diff --git a/Content/Editor/MaterialTemplates/Decal.shader b/Content/Editor/MaterialTemplates/Decal.shader
index 58ef9492c..06b44d498 100644
--- a/Content/Editor/MaterialTemplates/Decal.shader
+++ b/Content/Editor/MaterialTemplates/Decal.shader
@@ -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)
{
diff --git a/Content/Editor/MaterialTemplates/Deformable.shader b/Content/Editor/MaterialTemplates/Deformable.shader
index 9ff0161eb..91f96607d 100644
--- a/Content/Editor/MaterialTemplates/Deformable.shader
+++ b/Content/Editor/MaterialTemplates/Deformable.shader
@@ -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)
{
diff --git a/Content/Editor/MaterialTemplates/GUI.shader b/Content/Editor/MaterialTemplates/GUI.shader
index 170d95f1a..fad7afa32 100644
--- a/Content/Editor/MaterialTemplates/GUI.shader
+++ b/Content/Editor/MaterialTemplates/GUI.shader
@@ -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)
{
diff --git a/Content/Editor/MaterialTemplates/Surface.shader b/Content/Editor/MaterialTemplates/Surface.shader
index b0465d2ff..ba3c36440 100644
--- a/Content/Editor/MaterialTemplates/Surface.shader
+++ b/Content/Editor/MaterialTemplates/Surface.shader
@@ -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)
{
diff --git a/Content/Editor/MaterialTemplates/Terrain.shader b/Content/Editor/MaterialTemplates/Terrain.shader
index 9b654e8f0..abc444316 100644
--- a/Content/Editor/MaterialTemplates/Terrain.shader
+++ b/Content/Editor/MaterialTemplates/Terrain.shader
@@ -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)
{
diff --git a/Source/Editor/Surface/Archetypes/Material.cs b/Source/Editor/Surface/Archetypes/Material.cs
index 9da0ec067..05f67c0e1 100644
--- a/Source/Editor/Surface/Archetypes/Material.cs
+++ b/Source/Editor/Surface/Archetypes/Material.cs
@@ -15,6 +15,29 @@ namespace FlaxEditor.Surface.Archetypes
[HideInEditor]
public static class Material
{
+ ///
+ /// Blend modes (each enum item value maps to box ID).
+ ///
+ internal enum BlendMode
+ {
+ Normal,
+ Add,
+ Subtract,
+ Multiply,
+ Screen,
+ Overlay,
+ LinearBurn,
+ LinearLight,
+ Darken,
+ Lighten,
+ Difference,
+ Exclusion,
+ Divide,
+ HardLight,
+ PinLight,
+ HardMix
+ };
+
///
/// Customized for main material node.
///
@@ -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),
+ }
+ },
};
}
}
diff --git a/Source/Editor/Surface/Archetypes/Textures.cs b/Source/Editor/Surface/Archetypes/Textures.cs
index d941da939..6fe682197 100644
--- a/Source/Editor/Surface/Archetypes/Textures.cs
+++ b/Source/Editor/Surface/Archetypes/Textures.cs
@@ -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),
+ }
+ },
};
}
}
diff --git a/Source/Editor/Surface/Archetypes/Tools.cs b/Source/Editor/Surface/Archetypes/Tools.cs
index e08171ca2..4258b65cd 100644
--- a/Source/Editor/Surface/Archetypes/Tools.cs
+++ b/Source/Editor/Surface/Archetypes/Tools.cs
@@ -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,
diff --git a/Source/Editor/Surface/Elements/FloatValue.cs b/Source/Editor/Surface/Elements/FloatValue.cs
index 71ee26df9..d01abcf06 100644
--- a/Source/Editor/Surface/Elements/FloatValue.cs
+++ b/Source/Editor/Surface/Elements/FloatValue.cs
@@ -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)
diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
index f56f7843c..f220b49ce 100644
--- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
+++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
@@ -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;
}
diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
index 1ec9acb94..e155a576a 100644
--- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
+++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
@@ -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(), 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(), 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;
}
diff --git a/Source/Engine/Visject/ShaderStringBuilder.cpp b/Source/Engine/Visject/ShaderStringBuilder.cpp
new file mode 100644
index 000000000..84657a292
--- /dev/null
+++ b/Source/Engine/Visject/ShaderStringBuilder.cpp
@@ -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(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;
+}
diff --git a/Source/Engine/Visject/ShaderStringBuilder.h b/Source/Engine/Visject/ShaderStringBuilder.h
new file mode 100644
index 000000000..2492c91e9
--- /dev/null
+++ b/Source/Engine/Visject/ShaderStringBuilder.h
@@ -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> _replacements;
+
+public:
+ ShaderStringBuilder& Code(const Char* shaderCode);
+ ShaderStringBuilder& Replace(const String& key, const String& value);
+ String Build() const;
+};
diff --git a/Source/Shaders/MaterialCommon.hlsl b/Source/Shaders/MaterialCommon.hlsl
index 1c77d85ae..b36c0a05a 100644
--- a/Source/Shaders/MaterialCommon.hlsl
+++ b/Source/Shaders/MaterialCommon.hlsl
@@ -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: