@@ -13,7 +13,7 @@
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META_CB_BEGIN(0, Data)
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float4x4 WorldMatrix;
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float4x4 InvWorld;
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float4x4 SVPositionToWorld;
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float4x4 SvPositionToWorld;
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@1META_CB_END
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// Use depth buffer for per-pixel decal layering
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@@ -27,12 +27,63 @@ struct MaterialInput
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float3 WorldPosition;
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float TwoSidedSign;
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float2 TexCoord;
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float4 TexCoord_DDX_DDY;
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float3x3 TBN;
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float4 SvPosition;
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float3 PreSkinnedPosition;
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float3 PreSkinnedNormal;
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};
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// Calculates decal texcoords for a given pixel position (sampels depth buffer and projects value to decal space).
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float2 SvPositionToDecalUV(float4 svPosition)
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{
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float2 screenUV = svPosition.xy * ScreenSize.zw;
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svPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
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float4 positionHS = mul(float4(svPosition.xyz, 1), SvPositionToWorld);
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float3 positionWS = positionHS.xyz / positionHS.w;
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float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
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return positionOS.xz + 0.5f;
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}
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// Manually compute ddx/ddy for decal texture cooordinates to avoid the 2x2 pixels artifacts on the edges of geometry under decal
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// [Reference: https://www.humus.name/index.php?page=3D&ID=84]
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float4 CalculateTextureDerivatives(float4 svPosition, float2 texCoord)
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{
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float4 svDiffX = float4(1, 0, 0, 0);
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float2 uvDiffX0 = texCoord - SvPositionToDecalUV(svPosition - svDiffX);
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float2 uvDiffX1 = SvPositionToDecalUV(svPosition + svDiffX) - texCoord;
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float2 dx = dot(uvDiffX0, uvDiffX0) < dot(uvDiffX1, uvDiffX1) ? uvDiffX0 : uvDiffX1;
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float4 svDiffY = float4(0, 1, 0, 0);
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float2 uvDiffY0 = texCoord - SvPositionToDecalUV(svPosition - svDiffY);
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float2 uvDiffY1 = SvPositionToDecalUV(svPosition + svDiffY) - texCoord;
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float2 dy = dot(uvDiffY0, uvDiffY0) < dot(uvDiffY1, uvDiffY1) ? uvDiffY0 : uvDiffY1;
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return float4(dx, dy);
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}
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// Computes the mipmap level for a specific texture dimensions to be sampled at decal texture cooordinates.
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// [Reference: https://hugi.scene.org/online/coding/hugi%2014%20-%20comipmap.htm]
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float CalculateTextureMipmap(MaterialInput input, float2 textureSize)
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{
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float2 dx = input.TexCoord_DDX_DDY.xy * textureSize;
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float2 dy = input.TexCoord_DDX_DDY.zw * textureSize;
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float d = max(dot(dx, dx), dot(dy, dy));
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return (0.5 * 0.5) * log2(d); // Hardcoded half-mip rate reduction to avoid artifacts when decal is moved over dither texture
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}
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float CalculateTextureMipmap(MaterialInput input, Texture2D t)
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{
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float2 textureSize;
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t.GetDimensions(textureSize.x, textureSize.y);
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return CalculateTextureMipmap(input, textureSize);
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}
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float CalculateTextureMipmap(MaterialInput input, TextureCube t)
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{
|
||||
float2 textureSize;
|
||||
t.GetDimensions(textureSize.x, textureSize.y);
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return CalculateTextureMipmap(input, textureSize);
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}
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// Transforms a vector from tangent space to world space
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float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
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{
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||||
@@ -116,7 +167,6 @@ Material GetMaterialPS(MaterialInput input)
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}
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// Input macro specified by the material: DECAL_BLEND_MODE
|
||||
|
||||
#define DECAL_BLEND_MODE_TRANSLUCENT 0
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#define DECAL_BLEND_MODE_STAIN 1
|
||||
#define DECAL_BLEND_MODE_NORMAL 2
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@@ -153,7 +203,7 @@ void PS_Decal(
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||||
float2 screenUV = SvPosition.xy * ScreenSize.zw;
|
||||
SvPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
|
||||
|
||||
float4 positionHS = mul(float4(SvPosition.xyz, 1), SVPositionToWorld);
|
||||
float4 positionHS = mul(float4(SvPosition.xyz, 1), SvPositionToWorld);
|
||||
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
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||||
|
||||
@@ -166,8 +216,9 @@ void PS_Decal(
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materialInput.TexCoord = decalUVs;
|
||||
materialInput.TwoSidedSign = 1;
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||||
materialInput.SvPosition = SvPosition;
|
||||
|
||||
// Build tangent to world transformation matrix
|
||||
materialInput.TexCoord_DDX_DDY = CalculateTextureDerivatives(materialInput.SvPosition, materialInput.TexCoord);
|
||||
|
||||
// Calculate tangent-space
|
||||
float3 ddxWp = ddx(positionWS);
|
||||
float3 ddyWp = ddy(positionWS);
|
||||
materialInput.TBN[0] = normalize(ddyWp);
|
||||
|
||||
Reference in New Issue
Block a user