Refactor material shaders generator to use modular features as extensions
This commit is contained in:
@@ -116,9 +116,6 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Input macro specified by the material: DECAL_BLEND_MODE
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#define DECAL_BLEND_MODE_TRANSLUCENT 0
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@@ -1,6 +1,7 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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@0// Tessellation: Defines
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#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
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@1// Tessellation: Includes
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@2// Tessellation: Constants
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@3// Tessellation: Resources
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@@ -11,22 +12,10 @@
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// Interpolants passed from the hull shader to the domain shader
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struct TessalationHSToDS
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7;
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#if IS_MOTION_VECTORS_PASS
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float3 PrevWorldPosition : TEXCOORD8;
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#endif
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float TessellationMultiplier : TESS;
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};
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@@ -34,41 +23,19 @@ struct TessalationHSToDS
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// Interpolants passed from the domain shader and to the pixel shader
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struct TessalationDSToPS
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7;
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#if IS_MOTION_VECTORS_PASS
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float3 PrevWorldPosition : TEXCOORD8;
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#endif
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};
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MaterialInput GetMaterialInput(TessalationDSToPS input)
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{
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MaterialInput result = (MaterialInput)0;
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result.WorldPosition = input.WorldPosition;
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result.TexCoord = input.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = input.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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result.VertexColor = input.VertexColor;
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#endif
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result.TBN = CalcTangentBasis(input.WorldNormal, input.WorldTangent);
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result.TwoSidedSign = WorldDeterminantSign;
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result.InstanceOrigin = input.InstanceOrigin;
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result.InstanceParams = input.InstanceParams;
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result.SvPosition = input.Position;
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GetGeometryMaterialInput(result, input.Geometry);
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result.TwoSidedSign = WorldDeterminantSign;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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result.CustomVSToPS = input.CustomVSToPS;
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#endif
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@@ -78,7 +45,7 @@ MaterialInput GetMaterialInput(TessalationDSToPS input)
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struct TessalationPatch
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{
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float EdgeTessFactor[3] : SV_TessFactor;
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float InsideTessFactor : SV_InsideTessFactor;
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float InsideTessFactor : SV_InsideTessFactor;
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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float3 B210 : POSITION4;
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float3 B120 : POSITION5;
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@@ -110,20 +77,19 @@ TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Calculate PN Triangle control points
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// Reference: [Vlachos 2001]
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float3 p1 = input[0].WorldPosition;
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float3 p2 = input[1].WorldPosition;
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float3 p3 = input[2].WorldPosition;
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float3 n1 = input[0].WorldNormal;
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float3 n2 = input[1].WorldNormal;
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float3 n3 = input[2].WorldNormal;
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float3 p1 = input[0].Geometry.WorldPosition;
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float3 p2 = input[1].Geometry.WorldPosition;
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float3 p3 = input[2].Geometry.WorldPosition;
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float3 n1 = input[0].Geometry.WorldNormal;
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float3 n2 = input[1].Geometry.WorldNormal;
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float3 n3 = input[2].Geometry.WorldNormal;
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output.B210 = (2.0f * p1 + p2 - dot((p2 - p1), n1) * n1) / 3.0f;
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output.B120 = (2.0f * p2 + p1 - dot((p1 - p2), n2) * n2) / 3.0f;
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output.B021 = (2.0f * p2 + p3 - dot((p3 - p2), n2) * n2) / 3.0f;
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output.B012 = (2.0f * p3 + p2 - dot((p2 - p3), n3) * n3) / 3.0f;
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output.B102 = (2.0f * p3 + p1 - dot((p1 - p3), n3) * n3) / 3.0f;
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output.B201 = (2.0f * p1 + p3 - dot((p3 - p1), n1) * n1) / 3.0f;
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float3 e = (output.B210 + output.B120 + output.B021 +
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output.B012 + output.B102 + output.B201) / 6.0f;
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float3 e = (output.B210 + output.B120 + output.B021 + output.B012 + output.B102 + output.B201) / 6.0f;
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float3 v = (p1 + p2 + p3) / 3.0f;
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output.B111 = e + ((e - v) / 2.0f);
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#endif
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@@ -132,8 +98,6 @@ TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
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}
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META_HS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=0)
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META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=1)
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META_HS_PATCH(TESSELLATION_IN_CONTROL_POINTS)
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[domain("tri")]
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[partitioning("fractional_odd")]
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@@ -148,19 +112,7 @@ TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> in
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// Pass through shader
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#define COPY(thing) output.thing = input[ControlPointID].thing;
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COPY(Position);
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COPY(WorldPosition);
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COPY(TexCoord);
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COPY(LightmapUV);
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#if USE_VERTEX_COLOR
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COPY(VertexColor);
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#endif
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COPY(WorldNormal);
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COPY(WorldTangent);
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COPY(InstanceOrigin);
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COPY(InstanceParams);
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#if IS_MOTION_VECTORS_PASS
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COPY(PrevWorldPosition);
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#endif
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COPY(Geometry);
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COPY(TessellationMultiplier);
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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COPY(CustomVSToPS);
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@@ -170,19 +122,7 @@ TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> in
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return output;
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}
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
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// Orthogonal projection on to plane
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float3 ProjectOntoPlane(float3 planeNormal, float3 planePosition, float3 pointToProject)
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{
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return pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal;
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}
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#endif
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META_DS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=0)
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META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=1)
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[domain("tri")]
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TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : SV_DomainLocation, const OutputPatch<TessalationHSToDS, 3> input)
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{
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@@ -194,22 +134,18 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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float W = barycentricCoords.z;
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// Interpolate patch attributes to generated vertices
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output.Geometry = InterpolateGeometry(input[0].Geometry, U, input[1].Geometry, V, input[2].Geometry, W);
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#define INTERPOLATE(thing) output.thing = U * input[0].thing + V * input[1].thing + W * input[2].thing
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#define COPY(thing) output.thing = input[0].thing
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INTERPOLATE(Position);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
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// Interpolate using barycentric coordinates and PN Triangle control points
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float UU = U * U;
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float VV = V * V;
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float WW = W * W;
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float UU3 = UU * 3.0f;
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float VV3 = VV * 3.0f;
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float WW3 = WW * 3.0f;
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// Interpolate using barycentric coordinates and PN Triangle control points
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output.WorldPosition =
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input[0].WorldPosition * UU * U +
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input[1].WorldPosition * VV * V +
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input[2].WorldPosition * WW * W +
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float3 offset =
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constantData.B210 * UU3 * V +
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constantData.B120 * VV3 * U +
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constantData.B021 * VV3 * W +
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@@ -217,76 +153,31 @@ TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : S
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constantData.B102 * WW3 * U +
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constantData.B201 * UU3 * W +
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constantData.B111 * 6.0f * W * U * V;
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#if IS_MOTION_VECTORS_PASS
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output.PrevWorldPosition =
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input[0].PrevWorldPosition * UU * U +
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input[1].PrevWorldPosition * VV * V +
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input[2].PrevWorldPosition * WW * W +
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constantData.B210 * UU3 * V +
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constantData.B120 * VV3 * U +
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constantData.B021 * VV3 * W +
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constantData.B012 * WW3 * V +
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constantData.B102 * WW3 * U +
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constantData.B201 * UU3 * W +
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constantData.B111 * 6.0f * W * U * V;
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#endif
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InterpolateGeometryPositions(output.Geometry, input[0].Geometry, UU * U, input[1].Geometry, VV * V, input[2].Geometry, WW * W, offset);
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#else
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INTERPOLATE(WorldPosition);
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#if IS_MOTION_VECTORS_PASS
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INTERPOLATE(PrevWorldPosition);
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InterpolateGeometryPositions(output.Geometry, input[0].Geometry, U, input[1].Geometry, V, input[2].Geometry, W, float3(0, 0, 0));
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#endif
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#endif
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INTERPOLATE(TexCoord);
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INTERPOLATE(LightmapUV);
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#if USE_VERTEX_COLOR
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INTERPOLATE(VertexColor);
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#endif
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INTERPOLATE(WorldNormal);
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INTERPOLATE(WorldTangent);
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COPY(InstanceOrigin);
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COPY(InstanceParams);
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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UNROLL
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for (int i = 0; i < CUSTOM_VERTEX_INTERPOLATORS_COUNT; i++)
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{
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INTERPOLATE(CustomVSToPS[i]);
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}
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#endif
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#undef INTERPOLATE
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#undef COPY
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// Interpolating tangents can unnormalize it, so normalize it
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output.WorldNormal = normalize(output.WorldNormal);
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output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
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#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
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// Orthogonal projection in the tangent planes
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float3 posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].WorldPosition, output.WorldPosition);
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float3 posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].WorldPosition, output.WorldPosition);
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float3 posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].WorldPosition, output.WorldPosition);
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// Interpolate the projected points
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output.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
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#if IS_MOTION_VECTORS_PASS
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posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].PrevWorldPosition, output.PrevWorldPosition);
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posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].PrevWorldPosition, output.PrevWorldPosition);
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posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].PrevWorldPosition, output.PrevWorldPosition);
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output.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
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#endif
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// Orthogonal projection in the tangent planes with interpolation
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ApplyGeometryPositionsPhongTess(output.Geometry, input[0].Geometry, input[1].Geometry, input[2].Geometry, U, V, W);
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#endif
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// Perform displacement mapping
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#if USE_DISPLACEMENT
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MaterialInput materialInput = GetMaterialInput(output);
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Material material = GetMaterialDS(materialInput);
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output.WorldPosition += material.WorldDisplacement;
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#if IS_MOTION_VECTORS_PASS
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output.PrevWorldPosition += material.WorldDisplacement;
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#endif
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OffsetGeometryPositions(output.Geometry, material.WorldDisplacement);
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#endif
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// Recalculate the clip space position
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output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
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output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
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return output;
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}
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@@ -199,9 +199,6 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Vertex Shader function for GUI materials rendering
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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@@ -332,9 +332,6 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Calculates the transform matrix from mesh tangent space to local space
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half3x3 CalcTangentToLocal(ModelInput input)
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{
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@@ -136,9 +136,6 @@ Material GetMaterialPS(MaterialInput input)
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@4
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}
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// Fix line for errors/warnings for shader code from template
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#line 1000
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// Pixel Shader function for PostFx materials rendering
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_PostFx(PixelInput input) : SV_Target0
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@@ -32,25 +32,30 @@ float Dummy1;
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// Material shader resources
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@2
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// Geometry data passed though the graphics rendering stages up to the pixel shader
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struct GeometryData
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{
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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float3 PrevWorldPosition : TEXCOORD8;
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};
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// Interpolants passed from the vertex shader
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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#if IS_MOTION_VECTORS_PASS
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float3 PrevWorldPosition : TEXCOORD8;
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#endif
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#if USE_TESSELLATION
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float TessellationMultiplier : TESS;
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@@ -60,24 +65,12 @@ struct VertexOutput
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// Interpolants passed to the pixel shader
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struct PixelInput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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#if IS_MOTION_VECTORS_PASS
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float3 PrevWorldPosition : TEXCOORD8;
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#endif
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bool IsFrontFace : SV_IsFrontFace;
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bool IsFrontFace : SV_IsFrontFace;
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};
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// Material properties generation input
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@@ -108,24 +101,75 @@ struct MaterialInput
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#endif
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};
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float3x3 CalcTangentBasis(float3 normal, float4 tangent)
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// Extracts geometry data to the material input
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void GetGeometryMaterialInput(inout MaterialInput result, in GeometryData geometry)
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{
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float3 bitangent = cross(normal, tangent.xyz) * tangent.w;
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return float3x3(tangent.xyz, bitangent, normal);
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result.WorldPosition = geometry.WorldPosition;
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result.TexCoord = geometry.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = geometry.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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result.VertexColor = geometry.VertexColor;
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#endif
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result.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
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result.InstanceOrigin = geometry.InstanceOrigin;
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result.InstanceParams = geometry.InstanceParams;
|
||||
}
|
||||
|
||||
#if USE_TESSELLATION
|
||||
|
||||
// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
|
||||
#define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset; output.PrevWorldPosition = p0.PrevWorldPosition * w0 + p1.PrevWorldPosition * w1 + p2.PrevWorldPosition * w2 + offset
|
||||
|
||||
// Offsets the geometry positions data only (used by the tessallation when generating vertices)
|
||||
#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset; geometry.PrevWorldPosition += offset
|
||||
|
||||
// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
|
||||
#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
|
||||
float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
|
||||
float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
|
||||
float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
|
||||
geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW; \
|
||||
posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.PrevWorldPosition, geometry.PrevWorldPosition); \
|
||||
posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.PrevWorldPosition, geometry.PrevWorldPosition); \
|
||||
posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.PrevWorldPosition, geometry.PrevWorldPosition); \
|
||||
geometry.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
|
||||
|
||||
// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
|
||||
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
|
||||
{
|
||||
GeometryData output = (GeometryData)0;
|
||||
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
|
||||
#if USE_LIGHTMAP
|
||||
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
|
||||
#endif
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
|
||||
#endif
|
||||
output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
|
||||
output.WorldNormal = normalize(output.WorldNormal);
|
||||
output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
|
||||
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
|
||||
output.InstanceOrigin = p0.InstanceOrigin;
|
||||
output.InstanceParams = p0.InstanceParams;
|
||||
return output;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
MaterialInput GetMaterialInput(ModelInput input, VertexOutput output, float3 localNormal)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.WorldPosition = output.WorldPosition;
|
||||
result.TexCoord = output.TexCoord;
|
||||
result.WorldPosition = output.Geometry.WorldPosition;
|
||||
result.TexCoord = output.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = output.LightmapUV;
|
||||
result.LightmapUV = output.Geometry.LightmapUV;
|
||||
#endif
|
||||
#if USE_VERTEX_COLOR
|
||||
result.VertexColor = output.VertexColor;
|
||||
result.VertexColor = output.Geometry.VertexColor;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasis(output.WorldNormal, output.WorldTangent);
|
||||
result.TBN = CalcTangentBasis(output.Geometry.WorldNormal, output.Geometry.WorldTangent);
|
||||
result.TwoSidedSign = WorldDeterminantSign;
|
||||
result.SvPosition = output.Position;
|
||||
result.PreSkinnedPosition = input.Position.xyz;
|
||||
@@ -146,15 +190,15 @@ MaterialInput GetMaterialInput(ModelInput input, VertexOutput output, float3 loc
|
||||
MaterialInput GetMaterialInput(VertexOutput output, float3 localPosition, float3 localNormal)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.WorldPosition = output.WorldPosition;
|
||||
result.TexCoord = output.TexCoord;
|
||||
result.WorldPosition = output.Geometry.WorldPosition;
|
||||
result.TexCoord = output.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = output.LightmapUV;
|
||||
result.LightmapUV = output.Geometry.LightmapUV;
|
||||
#endif
|
||||
#if USE_VERTEX_COLOR
|
||||
result.VertexColor = output.VertexColor;
|
||||
result.VertexColor = output.Geometry.VertexColor;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasis(output.WorldNormal, output.WorldTangent);
|
||||
result.TBN = CalcTangentBasis(output.Geometry.WorldNormal, output.Geometry.WorldTangent);
|
||||
result.TwoSidedSign = WorldDeterminantSign;
|
||||
result.InstanceOrigin = WorldMatrix[3].xyz;
|
||||
result.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
||||
@@ -167,18 +211,18 @@ MaterialInput GetMaterialInput(VertexOutput output, float3 localPosition, float3
|
||||
MaterialInput GetMaterialInput(PixelInput input)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.WorldPosition = input.WorldPosition;
|
||||
result.TexCoord = input.TexCoord;
|
||||
result.WorldPosition = input.Geometry.WorldPosition;
|
||||
result.TexCoord = input.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = input.LightmapUV;
|
||||
result.LightmapUV = input.Geometry.LightmapUV;
|
||||
#endif
|
||||
#if USE_VERTEX_COLOR
|
||||
result.VertexColor = input.VertexColor;
|
||||
result.VertexColor = input.Geometry.VertexColor;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasis(input.WorldNormal, input.WorldTangent);
|
||||
result.TBN = CalcTangentBasis(input.Geometry.WorldNormal, input.Geometry.WorldTangent);
|
||||
result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
|
||||
result.InstanceOrigin = input.InstanceOrigin;
|
||||
result.InstanceParams = input.InstanceParams;
|
||||
result.InstanceOrigin = input.Geometry.InstanceOrigin;
|
||||
result.InstanceParams = input.Geometry.InstanceParams;
|
||||
result.SvPosition = input.Position;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
result.CustomVSToPS = input.CustomVSToPS;
|
||||
@@ -330,9 +374,6 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates the transform matrix from mesh tangent space to local space
|
||||
float3x3 CalcTangentToLocal(ModelInput input)
|
||||
{
|
||||
@@ -353,7 +394,6 @@ float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
|
||||
META_VS(IS_SURFACE, FEATURE_LEVEL_ES2)
|
||||
META_PERMUTATION_1(USE_INSTANCING=0)
|
||||
META_PERMUTATION_1(USE_INSTANCING=1)
|
||||
META_PERMUTATION_2(USE_INSTANCING=0, IS_MOTION_VECTORS_PASS=1)
|
||||
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
|
||||
@@ -371,34 +411,32 @@ VertexOutput VS(ModelInput input)
|
||||
|
||||
// Compute world space vertex position
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
output.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
#if IS_MOTION_VECTORS_PASS
|
||||
output.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
|
||||
#endif
|
||||
output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz;
|
||||
|
||||
// Compute clip space position
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = input.Color;
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
output.InstanceOrigin = world[3].xyz;
|
||||
output.Geometry.InstanceOrigin = world[3].xyz;
|
||||
#if USE_INSTANCING
|
||||
output.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
|
||||
output.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
|
||||
output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
|
||||
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
|
||||
#else
|
||||
output.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
|
||||
output.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
||||
output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
|
||||
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
||||
#endif
|
||||
|
||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||
float3x3 tangentToLocal = CalcTangentToLocal(input);
|
||||
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||
output.WorldNormal = tangentToWorld[2];
|
||||
output.WorldTangent.xyz = tangentToWorld[0];
|
||||
output.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
|
||||
output.Geometry.WorldNormal = tangentToWorld[2];
|
||||
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
|
||||
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
|
||||
|
||||
// Get material input params if need to evaluate any material property
|
||||
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
@@ -408,8 +446,8 @@ VertexOutput VS(ModelInput input)
|
||||
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
// Get tessalation multiplier (per vertex)
|
||||
@@ -439,7 +477,7 @@ float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
|
||||
{
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
|
||||
float4 position = mul(float4(worldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
|
||||
return position;
|
||||
}
|
||||
|
||||
@@ -524,8 +562,7 @@ float3x3 SkinTangents(ModelInput_Skinned input, SkinningData data)
|
||||
// Vertex Shader function for GBuffers/Depth Pass (skinned mesh rendering)
|
||||
META_VS(IS_SURFACE, FEATURE_LEVEL_ES2)
|
||||
META_PERMUTATION_1(USE_SKINNING=1)
|
||||
META_PERMUTATION_2(USE_SKINNING=1, IS_MOTION_VECTORS_PASS=1)
|
||||
META_PERMUTATION_3(USE_SKINNING=1, IS_MOTION_VECTORS_PASS=1, PER_BONE_MOTION_BLUR=1)
|
||||
META_PERMUTATION_2(USE_SKINNING=1, PER_BONE_MOTION_BLUR=1)
|
||||
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
||||
@@ -544,37 +581,35 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
|
||||
// Compute world space vertex position
|
||||
float4x4 world = GetInstanceTransform(input);
|
||||
output.WorldPosition = mul(float4(position, 1), world).xyz;
|
||||
#if IS_MOTION_VECTORS_PASS
|
||||
output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz;
|
||||
#if PER_BONE_MOTION_BLUR
|
||||
float3 prevPosition = SkinPrevPosition(input);
|
||||
output.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz;
|
||||
output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz;
|
||||
#else
|
||||
output.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz;
|
||||
#endif
|
||||
output.Geometry.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz;
|
||||
#endif
|
||||
|
||||
// Compute clip space position
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = float4(0, 0, 0, 1);
|
||||
output.Geometry.VertexColor = float4(0, 0, 0, 1);
|
||||
#endif
|
||||
output.LightmapUV = float2(0, 0);
|
||||
output.InstanceOrigin = world[3].xyz;
|
||||
output.Geometry.LightmapUV = float2(0, 0);
|
||||
output.Geometry.InstanceOrigin = world[3].xyz;
|
||||
#if USE_INSTANCING
|
||||
output.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
|
||||
output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
|
||||
#else
|
||||
output.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
||||
output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
||||
#endif
|
||||
|
||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||
float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||
output.WorldNormal = tangentToWorld[2];
|
||||
output.WorldTangent.xyz = tangentToWorld[0];
|
||||
output.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
|
||||
output.Geometry.WorldNormal = tangentToWorld[2];
|
||||
output.Geometry.WorldTangent.xyz = tangentToWorld[0];
|
||||
output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
|
||||
|
||||
// Get material input params if need to evaluate any material property
|
||||
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
@@ -584,8 +619,8 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
// Get tessalation multiplier (per vertex)
|
||||
@@ -721,10 +756,8 @@ void PS_Depth(PixelInput input
|
||||
|
||||
// Pixel Shader function for Motion Vectors Pass
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=1)
|
||||
float4 PS_MotionVectors(PixelInput input) : SV_Target0
|
||||
{
|
||||
#if IS_MOTION_VECTORS_PASS
|
||||
// LOD masking
|
||||
ClipLODTransition(input);
|
||||
|
||||
@@ -736,8 +769,8 @@ float4 PS_MotionVectors(PixelInput input) : SV_Target0
|
||||
#endif
|
||||
|
||||
// Calculate this and previosu frame pixel locations in clip space
|
||||
float4 prevClipPos = mul(float4(input.PrevWorldPosition, 1), PrevViewProjectionMatrix);
|
||||
float4 curClipPos = mul(float4(input.WorldPosition, 1), ViewProjectionMatrix);
|
||||
float4 prevClipPos = mul(float4(input.Geometry.PrevWorldPosition, 1), PrevViewProjectionMatrix);
|
||||
float4 curClipPos = mul(float4(input.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
float2 prevHPos = prevClipPos.xy / prevClipPos.w;
|
||||
float2 curHPos = curClipPos.xy / curClipPos.w;
|
||||
|
||||
@@ -753,9 +786,6 @@ float4 PS_MotionVectors(PixelInput input) : SV_Target0
|
||||
|
||||
// Calculate per-pixel motion vector
|
||||
return float4(vPosCur - vPosPrev, 0, 1);
|
||||
#else
|
||||
return float4(0, 0, 0, 1);
|
||||
#endif
|
||||
}
|
||||
|
||||
@9
|
||||
|
||||
@@ -338,9 +338,6 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates the transform matrix from mesh tangent space to local space
|
||||
half3x3 CalcTangentToLocal(ModelInput input)
|
||||
{
|
||||
@@ -432,31 +429,6 @@ VertexOutput VS(ModelInput input)
|
||||
// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
|
||||
Buffer<float4> BoneMatrices : register(t0);
|
||||
|
||||
#if PER_BONE_MOTION_BLUR
|
||||
|
||||
// The skeletal bones matrix buffer from the previous frame
|
||||
Buffer<float4> PrevBoneMatrices : register(t1);
|
||||
|
||||
float3x4 GetPrevBoneMatrix(int index)
|
||||
{
|
||||
float4 a = PrevBoneMatrices[index * 3];
|
||||
float4 b = PrevBoneMatrices[index * 3 + 1];
|
||||
float4 c = PrevBoneMatrices[index * 3 + 2];
|
||||
return float3x4(a, b, c);
|
||||
}
|
||||
|
||||
float3 SkinPrevPosition(ModelInput_Skinned input)
|
||||
{
|
||||
float4 position = float4(input.Position.xyz, 1);
|
||||
float3x4 boneMatrix = input.BlendWeights.x * GetPrevBoneMatrix(input.BlendIndices.x);
|
||||
boneMatrix += input.BlendWeights.y * GetPrevBoneMatrix(input.BlendIndices.y);
|
||||
boneMatrix += input.BlendWeights.z * GetPrevBoneMatrix(input.BlendIndices.z);
|
||||
boneMatrix += input.BlendWeights.w * GetPrevBoneMatrix(input.BlendIndices.w);
|
||||
return mul(boneMatrix, position);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// Cached skinning data to avoid multiple calculation
|
||||
struct SkinningData
|
||||
{
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#define MATERIAL 1
|
||||
@3
|
||||
|
||||
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
|
||||
#define USE_SMOOTH_LOD_TRANSITION 1
|
||||
|
||||
@@ -26,7 +25,6 @@ float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 LightmapArea;
|
||||
float3 WorldInvScale;
|
||||
float WorldDeterminantSign;
|
||||
float PerInstanceRandom;
|
||||
@@ -39,31 +37,32 @@ float2 OffsetUV;
|
||||
float2 Dummy0;
|
||||
@1META_CB_END
|
||||
|
||||
// Irradiance and directionality prebaked lightmaps
|
||||
Texture2D Lightmap0 : register(t0);
|
||||
Texture2D Lightmap1 : register(t1);
|
||||
Texture2D Lightmap2 : register(t2);
|
||||
|
||||
// Terrain data
|
||||
Texture2D Heightmap : register(t3);
|
||||
Texture2D Splatmap0 : register(t4);
|
||||
Texture2D Splatmap1 : register(t5);
|
||||
Texture2D Heightmap : register(t0);
|
||||
Texture2D Splatmap0 : register(t1);
|
||||
Texture2D Splatmap1 : register(t2);
|
||||
|
||||
// Material shader resources
|
||||
@2
|
||||
|
||||
// Interpolants passed from the vertex shader
|
||||
struct VertexOutput
|
||||
// Geometry data passed though the graphics rendering stages up to the pixel shader
|
||||
struct GeometryData
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float HolesMask : TEXCOORD4;
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float HolesMask : TEXCOORD4;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
|
||||
#endif
|
||||
};
|
||||
|
||||
// Interpolants passed from the vertex shader
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
GeometryData Geometry;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
@@ -75,19 +74,12 @@ struct VertexOutput
|
||||
// Interpolants passed to the pixel shader
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float HolesMask : TEXCOORD4;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
|
||||
#endif
|
||||
float4 Position : SV_Position;
|
||||
GeometryData Geometry;
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
bool IsFrontFace : SV_IsFrontFace;
|
||||
bool IsFrontFace : SV_IsFrontFace;
|
||||
};
|
||||
|
||||
// Material properties generation input
|
||||
@@ -112,20 +104,69 @@ struct MaterialInput
|
||||
#endif
|
||||
};
|
||||
|
||||
// Extracts geometry data to the material input
|
||||
void GetGeometryMaterialInput(inout MaterialInput result, in GeometryData geometry)
|
||||
{
|
||||
result.WorldPosition = geometry.WorldPosition;
|
||||
result.TexCoord = geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = geometry.LightmapUV;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
|
||||
result.HolesMask = geometry.HolesMask;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
result.Layers = geometry.Layers;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if USE_TESSELLATION
|
||||
|
||||
// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
|
||||
#define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset
|
||||
|
||||
// Offsets the geometry positions data only (used by the tessallation when generating vertices)
|
||||
#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset
|
||||
|
||||
// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
|
||||
#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
|
||||
float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
|
||||
float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
|
||||
float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
|
||||
geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
|
||||
|
||||
// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
|
||||
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
|
||||
{
|
||||
GeometryData output = (GeometryData)0;
|
||||
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
|
||||
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
|
||||
output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
|
||||
output.WorldNormal = normalize(output.WorldNormal);
|
||||
output.HolesMask = p0.HolesMask * w0 + p1.HolesMask * w1 + p2.HolesMask * w2;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
UNROLL
|
||||
for (int i = 0; i < TERRAIN_LAYERS_DATA_SIZE; i++)
|
||||
output.Layers[i] = p0.Layers[i] * w0 + p1.Layers[i] * w1 + p2.Layers[i] * w2;
|
||||
#endif
|
||||
return output;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
MaterialInput GetMaterialInput(PixelInput input)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.WorldPosition = input.WorldPosition;
|
||||
result.TexCoord = input.TexCoord;
|
||||
result.WorldPosition = input.Geometry.WorldPosition;
|
||||
result.TexCoord = input.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = input.LightmapUV;
|
||||
result.LightmapUV = input.Geometry.LightmapUV;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasisFromWorldNormal(input.WorldNormal);
|
||||
result.TBN = CalcTangentBasisFromWorldNormal(input.Geometry.WorldNormal);
|
||||
result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
|
||||
result.SvPosition = input.Position;
|
||||
result.HolesMask = input.HolesMask;
|
||||
result.HolesMask = input.Geometry.HolesMask;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
result.Layers = input.Layers;
|
||||
result.Layers = input.Geometry.Layers;
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
result.CustomVSToPS = input.CustomVSToPS;
|
||||
@@ -212,20 +253,6 @@ float4 GetVertexColor(MaterialInput input)
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Evaluates the H-Basis coefficients in the tangent space normal direction
|
||||
float3 GetHBasisIrradiance(float3 n, float3 h0, float3 h1, float3 h2, float3 h3)
|
||||
{
|
||||
// Band 0
|
||||
float3 color = h0 * (1.0f / sqrt(2.0f * PI));
|
||||
|
||||
// Band 1
|
||||
color += h1 * -sqrt(1.5f / PI) * n.y;
|
||||
color += h2 * sqrt(1.5f / PI) * (2 * n.z - 1.0f);
|
||||
color += h3 * -sqrt(1.5f / PI) * n.x;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@8
|
||||
|
||||
// Get material properties function (for vertex shader)
|
||||
@@ -246,9 +273,6 @@ Material GetMaterialPS(MaterialInput input)
|
||||
@4
|
||||
}
|
||||
|
||||
// Fix line for errors/warnings for shader code from template
|
||||
#line 1000
|
||||
|
||||
// Calculates LOD value (with fractional part for blending)
|
||||
float CalcLOD(float2 xy, float4 morph)
|
||||
{
|
||||
@@ -297,7 +321,7 @@ float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
|
||||
struct TerrainVertexInput
|
||||
{
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Morph : TEXCOORD1;
|
||||
float4 Morph : TEXCOORD1;
|
||||
};
|
||||
|
||||
// Vertex Shader function for terrain rendering
|
||||
@@ -348,7 +372,7 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float2 normalTemp = float2(heightmapValue.b, heightmapValue.a) * 2.0f - 1.0f;
|
||||
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
|
||||
normal = normalize(normal);
|
||||
output.HolesMask = isHole ? 0 : 1;
|
||||
output.Geometry.HolesMask = isHole ? 0 : 1;
|
||||
if (isHole)
|
||||
{
|
||||
normal = float3(0, 1, 0);
|
||||
@@ -365,10 +389,10 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float3 position = float3(positionXZ.x, height, positionXZ.y);
|
||||
|
||||
// Compute world space vertex position
|
||||
output.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
|
||||
output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
|
||||
|
||||
// Compute clip space position
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
#if USE_SMOOTH_LOD_TRANSITION
|
||||
@@ -376,46 +400,46 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
#else
|
||||
float2 texCoord = input.TexCoord;
|
||||
#endif
|
||||
output.TexCoord = positionXZ * (1.0f / TerrainChunkSizeLOD0) + OffsetUV;
|
||||
output.LightmapUV = texCoord * LightmapArea.zw + LightmapArea.xy;
|
||||
output.Geometry.TexCoord = positionXZ * (1.0f / TerrainChunkSizeLOD0) + OffsetUV;
|
||||
output.Geometry.LightmapUV = texCoord * LightmapArea.zw + LightmapArea.xy;
|
||||
|
||||
// Extract terrain layers weights from the splatmap
|
||||
#if USE_TERRAIN_LAYERS
|
||||
output.Layers[0] = splatmap0Value;
|
||||
output.Geometry.Layers[0] = splatmap0Value;
|
||||
#if TERRAIN_LAYERS_DATA_SIZE > 1
|
||||
output.Layers[1] = splatmap1Value;
|
||||
output.Geometry.Layers[1] = splatmap1Value;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Compute world space normal vector
|
||||
float3x3 tangentToLocal = CalcTangentBasisFromWorldNormal(normal);
|
||||
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
|
||||
output.WorldNormal = tangentToWorld[2];
|
||||
output.Geometry.WorldNormal = tangentToWorld[2];
|
||||
|
||||
// Get material input params if need to evaluate any material property
|
||||
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
MaterialInput materialInput = (MaterialInput)0;
|
||||
materialInput.WorldPosition = output.WorldPosition;
|
||||
materialInput.TexCoord = output.TexCoord;
|
||||
materialInput.WorldPosition = output.Geometry.WorldPosition;
|
||||
materialInput.TexCoord = output.Geometry.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
materialInput.LightmapUV = output.LightmapUV;
|
||||
materialInput.LightmapUV = output.Geometry.LightmapUV;
|
||||
#endif
|
||||
materialInput.TBN = CalcTangentBasisFromWorldNormal(output.WorldNormal);
|
||||
materialInput.TBN = CalcTangentBasisFromWorldNormal(output.Geometry.WorldNormal);
|
||||
materialInput.TwoSidedSign = WorldDeterminantSign;
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = position;
|
||||
materialInput.PreSkinnedNormal = normal;
|
||||
materialInput.HolesMask = output.HolesMask;
|
||||
materialInput.HolesMask = output.Geometry.HolesMask;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
materialInput.Layers = output.Layers;
|
||||
materialInput.Layers = output.Geometry.Layers;
|
||||
#endif
|
||||
Material material = GetMaterialVS(materialInput);
|
||||
#endif
|
||||
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
// Get tessalation multiplier (per vertex)
|
||||
@@ -431,277 +455,6 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
return output;
|
||||
}
|
||||
|
||||
#if USE_TESSELLATION
|
||||
|
||||
// Interpolants passed from the hull shader to the domain shader
|
||||
struct TessalationHSToDS
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float HolesMask : TEXCOORD4;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
float TessellationMultiplier : TESS;
|
||||
};
|
||||
|
||||
// Interpolants passed from the domain shader and to the pixel shader
|
||||
struct TessalationDSToPS
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float HolesMask : TEXCOORD4;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 Layers[TERRAIN_LAYERS_DATA_SIZE] : TEXCOORD5;
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||
#endif
|
||||
};
|
||||
|
||||
MaterialInput GetMaterialInput(TessalationDSToPS input)
|
||||
{
|
||||
MaterialInput result = (MaterialInput)0;
|
||||
result.WorldPosition = input.WorldPosition;
|
||||
result.TexCoord = input.TexCoord;
|
||||
#if USE_LIGHTMAP
|
||||
result.LightmapUV = input.LightmapUV;
|
||||
#endif
|
||||
result.TBN = CalcTangentBasisFromWorldNormal(input.WorldNormal);
|
||||
result.TwoSidedSign = WorldDeterminantSign;
|
||||
result.SvPosition = input.Position;
|
||||
result.HolesMask = input.HolesMask;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
result.Layers = input.Layers;
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
result.CustomVSToPS = input.CustomVSToPS;
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
|
||||
struct TessalationPatch
|
||||
{
|
||||
float EdgeTessFactor[3] : SV_TessFactor;
|
||||
float InsideTessFactor : SV_InsideTessFactor;
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
float3 B210 : POSITION4;
|
||||
float3 B120 : POSITION5;
|
||||
float3 B021 : POSITION6;
|
||||
float3 B012 : POSITION7;
|
||||
float3 B102 : POSITION8;
|
||||
float3 B201 : POSITION9;
|
||||
float3 B111 : CENTER;
|
||||
#endif
|
||||
};
|
||||
|
||||
TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
|
||||
{
|
||||
TessalationPatch output;
|
||||
|
||||
// Average tess factors along edges, and pick an edge tess factor for the interior tessellation
|
||||
float4 TessellationMultipliers;
|
||||
TessellationMultipliers.x = 0.5f * (input[1].TessellationMultiplier + input[2].TessellationMultiplier);
|
||||
TessellationMultipliers.y = 0.5f * (input[2].TessellationMultiplier + input[0].TessellationMultiplier);
|
||||
TessellationMultipliers.z = 0.5f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier);
|
||||
TessellationMultipliers.w = 0.333f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier + input[2].TessellationMultiplier);
|
||||
|
||||
TessellationMultipliers = clamp(TessellationMultipliers, 1, MAX_TESSELLATION_FACTOR);
|
||||
|
||||
output.EdgeTessFactor[0] = TessellationMultipliers.x; // 1->2 edge
|
||||
output.EdgeTessFactor[1] = TessellationMultipliers.y; // 2->0 edge
|
||||
output.EdgeTessFactor[2] = TessellationMultipliers.z; // 0->1 edge
|
||||
output.InsideTessFactor = TessellationMultipliers.w;
|
||||
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
// Calculate PN-Triangle coefficients
|
||||
// Refer to Vlachos 2001 for the original formula
|
||||
float3 p1 = input[0].WorldPosition;
|
||||
float3 p2 = input[1].WorldPosition;
|
||||
float3 p3 = input[2].WorldPosition;
|
||||
float3 n1 = input[0].WorldNormal;
|
||||
float3 n2 = input[1].WorldNormal;
|
||||
float3 n3 = input[2].WorldNormal;
|
||||
|
||||
// Calculate control points
|
||||
output.B210 = (2.0f * p1 + p2 - dot((p2 - p1), n1) * n1) / 3.0f;
|
||||
output.B120 = (2.0f * p2 + p1 - dot((p1 - p2), n2) * n2) / 3.0f;
|
||||
output.B021 = (2.0f * p2 + p3 - dot((p3 - p2), n2) * n2) / 3.0f;
|
||||
output.B012 = (2.0f * p3 + p2 - dot((p2 - p3), n3) * n3) / 3.0f;
|
||||
output.B102 = (2.0f * p3 + p1 - dot((p1 - p3), n3) * n3) / 3.0f;
|
||||
output.B201 = (2.0f * p1 + p3 - dot((p3 - p1), n1) * n1) / 3.0f;
|
||||
float3 e = (output.B210 + output.B120 + output.B021 +
|
||||
output.B012 + output.B102 + output.B201) / 6.0f;
|
||||
float3 v = (p1 + p2 + p3) / 3.0f;
|
||||
output.B111 = e + ((e - v) / 2.0f);
|
||||
#endif
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
META_HS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
|
||||
META_HS_PATCH(TESSELLATION_IN_CONTROL_POINTS)
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[maxtessfactor(MAX_TESSELLATION_FACTOR)]
|
||||
[outputcontrolpoints(3)]
|
||||
[patchconstantfunc("HS_PatchConstant")]
|
||||
TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> input, uint ControlPointID : SV_OutputControlPointID)
|
||||
{
|
||||
TessalationHSToDS output;
|
||||
|
||||
// Pass through shader
|
||||
#define COPY(thing) output.thing = input[ControlPointID].thing;
|
||||
COPY(Position);
|
||||
COPY(WorldPosition);
|
||||
COPY(TexCoord);
|
||||
COPY(LightmapUV);
|
||||
COPY(WorldNormal);
|
||||
COPY(HolesMask);
|
||||
COPY(TessellationMultiplier);
|
||||
#if USE_TERRAIN_LAYERS
|
||||
COPY(Layers);
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
COPY(CustomVSToPS);
|
||||
#endif
|
||||
#undef COPY
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
|
||||
|
||||
// Orthogonal projection on to plane
|
||||
float3 ProjectOntoPlane(float3 planeNormal, float3 planePoint, float3 pointToProject)
|
||||
{
|
||||
return pointToProject - dot(pointToProject-planePoint, planeNormal) * planeNormal;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
META_DS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
|
||||
[domain("tri")]
|
||||
TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : SV_DomainLocation, const OutputPatch<TessalationHSToDS, 3> input)
|
||||
{
|
||||
TessalationDSToPS output;
|
||||
|
||||
// Get the barycentric coords
|
||||
float U = barycentricCoords.x;
|
||||
float V = barycentricCoords.y;
|
||||
float W = barycentricCoords.z;
|
||||
|
||||
// Interpolate patch attributes to generated vertices
|
||||
#define INTERPOLATE(thing) output.thing = U * input[0].thing + V * input[1].thing + W * input[2].thing
|
||||
#define COPY(thing) output.thing = input[0].thing
|
||||
INTERPOLATE(Position);
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
|
||||
float UU = U * U;
|
||||
float VV = V * V;
|
||||
float WW = W * W;
|
||||
float UU3 = UU * 3.0f;
|
||||
float VV3 = VV * 3.0f;
|
||||
float WW3 = WW * 3.0f;
|
||||
|
||||
// Interpolate using barycentric coordinates and PN Triangle control points
|
||||
output.WorldPosition =
|
||||
input[0].WorldPosition * UU * U +
|
||||
input[1].WorldPosition * VV * V +
|
||||
input[2].WorldPosition * WW * W +
|
||||
constantData.B210 * UU3 * V +
|
||||
constantData.B120 * VV3 * U +
|
||||
constantData.B021 * VV3 * W +
|
||||
constantData.B012 * WW3 * V +
|
||||
constantData.B102 * WW3 * U +
|
||||
constantData.B201 * UU3 * W +
|
||||
constantData.B111 * 6.0f * W * U * V;
|
||||
#else
|
||||
INTERPOLATE(WorldPosition);
|
||||
#endif
|
||||
INTERPOLATE(TexCoord);
|
||||
INTERPOLATE(LightmapUV);
|
||||
INTERPOLATE(WorldNormal);
|
||||
INTERPOLATE(HolesMask);
|
||||
#if USE_TERRAIN_LAYERS
|
||||
UNROLL
|
||||
for (int i = 0; i < TERRAIN_LAYERS_DATA_SIZE; i++)
|
||||
{
|
||||
INTERPOLATE(Layers[i]);
|
||||
}
|
||||
#endif
|
||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||
UNROLL
|
||||
for (int i = 0; i < CUSTOM_VERTEX_INTERPOLATORS_COUNT; i++)
|
||||
{
|
||||
INTERPOLATE(CustomVSToPS[i]);
|
||||
}
|
||||
#endif
|
||||
#undef INTERPOLATE
|
||||
#undef COPY
|
||||
|
||||
// Interpolating normal can unnormalize it, so normalize it
|
||||
output.WorldNormal = normalize(output.WorldNormal);
|
||||
|
||||
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
|
||||
// Orthogonal projection in the tangent planes
|
||||
float3 posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].WorldPosition, output.WorldPosition);
|
||||
float3 posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].WorldPosition, output.WorldPosition);
|
||||
float3 posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].WorldPosition, output.WorldPosition);
|
||||
|
||||
// Interpolate the projected points
|
||||
output.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
|
||||
#endif
|
||||
|
||||
// Perform displacement mapping
|
||||
#if USE_DISPLACEMENT
|
||||
MaterialInput materialInput = GetMaterialInput(output);
|
||||
Material material = GetMaterialDS(materialInput);
|
||||
output.WorldPosition += material.WorldDisplacement;
|
||||
#endif
|
||||
|
||||
// Recalculate the clip space position
|
||||
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if USE_LIGHTMAP
|
||||
|
||||
float3 SampleLightmap(Material material, MaterialInput materialInput)
|
||||
{
|
||||
// Sample lightmaps
|
||||
float4 lightmap0 = Lightmap0.Sample(SamplerLinearClamp, materialInput.LightmapUV);
|
||||
float4 lightmap1 = Lightmap1.Sample(SamplerLinearClamp, materialInput.LightmapUV);
|
||||
float4 lightmap2 = Lightmap2.Sample(SamplerLinearClamp, materialInput.LightmapUV);
|
||||
|
||||
// Unpack H-basis
|
||||
float3 h0 = float3(lightmap0.x, lightmap1.x, lightmap2.x);
|
||||
float3 h1 = float3(lightmap0.y, lightmap1.y, lightmap2.y);
|
||||
float3 h2 = float3(lightmap0.z, lightmap1.z, lightmap2.z);
|
||||
float3 h3 = float3(lightmap0.w, lightmap1.w, lightmap2.w);
|
||||
|
||||
// Sample baked diffuse irradiance from the H-basis coefficients
|
||||
float3 normal = material.TangentNormal;
|
||||
#if MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE
|
||||
normal *= material.TangentNormal;
|
||||
#endif
|
||||
return GetHBasisIrradiance(normal, h0, h1, h2, h3) / PI;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
// Pixel Shader function for GBuffer Pass
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
META_PERMUTATION_1(USE_LIGHTMAP=0)
|
||||
|
||||
Reference in New Issue
Block a user