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2359 Commits
sdl_wip
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42
.github/ISSUE_TEMPLATE/1-bug.yaml
vendored
Normal file
42
.github/ISSUE_TEMPLATE/1-bug.yaml
vendored
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
name: Bug Report
|
||||||
|
description: File a bug report.
|
||||||
|
title: "[Bug]: "
|
||||||
|
body:
|
||||||
|
- type: markdown
|
||||||
|
attributes:
|
||||||
|
value: |
|
||||||
|
Thanks for taking the time to fill out this bug report! Please attach any minimal reproduction projects!
|
||||||
|
- type: textarea
|
||||||
|
id: description-area
|
||||||
|
attributes:
|
||||||
|
label: Description
|
||||||
|
description: Please provide a description of the bug and what you expected to happen.
|
||||||
|
validations:
|
||||||
|
required: true
|
||||||
|
- type: textarea
|
||||||
|
id: steps-area
|
||||||
|
attributes:
|
||||||
|
label: Steps to reproduce
|
||||||
|
description: Please provide reproduction steps if possible.
|
||||||
|
validations:
|
||||||
|
required: true
|
||||||
|
- type: dropdown
|
||||||
|
id: version
|
||||||
|
attributes:
|
||||||
|
label: Version
|
||||||
|
description: What version of Flax are you running?
|
||||||
|
options:
|
||||||
|
- '1.8'
|
||||||
|
- '1.9'
|
||||||
|
- '1.10'
|
||||||
|
- '1.11'
|
||||||
|
- master branch
|
||||||
|
default: 3
|
||||||
|
validations:
|
||||||
|
required: true
|
||||||
|
- type: textarea
|
||||||
|
id: logs
|
||||||
|
attributes:
|
||||||
|
label: Relevant logs
|
||||||
|
description: Please copy and paste any relevant log output. This will be automatically formatted into code, so no need for backticks.
|
||||||
|
render: shell
|
||||||
22
.github/ISSUE_TEMPLATE/2-feature-request.yaml
vendored
Normal file
22
.github/ISSUE_TEMPLATE/2-feature-request.yaml
vendored
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
name: Feature Request
|
||||||
|
description: File a feature request.
|
||||||
|
title: "[Request]: "
|
||||||
|
body:
|
||||||
|
- type: markdown
|
||||||
|
attributes:
|
||||||
|
value: |
|
||||||
|
Thanks for taking the time to fill out a feature request!
|
||||||
|
- type: textarea
|
||||||
|
id: description-area
|
||||||
|
attributes:
|
||||||
|
label: Description
|
||||||
|
description: Please provide a description of the feature!
|
||||||
|
validations:
|
||||||
|
required: true
|
||||||
|
- type: textarea
|
||||||
|
id: benefits-area
|
||||||
|
attributes:
|
||||||
|
label: Benefits
|
||||||
|
description: Please provide what benefits this feature would provide to the engine!
|
||||||
|
validations:
|
||||||
|
required: true
|
||||||
4
.github/workflows/build_ios.yml
vendored
4
.github/workflows/build_ios.yml
vendored
@@ -19,7 +19,7 @@ jobs:
|
|||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
uses: actions/setup-dotnet@v3
|
uses: actions/setup-dotnet@v3
|
||||||
with:
|
with:
|
||||||
dotnet-version: 8.0.x
|
dotnet-version: 9.0.x
|
||||||
- name: Setup .NET Workload
|
- name: Setup .NET Workload
|
||||||
run: |
|
run: |
|
||||||
dotnet workload install ios
|
dotnet workload install ios
|
||||||
@@ -33,4 +33,4 @@ jobs:
|
|||||||
git lfs pull
|
git lfs pull
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./Development/Scripts/Mac/CallBuildTool.sh -build -log -dotnet=8 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
|
./Development/Scripts/Mac/CallBuildTool.sh -build -log -dotnet=9 -arch=ARM64 -platform=iOS -configuration=Release -buildtargets=FlaxGame
|
||||||
|
|||||||
3
.github/workflows/build_linux.yml
vendored
3
.github/workflows/build_linux.yml
vendored
@@ -16,7 +16,8 @@ jobs:
|
|||||||
uses: actions/checkout@v3
|
uses: actions/checkout@v3
|
||||||
- name: Install dependencies
|
- name: Install dependencies
|
||||||
run: |
|
run: |
|
||||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
sudo apt-get update
|
||||||
|
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
||||||
- name: Setup Vulkan
|
- name: Setup Vulkan
|
||||||
uses: ./.github/actions/vulkan
|
uses: ./.github/actions/vulkan
|
||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
|
|||||||
24
.github/workflows/cd.yml
vendored
24
.github/workflows/cd.yml
vendored
@@ -1,13 +1,13 @@
|
|||||||
name: Continuous Deployment
|
name: Continuous Deployment
|
||||||
on:
|
on:
|
||||||
schedule:
|
schedule:
|
||||||
- cron: '15 4 * * *'
|
- cron: '15 6 * * *'
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
|
|
||||||
env:
|
env:
|
||||||
DOTNET_NOLOGO: true
|
DOTNET_NOLOGO: true
|
||||||
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
DOTNET_CLI_TELEMETRY_OPTOUT: false
|
||||||
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=10 -c lfs.transfer.maxretries=2'
|
GIT_LFS_PULL_OPTIONS: '-c lfs.concurrenttransfers=1 -c lfs.transfer.maxretries=2 -c http.version="HTTP/1.1" -c lfs.activitytimeout=60'
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
|
|
||||||
@@ -34,7 +34,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
|
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
@@ -67,7 +67,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
|
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
@@ -84,10 +84,11 @@ jobs:
|
|||||||
- name: Checkout LFS
|
- name: Checkout LFS
|
||||||
run: |
|
run: |
|
||||||
git lfs version
|
git lfs version
|
||||||
GIT_TRACE=1 GIT_TRANSFER_TRACE=1 git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||||
- name: Install dependencies
|
- name: Install dependencies
|
||||||
run: |
|
run: |
|
||||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
sudo apt-get update
|
||||||
|
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||||
- name: Setup Vulkan
|
- name: Setup Vulkan
|
||||||
uses: ./.github/actions/vulkan
|
uses: ./.github/actions/vulkan
|
||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
@@ -100,7 +101,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
|
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
@@ -118,7 +119,8 @@ jobs:
|
|||||||
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
git ${{ env.GIT_LFS_PULL_OPTIONS }} lfs pull
|
||||||
- name: Install dependencies
|
- name: Install dependencies
|
||||||
run: |
|
run: |
|
||||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
sudo apt-get update
|
||||||
|
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
|
||||||
- name: Setup Vulkan
|
- name: Setup Vulkan
|
||||||
uses: ./.github/actions/vulkan
|
uses: ./.github/actions/vulkan
|
||||||
- name: Setup .NET
|
- name: Setup .NET
|
||||||
@@ -131,7 +133,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
|
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
@@ -161,7 +163,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
@@ -189,7 +191,7 @@ jobs:
|
|||||||
dotnet workload --info
|
dotnet workload --info
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||||
- name: Upload
|
- name: Upload
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
|
|||||||
6
.github/workflows/tests.yml
vendored
6
.github/workflows/tests.yml
vendored
@@ -28,7 +28,8 @@ jobs:
|
|||||||
git lfs pull
|
git lfs pull
|
||||||
- name: Install dependencies
|
- name: Install dependencies
|
||||||
run: |
|
run: |
|
||||||
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
sudo apt-get update
|
||||||
|
sudo apt-get install -y --fix-missing libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
|
||||||
- name: Build
|
- name: Build
|
||||||
run: |
|
run: |
|
||||||
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8
|
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8
|
||||||
@@ -73,8 +74,11 @@ jobs:
|
|||||||
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -dotnet=8 -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxTestsTarget
|
.\Development\Scripts\Windows\CallBuildTool.bat -build -log -dotnet=8 -arch=x64 -platform=Windows -configuration=Development -buildtargets=FlaxTestsTarget
|
||||||
dotnet msbuild Source\Tools\Flax.Build.Tests\Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
dotnet msbuild Source\Tools\Flax.Build.Tests\Flax.Build.Tests.csproj /m /t:Restore,Build /p:Configuration=Debug /p:Platform=AnyCPU /nologo
|
||||||
- name: Test
|
- name: Test
|
||||||
|
shell: pwsh
|
||||||
run: |
|
run: |
|
||||||
|
$ErrorActionPreference = "Stop"
|
||||||
.\Binaries\Editor\Win64\Development\FlaxTests.exe
|
.\Binaries\Editor\Win64\Development\FlaxTests.exe
|
||||||
|
if(!$?) { Write-Host "Tests failed with exit code $LastExitCode" -ForegroundColor Red; Exit $LastExitCode }
|
||||||
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
|
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
|
||||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
|
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
|
||||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
|
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
# Redirect to our own Git LFS server
|
# Redirect to our own Git LFS server
|
||||||
[lfs]
|
[lfs]
|
||||||
#url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
|
url="https://gitlab.flaxengine.com/flax/flaxengine.git/info/lfs"
|
||||||
locksverify = false
|
locksverify = false
|
||||||
|
|||||||
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BIN
Content/Editor/Icons/Decal.flax
LFS
BIN
Content/Editor/Icons/Decal.flax
LFS
Binary file not shown.
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BIN
Content/Editor/Icons/Skybox.flax
LFS
BIN
Content/Editor/Icons/Skybox.flax
LFS
Binary file not shown.
BIN
Content/Editor/IconsAtlas.flax
LFS
BIN
Content/Editor/IconsAtlas.flax
LFS
Binary file not shown.
Binary file not shown.
@@ -6,6 +6,7 @@
|
|||||||
@3
|
@3
|
||||||
|
|
||||||
#include "./Flax/Common.hlsl"
|
#include "./Flax/Common.hlsl"
|
||||||
|
#include "./Flax/Stencil.hlsl"
|
||||||
#include "./Flax/MaterialCommon.hlsl"
|
#include "./Flax/MaterialCommon.hlsl"
|
||||||
#include "./Flax/GBufferCommon.hlsl"
|
#include "./Flax/GBufferCommon.hlsl"
|
||||||
@7
|
@7
|
||||||
@@ -13,11 +14,14 @@
|
|||||||
META_CB_BEGIN(0, Data)
|
META_CB_BEGIN(0, Data)
|
||||||
float4x4 WorldMatrix;
|
float4x4 WorldMatrix;
|
||||||
float4x4 InvWorld;
|
float4x4 InvWorld;
|
||||||
float4x4 SVPositionToWorld;
|
float4x4 SvPositionToWorld;
|
||||||
|
float3 Padding0;
|
||||||
|
uint RenderLayersMask;
|
||||||
@1META_CB_END
|
@1META_CB_END
|
||||||
|
|
||||||
// Use depth buffer for per-pixel decal layering
|
// Use depth buffer for per-pixel decal layering
|
||||||
Texture2D DepthBuffer : register(t0);
|
Texture2D DepthBuffer : register(t0);
|
||||||
|
Texture2D<uint2> StencilBuffer : register(t1);
|
||||||
|
|
||||||
// Material shader resources
|
// Material shader resources
|
||||||
@2
|
@2
|
||||||
@@ -27,12 +31,63 @@ struct MaterialInput
|
|||||||
float3 WorldPosition;
|
float3 WorldPosition;
|
||||||
float TwoSidedSign;
|
float TwoSidedSign;
|
||||||
float2 TexCoord;
|
float2 TexCoord;
|
||||||
|
float4 TexCoord_DDX_DDY;
|
||||||
float3x3 TBN;
|
float3x3 TBN;
|
||||||
float4 SvPosition;
|
float4 SvPosition;
|
||||||
float3 PreSkinnedPosition;
|
float3 PreSkinnedPosition;
|
||||||
float3 PreSkinnedNormal;
|
float3 PreSkinnedNormal;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Calculates decal texcoords for a given pixel position (sampels depth buffer and projects value to decal space).
|
||||||
|
float2 SvPositionToDecalUV(float4 svPosition)
|
||||||
|
{
|
||||||
|
float2 screenUV = svPosition.xy * ScreenSize.zw;
|
||||||
|
svPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
|
||||||
|
float4 positionHS = mul(float4(svPosition.xyz, 1), SvPositionToWorld);
|
||||||
|
float3 positionWS = positionHS.xyz / positionHS.w;
|
||||||
|
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||||
|
return positionOS.xz + 0.5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Manually compute ddx/ddy for decal texture cooordinates to avoid the 2x2 pixels artifacts on the edges of geometry under decal
|
||||||
|
// [Reference: https://www.humus.name/index.php?page=3D&ID=84]
|
||||||
|
float4 CalculateTextureDerivatives(float4 svPosition, float2 texCoord)
|
||||||
|
{
|
||||||
|
float4 svDiffX = float4(1, 0, 0, 0);
|
||||||
|
float2 uvDiffX0 = texCoord - SvPositionToDecalUV(svPosition - svDiffX);
|
||||||
|
float2 uvDiffX1 = SvPositionToDecalUV(svPosition + svDiffX) - texCoord;
|
||||||
|
float2 dx = dot(uvDiffX0, uvDiffX0) < dot(uvDiffX1, uvDiffX1) ? uvDiffX0 : uvDiffX1;
|
||||||
|
|
||||||
|
float4 svDiffY = float4(0, 1, 0, 0);
|
||||||
|
float2 uvDiffY0 = texCoord - SvPositionToDecalUV(svPosition - svDiffY);
|
||||||
|
float2 uvDiffY1 = SvPositionToDecalUV(svPosition + svDiffY) - texCoord;
|
||||||
|
float2 dy = dot(uvDiffY0, uvDiffY0) < dot(uvDiffY1, uvDiffY1) ? uvDiffY0 : uvDiffY1;
|
||||||
|
|
||||||
|
return float4(dx, dy);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Computes the mipmap level for a specific texture dimensions to be sampled at decal texture cooordinates.
|
||||||
|
// [Reference: https://hugi.scene.org/online/coding/hugi%2014%20-%20comipmap.htm]
|
||||||
|
float CalculateTextureMipmap(MaterialInput input, float2 textureSize)
|
||||||
|
{
|
||||||
|
float2 dx = input.TexCoord_DDX_DDY.xy * textureSize;
|
||||||
|
float2 dy = input.TexCoord_DDX_DDY.zw * textureSize;
|
||||||
|
float d = max(dot(dx, dx), dot(dy, dy));
|
||||||
|
return (0.5 * 0.5) * log2(d); // Hardcoded half-mip rate reduction to avoid artifacts when decal is moved over dither texture
|
||||||
|
}
|
||||||
|
float CalculateTextureMipmap(MaterialInput input, Texture2D t)
|
||||||
|
{
|
||||||
|
float2 textureSize;
|
||||||
|
t.GetDimensions(textureSize.x, textureSize.y);
|
||||||
|
return CalculateTextureMipmap(input, textureSize);
|
||||||
|
}
|
||||||
|
float CalculateTextureMipmap(MaterialInput input, TextureCube t)
|
||||||
|
{
|
||||||
|
float2 textureSize;
|
||||||
|
t.GetDimensions(textureSize.x, textureSize.y);
|
||||||
|
return CalculateTextureMipmap(input, textureSize);
|
||||||
|
}
|
||||||
|
|
||||||
// Transforms a vector from tangent space to world space
|
// Transforms a vector from tangent space to world space
|
||||||
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
|
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
|
||||||
{
|
{
|
||||||
@@ -83,6 +138,12 @@ float3 GetObjectSize(MaterialInput input)
|
|||||||
return float3(1, 1, 1);
|
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)
|
// Get the current object random value supports instancing)
|
||||||
float GetPerInstanceRandom(MaterialInput input)
|
float GetPerInstanceRandom(MaterialInput input)
|
||||||
{
|
{
|
||||||
@@ -110,7 +171,6 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Input macro specified by the material: DECAL_BLEND_MODE
|
// Input macro specified by the material: DECAL_BLEND_MODE
|
||||||
|
|
||||||
#define DECAL_BLEND_MODE_TRANSLUCENT 0
|
#define DECAL_BLEND_MODE_TRANSLUCENT 0
|
||||||
#define DECAL_BLEND_MODE_STAIN 1
|
#define DECAL_BLEND_MODE_STAIN 1
|
||||||
#define DECAL_BLEND_MODE_NORMAL 2
|
#define DECAL_BLEND_MODE_NORMAL 2
|
||||||
@@ -144,10 +204,18 @@ void PS_Decal(
|
|||||||
#endif
|
#endif
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
|
// Stencil masking
|
||||||
|
uint stencilObjectLayer = STENCIL_BUFFER_OBJECT_LAYER(STENCIL_BUFFER_LOAD(StencilBuffer, SvPosition.xy));
|
||||||
|
if ((RenderLayersMask & (1 << stencilObjectLayer)) == 0)
|
||||||
|
{
|
||||||
|
clip(-1);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
float2 screenUV = SvPosition.xy * ScreenSize.zw;
|
float2 screenUV = SvPosition.xy * ScreenSize.zw;
|
||||||
SvPosition.z = SAMPLE_RT(DepthBuffer, screenUV).r;
|
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 positionWS = positionHS.xyz / positionHS.w;
|
||||||
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
float3 positionOS = mul(float4(positionWS, 1), InvWorld).xyz;
|
||||||
|
|
||||||
@@ -160,8 +228,9 @@ void PS_Decal(
|
|||||||
materialInput.TexCoord = decalUVs;
|
materialInput.TexCoord = decalUVs;
|
||||||
materialInput.TwoSidedSign = 1;
|
materialInput.TwoSidedSign = 1;
|
||||||
materialInput.SvPosition = SvPosition;
|
materialInput.SvPosition = SvPosition;
|
||||||
|
materialInput.TexCoord_DDX_DDY = CalculateTextureDerivatives(materialInput.SvPosition, materialInput.TexCoord);
|
||||||
|
|
||||||
// Build tangent to world transformation matrix
|
// Calculate tangent-space
|
||||||
float3 ddxWp = ddx(positionWS);
|
float3 ddxWp = ddx(positionWS);
|
||||||
float3 ddyWp = ddy(positionWS);
|
float3 ddyWp = ddy(positionWS);
|
||||||
materialInput.TBN[0] = normalize(ddyWp);
|
materialInput.TBN[0] = normalize(ddyWp);
|
||||||
|
|||||||
@@ -207,6 +207,20 @@ float3 GetObjectSize(MaterialInput input)
|
|||||||
return GeometrySize * float3(world._m00, world._m11, world._m22);
|
return GeometrySize * float3(world._m00, world._m11, world._m22);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Gets the current object scale (supports instancing)
|
||||||
|
float3 GetObjectScale(MaterialInput input)
|
||||||
|
{
|
||||||
|
float4x4 world = 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
|
// Get the current object random value
|
||||||
float GetPerInstanceRandom(MaterialInput input)
|
float GetPerInstanceRandom(MaterialInput input)
|
||||||
{
|
{
|
||||||
@@ -297,7 +311,7 @@ VertexOutput VS_SplineModel(ModelInput input)
|
|||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
|
|
||||||
// Pass vertex attributes
|
// Pass vertex attributes
|
||||||
output.Geometry.TexCoord = input.TexCoord;
|
output.Geometry.TexCoord = input.TexCoord0;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.Geometry.VertexColor = input.Color;
|
output.Geometry.VertexColor = input.Color;
|
||||||
#endif
|
#endif
|
||||||
@@ -323,6 +337,7 @@ VertexOutput VS_SplineModel(ModelInput input)
|
|||||||
// Apply world position offset per-vertex
|
// Apply world position offset per-vertex
|
||||||
#if USE_POSITION_OFFSET
|
#if USE_POSITION_OFFSET
|
||||||
output.Geometry.WorldPosition += material.PositionOffset;
|
output.Geometry.WorldPosition += material.PositionOffset;
|
||||||
|
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Deferred Shading: Defines
|
@0// Deferred Shading: Defines
|
||||||
@1// Deferred Shading: Includes
|
@1// Deferred Shading: Includes
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Distortion: Defines
|
@0// Distortion: Defines
|
||||||
@1// Distortion: Includes
|
@1// Distortion: Includes
|
||||||
|
|||||||
@@ -1,11 +1,11 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Forward Shading: Defines
|
@0// Forward Shading: Defines
|
||||||
#define MAX_LOCAL_LIGHTS 4
|
#define MAX_LOCAL_LIGHTS 4
|
||||||
@1// Forward Shading: Includes
|
@1// Forward Shading: Includes
|
||||||
#include "./Flax/LightingCommon.hlsl"
|
#include "./Flax/LightingCommon.hlsl"
|
||||||
#if USE_REFLECTIONS
|
|
||||||
#include "./Flax/ReflectionsCommon.hlsl"
|
#include "./Flax/ReflectionsCommon.hlsl"
|
||||||
|
#if USE_REFLECTIONS
|
||||||
#define MATERIAL_REFLECTIONS_SSR 1
|
#define MATERIAL_REFLECTIONS_SSR 1
|
||||||
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
||||||
#include "./Flax/SSR.hlsl"
|
#include "./Flax/SSR.hlsl"
|
||||||
@@ -14,11 +14,13 @@
|
|||||||
#include "./Flax/Lighting.hlsl"
|
#include "./Flax/Lighting.hlsl"
|
||||||
#include "./Flax/ShadowsSampling.hlsl"
|
#include "./Flax/ShadowsSampling.hlsl"
|
||||||
#include "./Flax/ExponentialHeightFog.hlsl"
|
#include "./Flax/ExponentialHeightFog.hlsl"
|
||||||
|
#include "./Flax/VolumetricFog.hlsl"
|
||||||
@2// Forward Shading: Constants
|
@2// Forward Shading: Constants
|
||||||
LightData DirectionalLight;
|
LightData DirectionalLight;
|
||||||
LightData SkyLight;
|
LightData SkyLight;
|
||||||
ProbeData EnvironmentProbe;
|
EnvProbeData EnvironmentProbe;
|
||||||
ExponentialHeightFogData ExponentialHeightFog;
|
ExponentialHeightFogData ExponentialHeightFog;
|
||||||
|
VolumetricFogData VolumetricFog;
|
||||||
float3 Dummy2;
|
float3 Dummy2;
|
||||||
uint LocalLightsCount;
|
uint LocalLightsCount;
|
||||||
LightData LocalLights[MAX_LOCAL_LIGHTS];
|
LightData LocalLights[MAX_LOCAL_LIGHTS];
|
||||||
@@ -27,7 +29,17 @@ TextureCube EnvProbe : register(t__SRV__);
|
|||||||
TextureCube SkyLightTexture : register(t__SRV__);
|
TextureCube SkyLightTexture : register(t__SRV__);
|
||||||
Buffer<float4> ShadowsBuffer : register(t__SRV__);
|
Buffer<float4> ShadowsBuffer : register(t__SRV__);
|
||||||
Texture2D<float> ShadowMap : register(t__SRV__);
|
Texture2D<float> ShadowMap : register(t__SRV__);
|
||||||
|
Texture3D VolumetricFogTexture : register(t__SRV__);
|
||||||
|
Texture2D PreIntegratedGF : register(t__SRV__);
|
||||||
@4// Forward Shading: Utilities
|
@4// Forward Shading: Utilities
|
||||||
|
// Public accessors for lighting data, use them as data binding might change but those methods will remain.
|
||||||
|
LightData GetDirectionalLight() { return DirectionalLight; }
|
||||||
|
LightData GetSkyLight() { return SkyLight; }
|
||||||
|
EnvProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
|
||||||
|
ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
|
||||||
|
VolumetricFogData GetVolumetricFog() { return VolumetricFog; }
|
||||||
|
uint GetLocalLightsCount() { return LocalLightsCount; }
|
||||||
|
LightData GetLocalLight(uint i) { return LocalLights[i]; }
|
||||||
@5// Forward Shading: Shaders
|
@5// Forward Shading: Shaders
|
||||||
|
|
||||||
// Pixel Shader function for Forward Pass
|
// Pixel Shader function for Forward Pass
|
||||||
@@ -76,9 +88,8 @@ void PS_Forward(
|
|||||||
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
|
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
|
||||||
|
|
||||||
// Calculate lighting from a single directional light
|
// Calculate lighting from a single directional light
|
||||||
float4 shadowMask = 1.0f;
|
|
||||||
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
|
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
|
||||||
shadowMask = GetShadowMask(shadow);
|
float4 shadowMask = GetShadowMask(shadow);
|
||||||
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
|
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
|
||||||
|
|
||||||
// Calculate lighting from sky light
|
// Calculate lighting from sky light
|
||||||
@@ -101,7 +112,8 @@ void PS_Forward(
|
|||||||
|
|
||||||
// Calculate reflections
|
// Calculate reflections
|
||||||
#if USE_REFLECTIONS
|
#if USE_REFLECTIONS
|
||||||
float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
|
float4 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness);
|
||||||
|
reflections.rgb *= reflections.a;
|
||||||
|
|
||||||
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
#if MATERIAL_REFLECTIONS == MATERIAL_REFLECTIONS_SSR
|
||||||
// Screen Space Reflections
|
// Screen Space Reflections
|
||||||
@@ -109,7 +121,7 @@ void PS_Forward(
|
|||||||
Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
|
Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
|
||||||
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
||||||
float stepSize = ScreenSize.z; // 1 / screenWidth
|
float stepSize = ScreenSize.z; // 1 / screenWidth
|
||||||
float maxSamples = 48;
|
float maxSamples = 50;
|
||||||
float worldAntiSelfOcclusionBias = 0.1f;
|
float worldAntiSelfOcclusionBias = 0.1f;
|
||||||
float brdfBias = 0.82f;
|
float brdfBias = 0.82f;
|
||||||
float drawDistance = 5000.0f;
|
float drawDistance = 5000.0f;
|
||||||
@@ -117,7 +129,7 @@ void PS_Forward(
|
|||||||
if (hit.z > 0)
|
if (hit.z > 0)
|
||||||
{
|
{
|
||||||
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
||||||
reflections = lerp(reflections, screenColor, hit.z);
|
reflections.rgb = lerp(reflections.rgb, screenColor, hit.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fallback to software tracing if possible
|
// Fallback to software tracing if possible
|
||||||
@@ -129,23 +141,37 @@ void PS_Forward(
|
|||||||
if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
|
if (TraceSDFSoftwareReflections(gBuffer, reflectWS, surfaceAtlas))
|
||||||
{
|
{
|
||||||
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
float3 screenColor = sceneColorTexture.SampleLevel(SamplerPointClamp, hit.xy, 0).rgb;
|
||||||
reflections = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
|
reflections.rgb = lerp(surfaceAtlas, float4(screenColor, 1), hit.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
light.rgb += reflections * GetReflectionSpecularLighting(ViewPos, gBuffer) * light.a;
|
light.rgb += reflections.rgb * GetReflectionSpecularLighting(PreIntegratedGF, ViewPos, gBuffer);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Add lighting (apply ambient occlusion)
|
// Add lighting
|
||||||
output.rgb += light.rgb * gBuffer.AO;
|
output.rgb += light.rgb;
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if USE_FOG
|
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
|
||||||
// Calculate exponential height fog
|
// Calculate exponential height fog
|
||||||
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0);
|
#if DIRECTX && FEATURE_LEVEL < FEATURE_LEVEL_SM6
|
||||||
|
// TODO: fix D3D11/D3D10 bug with incorrect distance
|
||||||
|
float fogSceneDistance = distance(materialInput.WorldPosition, ViewPos);
|
||||||
|
#else
|
||||||
|
float fogSceneDistance = gBuffer.ViewPos.z;
|
||||||
|
#endif
|
||||||
|
float fogSkipDistance = max(ExponentialHeightFog.VolumetricFogMaxDistance - 100, 0);
|
||||||
|
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, fogSkipDistance, fogSceneDistance);
|
||||||
|
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
|
||||||
|
{
|
||||||
|
// Sample volumetric fog and mix it in
|
||||||
|
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
||||||
|
float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, VolumetricFog, materialInput.WorldPosition - ViewPos, screenUV, TemporalAAJitter);
|
||||||
|
fog = CombineVolumetricFog(fog, volumetricFog);
|
||||||
|
}
|
||||||
|
|
||||||
// Apply fog to the output color
|
// Apply fog to the output color
|
||||||
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
|
#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Global Illumination: Defines
|
@0// Global Illumination: Defines
|
||||||
#define USE_GI 1
|
#define USE_GI 1
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Lightmap: Defines
|
@0// Lightmap: Defines
|
||||||
#define CAN_USE_LIGHTMAP 1
|
#define CAN_USE_LIGHTMAP 1
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Motion Vectors: Defines
|
@0// Motion Vectors: Defines
|
||||||
@1// Motion Vectors: Includes
|
@1// Motion Vectors: Includes
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// SDF Reflections: Defines
|
@0// SDF Reflections: Defines
|
||||||
#define USE_GLOBAL_SURFACE_ATLAS 1
|
#define USE_GLOBAL_SURFACE_ATLAS 1
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||||
|
|
||||||
@0// Tessellation: Defines
|
@0// Tessellation: Defines
|
||||||
#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
|
#define TessalationProjectOntoPlane(planeNormal, planePosition, pointToProject) pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal
|
||||||
|
|||||||
@@ -140,7 +140,7 @@ void SetParticleVec4(uint particleIndex, int offset, float4 value)
|
|||||||
bool AddParticle(out uint dstIndex)
|
bool AddParticle(out uint dstIndex)
|
||||||
{
|
{
|
||||||
// Acquire the particle index in the destination buffer
|
// Acquire the particle index in the destination buffer
|
||||||
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
|
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1u, dstIndex);
|
||||||
|
|
||||||
// Prevent overflow
|
// Prevent overflow
|
||||||
return dstIndex >= PARTICLE_CAPACITY;
|
return dstIndex >= PARTICLE_CAPACITY;
|
||||||
|
|||||||
@@ -20,6 +20,8 @@ float TimeParam;
|
|||||||
float4 ViewInfo;
|
float4 ViewInfo;
|
||||||
float4 ScreenSize;
|
float4 ScreenSize;
|
||||||
float4 ViewSize;
|
float4 ViewSize;
|
||||||
|
float3 ViewPadding0;
|
||||||
|
float ScaledTimeParam;
|
||||||
@1META_CB_END
|
@1META_CB_END
|
||||||
|
|
||||||
// Shader resources
|
// Shader resources
|
||||||
@@ -36,6 +38,7 @@ struct VertexOutput
|
|||||||
#endif
|
#endif
|
||||||
float4 ClipExtents : TEXCOORD3;
|
float4 ClipExtents : TEXCOORD3;
|
||||||
float2 ClipOrigin : TEXCOORD4;
|
float2 ClipOrigin : TEXCOORD4;
|
||||||
|
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
|
||||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||||
#endif
|
#endif
|
||||||
@@ -53,6 +56,7 @@ struct PixelInput
|
|||||||
#endif
|
#endif
|
||||||
float4 ClipExtents : TEXCOORD3;
|
float4 ClipExtents : TEXCOORD3;
|
||||||
float2 ClipOrigin : TEXCOORD4;
|
float2 ClipOrigin : TEXCOORD4;
|
||||||
|
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
|
||||||
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
||||||
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
|
||||||
#endif
|
#endif
|
||||||
@@ -65,6 +69,7 @@ struct MaterialInput
|
|||||||
float3 WorldPosition;
|
float3 WorldPosition;
|
||||||
float TwoSidedSign;
|
float TwoSidedSign;
|
||||||
float2 TexCoord;
|
float2 TexCoord;
|
||||||
|
float2 CustomData; // x-per-geometry type, y-features mask
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
half4 VertexColor;
|
half4 VertexColor;
|
||||||
#endif
|
#endif
|
||||||
@@ -82,6 +87,7 @@ MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
|
|||||||
MaterialInput result;
|
MaterialInput result;
|
||||||
result.WorldPosition = output.WorldPosition;
|
result.WorldPosition = output.WorldPosition;
|
||||||
result.TexCoord = output.TexCoord;
|
result.TexCoord = output.TexCoord;
|
||||||
|
result.CustomData = input.CustomDataAndClipOrigin.xy;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
result.VertexColor = output.VertexColor;
|
result.VertexColor = output.VertexColor;
|
||||||
#endif
|
#endif
|
||||||
@@ -101,6 +107,7 @@ MaterialInput GetMaterialInput(PixelInput input)
|
|||||||
MaterialInput result;
|
MaterialInput result;
|
||||||
result.WorldPosition = input.WorldPosition;
|
result.WorldPosition = input.WorldPosition;
|
||||||
result.TexCoord = input.TexCoord;
|
result.TexCoord = input.TexCoord;
|
||||||
|
result.CustomData = input.CustomData;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
result.VertexColor = input.VertexColor;
|
result.VertexColor = input.VertexColor;
|
||||||
#endif
|
#endif
|
||||||
@@ -163,6 +170,12 @@ float3 GetObjectSize(MaterialInput input)
|
|||||||
return float3(1, 1, 1);
|
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)
|
// Get the current object random value supports instancing)
|
||||||
float GetPerInstanceRandom(MaterialInput input)
|
float GetPerInstanceRandom(MaterialInput input)
|
||||||
{
|
{
|
||||||
@@ -221,6 +234,7 @@ VertexOutput VS_GUI(Render2DVertex input)
|
|||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.VertexColor = input.Color;
|
output.VertexColor = input.Color;
|
||||||
#endif
|
#endif
|
||||||
|
output.CustomData = input.CustomDataAndClipOrigin.xy;
|
||||||
output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
|
output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
|
||||||
output.ClipExtents = input.ClipExtents;
|
output.ClipExtents = input.ClipExtents;
|
||||||
|
|
||||||
|
|||||||
@@ -299,24 +299,22 @@ half3x3 CalcTangentToLocal(ModelInput input)
|
|||||||
float3 normal = input.Normal.xyz * 2.0 - 1.0;
|
float3 normal = input.Normal.xyz * 2.0 - 1.0;
|
||||||
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
|
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
|
||||||
float3 bitangent = cross(normal, tangent) * bitangentSign;
|
float3 bitangent = cross(normal, tangent) * bitangentSign;
|
||||||
return float3x3(tangent, bitangent, normal);
|
return (half3x3)float3x3(tangent, bitangent, normal);
|
||||||
}
|
}
|
||||||
|
|
||||||
half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
|
half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
|
||||||
{
|
{
|
||||||
half3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
|
half3x3 localToWorld = (half3x3)RemoveScaleFromLocalToWorld((float3x3)world);
|
||||||
return mul(tangentToLocal, localToWorld);
|
return mul(tangentToLocal, localToWorld);
|
||||||
}
|
}
|
||||||
|
|
||||||
float3 GetParticlePosition(uint ParticleIndex)
|
float3 GetParticlePosition(uint particleIndex)
|
||||||
{
|
{
|
||||||
return TransformParticlePosition(GetParticleVec3(ParticleIndex, PositionOffset));
|
return TransformParticlePosition(GetParticleVec3(particleIndex, PositionOffset));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Vertex Shader function for Sprite Rendering
|
// Vertex Shader function for Sprite Rendering
|
||||||
META_VS(true, FEATURE_LEVEL_ES2)
|
META_VS(true, FEATURE_LEVEL_ES2)
|
||||||
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, 0, PER_VERTEX, 0, true)
|
|
||||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
|
||||||
VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
||||||
{
|
{
|
||||||
VertexOutput output;
|
VertexOutput output;
|
||||||
@@ -407,7 +405,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
|||||||
output.InstanceParams = PerInstanceRandom;
|
output.InstanceParams = PerInstanceRandom;
|
||||||
|
|
||||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||||
half3x3 tangentToLocal = float3x3(axisX, axisY, axisZ);
|
half3x3 tangentToLocal = half3x3(axisX, axisY, axisZ);
|
||||||
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||||
output.TBN = tangentToWorld;
|
output.TBN = tangentToWorld;
|
||||||
|
|
||||||
@@ -516,7 +514,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
|
|||||||
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
|
|
||||||
// Pass vertex attributes
|
// Pass vertex attributes
|
||||||
output.TexCoord = input.TexCoord;
|
output.TexCoord = input.TexCoord0;
|
||||||
output.ParticleIndex = particleIndex;
|
output.ParticleIndex = particleIndex;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.VertexColor = input.Color;
|
output.VertexColor = input.Color;
|
||||||
@@ -612,7 +610,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
|||||||
{
|
{
|
||||||
output.TexCoord.x = (float)input.Order / (float)RibbonSegmentCount;
|
output.TexCoord.x = (float)input.Order / (float)RibbonSegmentCount;
|
||||||
}
|
}
|
||||||
output.TexCoord.y = (vertexIndex + 1) & 0x1;
|
output.TexCoord.y = (float)((vertexIndex + 1) & 0x1);
|
||||||
output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
|
output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
|
||||||
|
|
||||||
// Compute world space vertex position
|
// Compute world space vertex position
|
||||||
@@ -631,7 +629,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
|||||||
output.InstanceParams = PerInstanceRandom;
|
output.InstanceParams = PerInstanceRandom;
|
||||||
|
|
||||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||||
half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
|
half3x3 tangentToLocal = half3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
|
||||||
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
||||||
output.TBN = tangentToWorld;
|
output.TBN = tangentToWorld;
|
||||||
|
|
||||||
@@ -647,7 +645,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
|||||||
materialInput.TBN = output.TBN;
|
materialInput.TBN = output.TBN;
|
||||||
materialInput.TwoSidedSign = 1;
|
materialInput.TwoSidedSign = 1;
|
||||||
materialInput.SvPosition = output.Position;
|
materialInput.SvPosition = output.Position;
|
||||||
materialInput.PreSkinnedPosition = Position;
|
materialInput.PreSkinnedPosition = position;
|
||||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||||
materialInput.InstanceOrigin = output.InstanceOrigin;
|
materialInput.InstanceOrigin = output.InstanceOrigin;
|
||||||
materialInput.InstanceParams = output.InstanceParams;
|
materialInput.InstanceParams = output.InstanceParams;
|
||||||
|
|||||||
@@ -19,6 +19,8 @@ float4 ViewInfo;
|
|||||||
float4 ScreenSize;
|
float4 ScreenSize;
|
||||||
float4 TemporalAAJitter;
|
float4 TemporalAAJitter;
|
||||||
float4x4 InverseViewProjectionMatrix;
|
float4x4 InverseViewProjectionMatrix;
|
||||||
|
float3 ViewPadding0;
|
||||||
|
float ScaledTimeParam;
|
||||||
@1META_CB_END
|
@1META_CB_END
|
||||||
|
|
||||||
// Shader resources
|
// Shader resources
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
// Version: @0
|
// Version: @0
|
||||||
|
|
||||||
#define MATERIAL 1
|
#define MATERIAL 1
|
||||||
|
#define MATERIAL_TEXCOORDS 4
|
||||||
#define USE_PER_VIEW_CONSTANTS 1
|
#define USE_PER_VIEW_CONSTANTS 1
|
||||||
#define USE_PER_DRAW_CONSTANTS 1
|
#define USE_PER_DRAW_CONSTANTS 1
|
||||||
@3
|
@3
|
||||||
@@ -24,21 +25,29 @@ Buffer<float4> BoneMatrices : register(t1);
|
|||||||
Buffer<float4> PrevBoneMatrices : register(t2);
|
Buffer<float4> PrevBoneMatrices : register(t2);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Geometry data passed though the graphics rendering stages up to the pixel shader
|
// Geometry data passed though the graphics rendering stages up to the pixel shader
|
||||||
struct GeometryData
|
struct GeometryData
|
||||||
{
|
{
|
||||||
float3 WorldPosition : TEXCOORD0;
|
float3 WorldPosition : TEXCOORD0;
|
||||||
float2 TexCoord : TEXCOORD1;
|
float4 TexCoords01 : TEXCOORD1;
|
||||||
float2 LightmapUV : TEXCOORD2;
|
float4 TexCoords23 : TEXCOORD2;
|
||||||
|
float2 LightmapUV : TEXCOORD3;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
half4 VertexColor : COLOR;
|
half4 VertexColor : COLOR;
|
||||||
#endif
|
#endif
|
||||||
float3 WorldNormal : TEXCOORD3;
|
float3 WorldNormal : TEXCOORD4;
|
||||||
float4 WorldTangent : TEXCOORD4;
|
float4 WorldTangent : TEXCOORD5;
|
||||||
float3 PrevWorldPosition : TEXCOORD7;
|
float3 PrevWorldPosition : TEXCOORD7;
|
||||||
nointerpolation uint ObjectIndex : TEXCOORD8;
|
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
|
// Interpolants passed from the vertex shader
|
||||||
struct VertexOutput
|
struct VertexOutput
|
||||||
{
|
{
|
||||||
@@ -68,7 +77,7 @@ struct MaterialInput
|
|||||||
{
|
{
|
||||||
float3 WorldPosition;
|
float3 WorldPosition;
|
||||||
float TwoSidedSign;
|
float TwoSidedSign;
|
||||||
float2 TexCoord;
|
float2 TexCoords[MATERIAL_TEXCOORDS];
|
||||||
#if USE_LIGHTMAP
|
#if USE_LIGHTMAP
|
||||||
float2 LightmapUV;
|
float2 LightmapUV;
|
||||||
#endif
|
#endif
|
||||||
@@ -86,12 +95,18 @@ struct MaterialInput
|
|||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Map access to the main texure coordinate channel as UV0
|
||||||
|
#define TexCoord TexCoords[0]
|
||||||
|
|
||||||
// Extracts geometry data to the material input
|
// Extracts geometry data to the material input
|
||||||
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||||
{
|
{
|
||||||
MaterialInput output = (MaterialInput)0;
|
MaterialInput output = (MaterialInput)0;
|
||||||
output.WorldPosition = geometry.WorldPosition;
|
output.WorldPosition = geometry.WorldPosition;
|
||||||
output.TexCoord = geometry.TexCoord;
|
output.TexCoords[0] = geometry.TexCoords01.xy;
|
||||||
|
output.TexCoords[1] = geometry.TexCoords01.zw;
|
||||||
|
output.TexCoords[2] = geometry.TexCoords23.xy;
|
||||||
|
output.TexCoords[3] = geometry.TexCoords23.zw;
|
||||||
#if USE_LIGHTMAP
|
#if USE_LIGHTMAP
|
||||||
output.LightmapUV = geometry.LightmapUV;
|
output.LightmapUV = geometry.LightmapUV;
|
||||||
#endif
|
#endif
|
||||||
@@ -126,8 +141,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
|||||||
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
|
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
|
||||||
{
|
{
|
||||||
GeometryData output = (GeometryData)0;
|
GeometryData output = (GeometryData)0;
|
||||||
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
|
output.TexCoords01 = p0.TexCoords01 * w0 + p1.TexCoords01 * w1 + p2.TexCoords01 * w2;
|
||||||
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
|
output.TexCoords23 = p0.TexCoords23 * w0 + p1.TexCoords23 * w1 + p2.TexCoords23 * w2;
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
|
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
|
||||||
#endif
|
#endif
|
||||||
@@ -223,6 +238,24 @@ float3 GetObjectSize(MaterialInput input)
|
|||||||
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
|
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)
|
// Get the current object random value (supports instancing)
|
||||||
float GetPerInstanceRandom(MaterialInput input)
|
float GetPerInstanceRandom(MaterialInput input)
|
||||||
{
|
{
|
||||||
@@ -312,14 +345,15 @@ VertexOutput VS(ModelInput input)
|
|||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
|
|
||||||
// Pass vertex attributes
|
// Pass vertex attributes
|
||||||
output.Geometry.TexCoord = input.TexCoord;
|
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
|
||||||
|
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.Geometry.VertexColor = input.Color;
|
output.Geometry.VertexColor = input.Color;
|
||||||
#endif
|
#endif
|
||||||
#if CAN_USE_LIGHTMAP
|
#if CAN_USE_LIGHTMAP
|
||||||
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
|
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
|
||||||
#else
|
#else
|
||||||
output.Geometry.LightmapUV = input.LightmapUV;
|
output.Geometry.LightmapUV = float2(0, 0);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Calculate tanget space to world space transformation matrix for unit vectors
|
// Calculate tanget space to world space transformation matrix for unit vectors
|
||||||
@@ -343,6 +377,7 @@ VertexOutput VS(ModelInput input)
|
|||||||
// Apply world position offset per-vertex
|
// Apply world position offset per-vertex
|
||||||
#if USE_POSITION_OFFSET
|
#if USE_POSITION_OFFSET
|
||||||
output.Geometry.WorldPosition += material.PositionOffset;
|
output.Geometry.WorldPosition += material.PositionOffset;
|
||||||
|
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@@ -459,7 +494,7 @@ META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0,
|
|||||||
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
||||||
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
||||||
META_VS_IN_ELEMENT(BLENDINDICES, 0, R8G8B8A8_UINT, 0, ALIGN, PER_VERTEX, 0, true)
|
META_VS_IN_ELEMENT(BLENDINDICES, 0, R8G8B8A8_UINT, 0, ALIGN, PER_VERTEX, 0, true)
|
||||||
META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
|
META_VS_IN_ELEMENT(BLENDWEIGHTS, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
|
||||||
VertexOutput VS_Skinned(ModelInput_Skinned input)
|
VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||||
{
|
{
|
||||||
VertexOutput output;
|
VertexOutput output;
|
||||||
@@ -486,9 +521,10 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
|||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
|
|
||||||
// Pass vertex attributes
|
// Pass vertex attributes
|
||||||
output.Geometry.TexCoord = input.TexCoord;
|
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
|
||||||
|
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
|
||||||
#if USE_VERTEX_COLOR
|
#if USE_VERTEX_COLOR
|
||||||
output.Geometry.VertexColor = float4(0, 0, 0, 1);
|
output.Geometry.VertexColor = input.Color;
|
||||||
#endif
|
#endif
|
||||||
output.Geometry.LightmapUV = float2(0, 0);
|
output.Geometry.LightmapUV = float2(0, 0);
|
||||||
|
|
||||||
@@ -512,6 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
|||||||
// Apply world position offset per-vertex
|
// Apply world position offset per-vertex
|
||||||
#if USE_POSITION_OFFSET
|
#if USE_POSITION_OFFSET
|
||||||
output.Geometry.WorldPosition += material.PositionOffset;
|
output.Geometry.WorldPosition += material.PositionOffset;
|
||||||
|
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -15,6 +15,7 @@
|
|||||||
#include "./Flax/Common.hlsl"
|
#include "./Flax/Common.hlsl"
|
||||||
#include "./Flax/MaterialCommon.hlsl"
|
#include "./Flax/MaterialCommon.hlsl"
|
||||||
#include "./Flax/GBufferCommon.hlsl"
|
#include "./Flax/GBufferCommon.hlsl"
|
||||||
|
#include "./Flax/TerrainCommon.hlsl"
|
||||||
@7
|
@7
|
||||||
// Primary constant buffer (with additional material parameters)
|
// Primary constant buffer (with additional material parameters)
|
||||||
META_CB_BEGIN(0, Data)
|
META_CB_BEGIN(0, Data)
|
||||||
@@ -236,6 +237,12 @@ float3 GetObjectSize(MaterialInput input)
|
|||||||
return float3(1, 1, 1);
|
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
|
// Get the current object random value
|
||||||
float GetPerInstanceRandom(MaterialInput input)
|
float GetPerInstanceRandom(MaterialInput input)
|
||||||
{
|
{
|
||||||
@@ -319,8 +326,6 @@ struct TerrainVertexInput
|
|||||||
|
|
||||||
// Vertex Shader function for terrain rendering
|
// Vertex Shader function for terrain rendering
|
||||||
META_VS(true, FEATURE_LEVEL_ES2)
|
META_VS(true, FEATURE_LEVEL_ES2)
|
||||||
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
|
|
||||||
META_VS_IN_ELEMENT(TEXCOORD, 1, R8G8B8A8_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
|
|
||||||
VertexOutput VS(TerrainVertexInput input)
|
VertexOutput VS(TerrainVertexInput input)
|
||||||
{
|
{
|
||||||
VertexOutput output;
|
VertexOutput output;
|
||||||
@@ -330,7 +335,7 @@ VertexOutput VS(TerrainVertexInput input)
|
|||||||
float lodValue = CurrentLOD;
|
float lodValue = CurrentLOD;
|
||||||
float morphAlpha = lodCalculated - CurrentLOD;
|
float morphAlpha = lodCalculated - CurrentLOD;
|
||||||
|
|
||||||
// Sample heightmap
|
// Sample heightmap and splatmaps
|
||||||
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||||
#if USE_SMOOTH_LOD_TRANSITION
|
#if USE_SMOOTH_LOD_TRANSITION
|
||||||
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||||
@@ -338,7 +343,6 @@ VertexOutput VS(TerrainVertexInput input)
|
|||||||
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||||
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||||
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
|
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
|
||||||
bool isHole = max(heightmapValueThisLOD.b + heightmapValueThisLOD.a, heightmapValueNextLOD.b + heightmapValueNextLOD.a) >= 1.9f;
|
|
||||||
#if USE_TERRAIN_LAYERS
|
#if USE_TERRAIN_LAYERS
|
||||||
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||||
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||||
@@ -351,7 +355,6 @@ VertexOutput VS(TerrainVertexInput input)
|
|||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||||
bool isHole = (heightmapValue.b + heightmapValue.a) >= 1.9f;
|
|
||||||
#if USE_TERRAIN_LAYERS
|
#if USE_TERRAIN_LAYERS
|
||||||
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||||
#if TERRAIN_LAYERS_DATA_SIZE > 1
|
#if TERRAIN_LAYERS_DATA_SIZE > 1
|
||||||
@@ -359,12 +362,11 @@ VertexOutput VS(TerrainVertexInput input)
|
|||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
float height = (float)((int)(heightmapValue.x * 255.0) + ((int)(heightmapValue.y * 255) << 8)) / 65535.0;
|
float height = DecodeHeightmapHeight(heightmapValue);
|
||||||
|
|
||||||
// Extract normal and the holes mask
|
// Extract normal and the holes mask
|
||||||
float2 normalTemp = float2(heightmapValue.b, heightmapValue.a) * 2.0f - 1.0f;
|
bool isHole;
|
||||||
float3 normal = float3(normalTemp.x, sqrt(1.0 - saturate(dot(normalTemp, normalTemp))), normalTemp.y);
|
float3 normal = DecodeHeightmapNormal(heightmapValue, isHole);
|
||||||
normal = normalize(normal);
|
|
||||||
output.Geometry.HolesMask = isHole ? 0 : 1;
|
output.Geometry.HolesMask = isHole ? 0 : 1;
|
||||||
if (isHole)
|
if (isHole)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -8,6 +8,7 @@
|
|||||||
#include "./Flax/Common.hlsl"
|
#include "./Flax/Common.hlsl"
|
||||||
#include "./Flax/MaterialCommon.hlsl"
|
#include "./Flax/MaterialCommon.hlsl"
|
||||||
#include "./Flax/GBufferCommon.hlsl"
|
#include "./Flax/GBufferCommon.hlsl"
|
||||||
|
#include "./Flax/VolumetricFog.hlsl"
|
||||||
@7
|
@7
|
||||||
|
|
||||||
// Primary constant buffer (with additional material parameters)
|
// Primary constant buffer (with additional material parameters)
|
||||||
@@ -21,6 +22,7 @@ float Dummy0;
|
|||||||
float VolumetricFogMaxDistance;
|
float VolumetricFogMaxDistance;
|
||||||
int ParticleStride;
|
int ParticleStride;
|
||||||
int ParticleIndex;
|
int ParticleIndex;
|
||||||
|
float4 GridSliceParameters;
|
||||||
@1META_CB_END
|
@1META_CB_END
|
||||||
|
|
||||||
// Particles attributes buffer
|
// Particles attributes buffer
|
||||||
@@ -202,19 +204,19 @@ Material GetMaterialPS(MaterialInput input)
|
|||||||
META_PS(true, FEATURE_LEVEL_SM5)
|
META_PS(true, FEATURE_LEVEL_SM5)
|
||||||
void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out float4 VBufferB : SV_Target1)
|
void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out float4 VBufferB : SV_Target1)
|
||||||
{
|
{
|
||||||
|
// Reproject grid position back to the screen and world space
|
||||||
uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
|
uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
|
||||||
float3 cellOffset = 0.5f;
|
float3 cellOffset = 0.5f;
|
||||||
float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
|
float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
|
||||||
float zSlice = gridCoordinate.z + cellOffset.z;
|
float sceneDepth = GetDepthFromSlice(GridSliceParameters, gridCoordinate.z + cellOffset.z) / ViewFar;
|
||||||
float sceneDepth = (zSlice / GridSize.z) * VolumetricFogMaxDistance / ViewFar;
|
|
||||||
float deviceDepth = (ViewInfo.w / sceneDepth) + ViewInfo.z;
|
float deviceDepth = (ViewInfo.w / sceneDepth) + ViewInfo.z;
|
||||||
float4 clipPos = float4(volumeUV * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
|
float4 clipPos = float4(volumeUV * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
|
||||||
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
|
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
|
||||||
float3 positionWS = wsPos.xyz / wsPos.w;
|
wsPos.xyz /= wsPos.w;
|
||||||
|
|
||||||
// Get material parameters
|
// Get material parameters
|
||||||
MaterialInput materialInput = (MaterialInput)0;
|
MaterialInput materialInput = (MaterialInput)0;
|
||||||
materialInput.WorldPosition = positionWS;
|
materialInput.WorldPosition = wsPos.xyz;
|
||||||
materialInput.TexCoord = input.Vertex.TexCoord;
|
materialInput.TexCoord = input.Vertex.TexCoord;
|
||||||
materialInput.ParticleIndex = ParticleIndex;
|
materialInput.ParticleIndex = ParticleIndex;
|
||||||
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));
|
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));
|
||||||
@@ -225,9 +227,10 @@ void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out fl
|
|||||||
Material material = GetMaterialPS(materialInput);
|
Material material = GetMaterialPS(materialInput);
|
||||||
|
|
||||||
// Compute fog properties
|
// Compute fog properties
|
||||||
|
material.Opacity *= material.Mask;
|
||||||
float3 albedo = material.Color;
|
float3 albedo = material.Color;
|
||||||
float extinction = material.Opacity * material.Mask * 0.001f;
|
float extinction = material.Opacity * 0.001f;
|
||||||
float3 emission = material.Emissive;
|
float3 emission = material.Emissive * material.Opacity;
|
||||||
float3 scattering = albedo * extinction;
|
float3 scattering = albedo * extinction;
|
||||||
float absorption = max(0.0f, extinction - Luminance(scattering));
|
float absorption = max(0.0f, extinction - Luminance(scattering));
|
||||||
|
|
||||||
|
|||||||
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Reference in New Issue
Block a user