements = new[]
{
NodeElementArchetype.Factory.Input(0, "Texture", true, typeof(FlaxEngine.Object), 0),
NodeElementArchetype.Factory.Input(1, "Scale", true, typeof(float), 1, 0),
NodeElementArchetype.Factory.Input(2, "Blend", true, typeof(float), 2, 1),
NodeElementArchetype.Factory.Input(3, "Offset", true, typeof(Float2), 3, 2),
NodeElementArchetype.Factory.Output(0, "Vector", typeof(Float3), 5),
NodeElementArchetype.Factory.Text(0, Surface.Constants.LayoutOffsetY * 4, "Sampler"),
NodeElementArchetype.Factory.ComboBox(50, Surface.Constants.LayoutOffsetY * 4 - 1, 100, 3, typeof(CommonSamplerType)),
NodeElementArchetype.Factory.Text(155, Surface.Constants.LayoutOffsetY * 4, "Local"),
NodeElementArchetype.Factory.Bool(190, Surface.Constants.LayoutOffsetY * 4, 4),
}
},
};
}
}

View File

@@ -1499,12 +1499,12 @@ namespace FlaxEditor.Surface.Archetypes
2,
// Stop 0
0.1f,
Color.CornflowerBlue,
0.05f,
Color.Black,
// Stop 1
0.9f,
Color.GreenYellow,
0.95f,
Color.White,
// Empty stops 2-7
0.0f, Color.Black,

View File

@@ -147,6 +147,11 @@ namespace FlaxEditor.Surface.Elements
{
value = (double)toSet;
}
else if (parentNode.GroupArchetype.GroupID != 2)
{
// Per-component editing is used only by nodes from Constant group, otherwise use float
value = toSet;
}
else if (value is Vector2 asVector2)
{
if (arch.BoxID == 0)

View File

@@ -4,6 +4,7 @@
#include "MaterialGenerator.h"
#include "Engine/Content/Assets/MaterialFunction.h"
#include "Engine/Visject/ShaderStringBuilder.h"
void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
{
@@ -643,6 +644,136 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), innerMask.Value, outerMask.Value, mask.Value), node);
break;
}
// Shift HSV
case 50:
{
const auto color = tryGetValue(node->GetBox(0), Value::One).AsFloat4();
if (!color.IsValid())
{
value = Value::Zero;
break;
}
const auto hue = tryGetValue(node->GetBox(1), node->Values[0]).AsFloat();
const auto saturation = tryGetValue(node->GetBox(2), node->Values[1]).AsFloat();
const auto val = tryGetValue(node->GetBox(3), node->Values[2]).AsFloat();
auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
const String hsvAdjust = ShaderStringBuilder()
.Code(TEXT(R"(
{
float3 rgb = %COLOR%.rgb;
float minc = min(min(rgb.r, rgb.g), rgb.b);
float maxc = max(max(rgb.r, rgb.g), rgb.b);
float delta = maxc - minc;
float3 grb = float3(rgb.g - rgb.b, rgb.r - rgb.b, rgb.b - rgb.g);
float3 cmps = float3(maxc == rgb.r, maxc == rgb.g, maxc == rgb.b);
float h = dot(grb * rcp(delta), cmps);
h += 6.0 * (h < 0);
h = frac(h * (1.0/6.0) * step(0, delta) + %HUE% * 0.5);
float s = saturate(delta * rcp(maxc + step(maxc, 0)) * (1.0 + %SATURATION%));
float v = maxc * (1.0 + %VALUE%);
float3 k = float3(1.0, 2.0 / 3.0, 1.0 / 3.0);
%RESULT% = float4(v * lerp(1.0, saturate(abs(frac(h + k) * 6.0 - 3.0) - 1.0), s), %COLOR%.a);
}
)"))
.Replace(TEXT("%COLOR%"), color.Value)
.Replace(TEXT("%HUE%"), hue.Value)
.Replace(TEXT("%SATURATION%"), saturation.Value)
.Replace(TEXT("%VALUE%"), val.Value)
.Replace(TEXT("%RESULT%"), result.Value)
.Build();
_writer.Write(*hsvAdjust);
value = result;
break;
}
// Color Blend
case 51:
{
const auto baseColor = tryGetValue(node->GetBox(0), Value::One).AsFloat4();
const auto blendColor = tryGetValue(node->GetBox(1), Value::One).AsFloat4();
const auto blendAmount = tryGetValue(node->GetBox(2), node->Values[1]).AsFloat();
const auto blendMode = node->Values[0].AsInt;
auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
String blendFormula;
switch (blendMode)
{
case 0: // Normal
blendFormula = TEXT("blend");
break;
case 1: // Add
blendFormula = TEXT("base + blend");
break;
case 2: // Subtract
blendFormula = TEXT("base - blend");
break;
case 3: // Multiply
blendFormula = TEXT("base * blend");
break;
case 4: // Screen
blendFormula = TEXT("1.0 - (1.0 - base) * (1.0 - blend)");
break;
case 5: // Overlay
blendFormula = TEXT("base <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)");
break;
case 6: // Linear Burn
blendFormula = TEXT("base + blend - 1.0");
break;
case 7: // Linear Light
blendFormula = TEXT("blend < 0.5 ? max(base + (2.0 * blend) - 1.0, 0.0) : min(base + 2.0 * (blend - 0.5), 1.0)");
break;
case 8: // Darken
blendFormula = TEXT("min(base, blend)");
break;
case 9: // Lighten
blendFormula = TEXT("max(base, blend)");
break;
case 10: // Difference
blendFormula = TEXT("abs(base - blend)");
break;
case 11: // Exclusion
blendFormula = TEXT("base + blend - (2.0 * base * blend)");
break;
case 12: // Divide
blendFormula = TEXT("base / (blend + 0.000001)");
break;
case 13: // Hard Light
blendFormula = TEXT("blend <= 0.5 ? 2.0 * base * blend : 1.0 - 2.0 * (1.0 - base) * (1.0 - blend)");
break;
case 14: // Pin Light
blendFormula = TEXT("blend <= 0.5 ? min(base, 2.0 * blend) : max(base, 2.0 * (blend - 0.5))");
break;
case 15: // Hard Mix
blendFormula = TEXT("step(1.0 - base, blend)");
break;
default:
blendFormula = TEXT("blend");
break;
}
const String blendImpl = ShaderStringBuilder()
.Code(TEXT(R"(
{
float3 base = %BASE%.rgb;
float3 blend = %BLEND%.rgb;
float alpha = %BASE%.a;
float3 final = %BLEND_FORMULA%;
%RESULT% = float4(lerp(base, final, %AMOUNT%), alpha);
}
)"))
.Replace(TEXT("%BASE%"), baseColor.Value)
.Replace(TEXT("%BLEND%"), blendColor.Value)
.Replace(TEXT("%AMOUNT%"), blendAmount.Value)
.Replace(TEXT("%BLEND_FORMULA%"), *blendFormula)
.Replace(TEXT("%RESULT%"), result.Value)
.Build();
_writer.Write(*blendImpl);
value = result;
break;
}
default:
break;
}

View File

@@ -3,6 +3,26 @@
#if COMPILE_WITH_MATERIAL_GRAPH
#include "MaterialGenerator.h"
#include "Engine/Visject/ShaderStringBuilder.h"
namespace
{
enum CommonSamplerType
{
LinearClamp = 0,
PointClamp = 1,
LinearWrap = 2,
PointWrap = 3,
TextureGroup = 4,
};
const Char* SamplerNames[]
{
TEXT("SamplerLinearClamp"),
TEXT("SamplerPointClamp"),
TEXT("SamplerLinearWrap"),
TEXT("SamplerPointWrap"),
};
};
MaterialValue* MaterialGenerator::sampleTextureRaw(Node* caller, Value& value, Box* box, SerializedMaterialParam* texture)
{
@@ -491,22 +511,6 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
// Procedural Texture Sample
case 17:
{
enum CommonSamplerType
{
LinearClamp = 0,
PointClamp = 1,
LinearWrap = 2,
PointWrap = 3,
TextureGroup = 4,
};
const Char* SamplerNames[]
{
TEXT("SamplerLinearClamp"),
TEXT("SamplerPointClamp"),
TEXT("SamplerLinearWrap"),
TEXT("SamplerPointWrap"),
};
// Get input boxes
auto textureBox = node->GetBox(0);
auto uvsBox = node->GetBox(1);
@@ -645,9 +649,7 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
// Decode normal map vector
if (isNormalMap)
{
// TODO: maybe we could use helper function for UnpackNormalTexture() and unify unpacking?
_writer.Write(TEXT("\t{0}.xy = {0}.xy * 2.0 - 1.0;\n"), textureBox->Cache.Value);
_writer.Write(TEXT("\t{0}.z = sqrt(saturate(1.0 - dot({0}.xy, {0}.xy)));\n"), textureBox->Cache.Value);
_writer.Write(TEXT("\t{0}.xyz = UnpackNormalMap({0}.xy);\n"), textureBox->Cache.Value);
}
value = textureBox->Cache;
@@ -690,12 +692,10 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = box == gradientBox ? gradient : distance;
break;
}
// World Triplanar Texture
// Triplanar Texture
case 16:
{
auto textureBox = node->GetBox(0);
auto scaleBox = node->GetBox(1);
auto blendBox = node->GetBox(2);
if (!textureBox->HasConnection())
{
// No texture to sample
@@ -704,28 +704,62 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
const bool canUseSample = CanUseSample(_treeType);
const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
const auto scale = tryGetValue(scaleBox, node->Values[0]).AsFloat4();
const auto blend = tryGetValue(blendBox, node->Values[1]).AsFloat();
const auto scale = tryGetValue(node->GetBox(1), node->Values[0]).AsFloat();
const auto blend = tryGetValue(node->GetBox(2), node->Values[1]).AsFloat();
const auto offset = tryGetValue(node->GetBox(3), node->Values[2]).AsFloat2();
const bool local = node->Values.Count() >= 5 ? node->Values[4].AsBool : false;
const Char* samplerName;
const int32 samplerIndex = node->Values[3].AsInt;
if (samplerIndex == TextureGroup)
{
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[3].AsInt);
samplerName = *textureGroupSampler.ShaderName;
}
else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
{
samplerName = SamplerNames[samplerIndex];
}
else
{
OnError(node, box, TEXT("Invalid texture sampler."));
return;
}
auto result = writeLocal(Value::InitForZero(ValueType::Float4), node);
const String triplanarTexture = String::Format(TEXT(
" {{\n"
" float tiling = {1} * 0.001f;\n"
" float3 worldPos = (input.WorldPosition.xyz + GetLargeWorldsTileOffset(1.0f / tiling)) * tiling;\n"
" float3 normal = abs(input.TBN[2]);\n"
" normal = pow(normal, {2});\n"
" normal = normalize(normal);\n"
" {3} += {0}.{4}(SamplerLinearWrap, worldPos.yz{5}) * normal.x;\n"
" {3} += {0}.{4}(SamplerLinearWrap, worldPos.xz{5}) * normal.y;\n"
" {3} += {0}.{4}(SamplerLinearWrap, worldPos.xy{5}) * normal.z;\n"
" }}\n"
),
texture.Value, // {0}
scale.Value, // {1}
blend.Value, // {2}
result.Value, // {3}
canUseSample ? TEXT("Sample") : TEXT("SampleLevel"), // {4}
canUseSample ? TEXT("") : TEXT(", 0") // {5}
);
const String triplanarTexture = ShaderStringBuilder()
.Code(TEXT(R"(
{
// Get world position and normal
float tiling = %SCALE% * 0.001f;
float3 position = ((%POSITION%) + GetLargeWorldsTileOffset(1.0f / tiling)) * tiling;
float3 normal = normalize(%NORMAL%);
// Compute triplanar blend weights using power distribution
float3 blendWeights = pow(abs(normal), %BLEND%);
blendWeights /= dot(blendWeights, float3(1, 1, 1));
// Sample projections with proper scaling and offset
float4 xProjection = %TEXTURE%.%SAMPLE%(%SAMPLER%, position.yz + %OFFSET%%SAMPLE_ARGS%);
float4 yProjection = %TEXTURE%.%SAMPLE%(%SAMPLER%, position.xz + %OFFSET%%SAMPLE_ARGS%);
float4 zProjection = %TEXTURE%.%SAMPLE%(%SAMPLER%, position.xy + %OFFSET%%SAMPLE_ARGS%);
// Blend projections using computed weights
%RESULT% = xProjection * blendWeights.x + yProjection * blendWeights.y + zProjection * blendWeights.z;
}
)"))
.Replace(TEXT("%TEXTURE%"), texture.Value)
.Replace(TEXT("%SCALE%"), scale.Value)
.Replace(TEXT("%BLEND%"), blend.Value)
.Replace(TEXT("%OFFSET%"), offset.Value)
.Replace(TEXT("%RESULT%"), result.Value)
.Replace(TEXT("%POSITION%"), local ? TEXT("TransformWorldVectorToLocal(input, input.WorldPosition - GetObjectPosition(input)) / GetObjectScale(input)") : TEXT("input.WorldPosition"))
.Replace(TEXT("%NORMAL%"), local ? TEXT("TransformWorldVectorToLocal(input, input.TBN[2])") : TEXT("input.TBN[2]"))
.Replace(TEXT("%SAMPLER%"), samplerName)
.Replace(TEXT("%SAMPLE%"), canUseSample ? TEXT("Sample") : TEXT("SampleLevel"))
.Replace(TEXT("%SAMPLE_ARGS%"), canUseSample ? TEXT("") : TEXT(", 0")) // Sample mip0 when cannot get auto ddx/ddy in Vertex Shader
.Build();
_writer.Write(*triplanarTexture);
value = result;
break;
@@ -747,6 +781,96 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
value = output;
break;
}
// Triplanar Normal Map
case 23:
{
auto textureBox = node->GetBox(0);
if (!textureBox->HasConnection())
{
// No texture to sample
value = Value::Zero;
break;
}
const bool canUseSample = CanUseSample(_treeType);
const auto texture = eatBox(textureBox->GetParent<Node>(), textureBox->FirstConnection());
const auto scale = tryGetValue(node->GetBox(1), node->Values[0]).AsFloat();
const auto blend = tryGetValue(node->GetBox(2), node->Values[1]).AsFloat();
const auto offset = tryGetValue(node->GetBox(3), node->Values[2]).AsFloat2();
const bool local = node->Values.Count() >= 5 ? node->Values[4].AsBool : false;
const Char* samplerName;
const int32 samplerIndex = node->Values[3].AsInt;
if (samplerIndex == TextureGroup)
{
auto& textureGroupSampler = findOrAddTextureGroupSampler(node->Values[3].AsInt);
samplerName = *textureGroupSampler.ShaderName;
}
else if (samplerIndex >= 0 && samplerIndex < ARRAY_COUNT(SamplerNames))
{
samplerName = SamplerNames[samplerIndex];
}
else
{
OnError(node, box, TEXT("Invalid texture sampler."));
return;
}
auto result = writeLocal(Value::InitForZero(ValueType::Float3), node);
// Reference: https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
const String triplanarNormalMap = ShaderStringBuilder()
.Code(TEXT(R"(
{
// Get world position and normal
float tiling = %SCALE% * 0.001f;
float3 position = ((%POSITION%) + GetLargeWorldsTileOffset(1.0f / tiling)) * tiling;
float3 normal = normalize(%NORMAL%);
// Compute triplanar blend weights using power distribution
float3 blendWeights = pow(abs(normal), %BLEND%);
blendWeights /= dot(blendWeights, float3(1, 1, 1));
// Unpack normal maps
float3 tnormalX = UnpackNormalMap(%TEXTURE%.%SAMPLE%(%SAMPLER%, position.yz + %OFFSET%%SAMPLE_ARGS%).rg);
float3 tnormalY = UnpackNormalMap(%TEXTURE%.%SAMPLE%(%SAMPLER%, position.xz + %OFFSET%%SAMPLE_ARGS%).rg);
float3 tnormalZ = UnpackNormalMap(%TEXTURE%.%SAMPLE%(%SAMPLER%, position.xy + %OFFSET%%SAMPLE_ARGS%).rg);
// Apply proper whiteout blend
normal = normalize(input.TBN[2]);
float3 axisSign = sign(normal);
float2 sumX = tnormalX.xy + normal.zy;
float2 sumY = tnormalY.xy + normal.xz;
float2 sumZ = tnormalZ.xy + normal.xy;
tnormalX = float3(sumX, sqrt(1.0 - saturate(dot(sumX, sumX))) * axisSign.x);
tnormalY = float3(sumY, sqrt(1.0 - saturate(dot(sumY, sumY))) * axisSign.y);
tnormalZ = float3(sumZ, sqrt(1.0 - saturate(dot(sumZ, sumZ))) * axisSign.z);
// Blend the normal maps using the blend weights
float3 blendedNormal = normalize(
tnormalX.zyx * blendWeights.x +
tnormalY.xzy * blendWeights.y +
tnormalZ.xyz * blendWeights.z
);
// Transform to tangent space
%RESULT% = normalize(TransformWorldVectorToTangent(input, blendedNormal));
}
)"))
.Replace(TEXT("%TEXTURE%"), texture.Value)
.Replace(TEXT("%SCALE%"), scale.Value)
.Replace(TEXT("%BLEND%"), blend.Value)
.Replace(TEXT("%OFFSET%"), offset.Value)
.Replace(TEXT("%RESULT%"), result.Value)
.Replace(TEXT("%POSITION%"), local ? TEXT("TransformWorldVectorToLocal(input, input.WorldPosition - GetObjectPosition(input)) / GetObjectScale(input)") : TEXT("input.WorldPosition"))
.Replace(TEXT("%NORMAL%"), local ? TEXT("TransformWorldVectorToLocal(input, input.TBN[2])") : TEXT("input.TBN[2]"))
.Replace(TEXT("%SAMPLER%"), samplerName)
.Replace(TEXT("%SAMPLE%"), canUseSample ? TEXT("Sample") : TEXT("SampleLevel"))
.Replace(TEXT("%SAMPLE_ARGS%"), canUseSample ? TEXT("") : TEXT(", 0")) // Sample mip0 when cannot get auto ddx/ddy in Vertex Shader
.Build();
_writer.Write(*triplanarNormalMap);
value = result;
break;
}
default:
break;
}

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@@ -0,0 +1,34 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "ShaderStringBuilder.h"
ShaderStringBuilder& ShaderStringBuilder::Code(const Char* shaderCode)
{
_code = shaderCode;
return *this;
}
ShaderStringBuilder& ShaderStringBuilder::Replace(const String& key, const String& value)
{
_replacements.Add(Pair<String, String>(key, value));
return *this;
}
String ShaderStringBuilder::Build() const
{
String result = _code;
for (const auto& replacement : _replacements)
{
const auto& key = replacement.First;
const auto& value = replacement.Second;
int32 position = 0;
while ((position = result.Find(key)) != -1)
{
result = String::Format(TEXT("{0}{1}{2}"),
StringView(result.Get(), position),
value,
StringView(result.Get() + position + key.Length()));
}
}
return result;
}

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@@ -0,0 +1,21 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/Pair.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/Types/StringView.h"
#include "Engine/Core/Collections/Array.h"
// Helper utility for shader source code formatting.
class ShaderStringBuilder
{
private:
String _code;
Array<Pair<String, String>> _replacements;
public:
ShaderStringBuilder& Code(const Char* shaderCode);
ShaderStringBuilder& Replace(const String& key, const String& value);
String Build() const;
};

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@@ -261,6 +261,14 @@ struct GBufferOutput
float4 RT3 : SV_Target4;
};
float3 UnpackNormalMap(float2 value)
{
float3 normal;
normal.xy = value * 2.0 - 1.0;
normal.z = sqrt(saturate(1.0 - dot(normal.xy, normal.xy)));
return normal;
}
float3x3 CalcTangentBasis(float3 normal, float3 pos, float2 uv)
{
// References: