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269e8963e8
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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: 2
|
||||
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
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 8.0.x
|
||||
dotnet-version: 9.0.x
|
||||
- name: Setup .NET Workload
|
||||
run: |
|
||||
dotnet workload install ios
|
||||
@@ -33,4 +33,4 @@ jobs:
|
||||
git lfs pull
|
||||
- name: Build
|
||||
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
|
||||
|
||||
12
.github/workflows/cd.yml
vendored
12
.github/workflows/cd.yml
vendored
@@ -34,7 +34,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
.\PackageEditor.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -67,7 +67,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output
|
||||
.\PackagePlatforms.bat -arch=x64 -platform=Windows -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -100,7 +100,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
./PackageEditor.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -131,7 +131,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output
|
||||
./PackagePlatforms.sh -arch=x64 -platform=Linux -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -161,7 +161,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
./PackageEditor.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@@ -189,7 +189,7 @@ jobs:
|
||||
dotnet workload --info
|
||||
- name: Build
|
||||
run: |
|
||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output
|
||||
./PackagePlatforms.command -arch=ARM64 -platform=Mac -deployOutput=Output -dotnet=8
|
||||
- name: Upload
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
|
||||
3
.github/workflows/tests.yml
vendored
3
.github/workflows/tests.yml
vendored
@@ -73,8 +73,11 @@ jobs:
|
||||
.\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
|
||||
- name: Test
|
||||
shell: pwsh
|
||||
run: |
|
||||
$ErrorActionPreference = "Stop"
|
||||
.\Binaries\Editor\Win64\Development\FlaxTests.exe
|
||||
if(!$?) { Write-Host "Tests failed with exit code $LastExitCode" -ForegroundColor Red; Exit $LastExitCode }
|
||||
dotnet test -f net8.0 Binaries\Tests\Flax.Build.Tests.dll
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.dll Binaries\Tests
|
||||
xcopy /y Binaries\Editor\Win64\Development\FlaxEngine.CSharp.runtimeconfig.json Binaries\Tests
|
||||
|
||||
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
BIN
Content/Editor/Camera/M_Camera.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Camera/O_Camera.flax
(Stored with Git LFS)
BIN
Content/Editor/Camera/O_Camera.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/CubeTexturePreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/CubeTexturePreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/DDGIDebugProbes.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/DDGIDebugProbes.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Decal.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Decal.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Particle.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Particle.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Surface.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Surface.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DebugMaterials/SingleColor/Terrain.flax
(Stored with Git LFS)
BIN
Content/Editor/DebugMaterials/SingleColor/Terrain.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/DefaultFontMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/DefaultFontMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/FoliageBrushMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/FoliageBrushMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialAxisLocked.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialAxisLocked.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialWire.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/MaterialWireFocus.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/MaterialWireFocus.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/RotationAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/RotationAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/ScaleAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/ScaleAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/SelectionOutlineMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/TranslationAxis.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/TranslationAxis.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Gizmo/WireBox.flax
(Stored with Git LFS)
BIN
Content/Editor/Gizmo/WireBox.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
BIN
Content/Editor/Highlight Material.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/AudioListener.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/AudioListener.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/AudioSource.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/AudioSource.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/Decal.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/Decal.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/DirectionalLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/DirectionalLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/EnvironmentProbe.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/EnvironmentProbe.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/IconsMaterial.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/ParticleEffect.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/ParticleEffect.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/PointLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/PointLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/SceneAnimationPlayer.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/SceneAnimationPlayer.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/SkyLight.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/SkyLight.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/Icons/Skybox.flax
(Stored with Git LFS)
BIN
Content/Editor/Icons/Skybox.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/IconsAtlas.flax
(Stored with Git LFS)
BIN
Content/Editor/IconsAtlas.flax
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Editor/IesProfilePreviewMaterial.flax
(Stored with Git LFS)
BIN
Content/Editor/IesProfilePreviewMaterial.flax
(Stored with Git LFS)
Binary file not shown.
@@ -6,6 +6,7 @@
|
||||
@3
|
||||
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/Stencil.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
#include "./Flax/GBufferCommon.hlsl"
|
||||
@7
|
||||
@@ -13,11 +14,14 @@
|
||||
META_CB_BEGIN(0, Data)
|
||||
float4x4 WorldMatrix;
|
||||
float4x4 InvWorld;
|
||||
float4x4 SVPositionToWorld;
|
||||
float4x4 SvPositionToWorld;
|
||||
float3 Padding0;
|
||||
uint RenderLayersMask;
|
||||
@1META_CB_END
|
||||
|
||||
// Use depth buffer for per-pixel decal layering
|
||||
Texture2D DepthBuffer : register(t0);
|
||||
Texture2D<uint2> StencilBuffer : register(t1);
|
||||
|
||||
// Material shader resources
|
||||
@2
|
||||
@@ -27,12 +31,63 @@ struct MaterialInput
|
||||
float3 WorldPosition;
|
||||
float TwoSidedSign;
|
||||
float2 TexCoord;
|
||||
float4 TexCoord_DDX_DDY;
|
||||
float3x3 TBN;
|
||||
float4 SvPosition;
|
||||
float3 PreSkinnedPosition;
|
||||
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
|
||||
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
|
||||
{
|
||||
@@ -83,6 +138,12 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value supports instancing)
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -110,7 +171,6 @@ Material GetMaterialPS(MaterialInput input)
|
||||
}
|
||||
|
||||
// Input macro specified by the material: DECAL_BLEND_MODE
|
||||
|
||||
#define DECAL_BLEND_MODE_TRANSLUCENT 0
|
||||
#define DECAL_BLEND_MODE_STAIN 1
|
||||
#define DECAL_BLEND_MODE_NORMAL 2
|
||||
@@ -144,10 +204,18 @@ void PS_Decal(
|
||||
#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;
|
||||
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;
|
||||
|
||||
@@ -160,8 +228,9 @@ void PS_Decal(
|
||||
materialInput.TexCoord = decalUVs;
|
||||
materialInput.TwoSidedSign = 1;
|
||||
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);
|
||||
|
||||
@@ -207,6 +207,20 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return GeometrySize * float3(world._m00, world._m11, world._m22);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
float4x4 world = WorldMatrix;
|
||||
|
||||
// Extract scale from the world matrix
|
||||
float3 scale;
|
||||
scale.x = length(float3(world._11, world._12, world._13));
|
||||
scale.y = length(float3(world._21, world._22, world._23));
|
||||
scale.z = length(float3(world._31, world._32, world._33));
|
||||
|
||||
return scale;
|
||||
}
|
||||
|
||||
// Get the current object random value
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -297,7 +311,7 @@ VertexOutput VS_SplineModel(ModelInput input)
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.Geometry.TexCoord = input.TexCoord;
|
||||
output.Geometry.TexCoord = input.TexCoord0;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
@@ -323,6 +337,7 @@ VertexOutput VS_SplineModel(ModelInput input)
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#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
|
||||
@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
|
||||
@1// Distortion: Includes
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
||||
// Copyright (c) Wojciech Figat. All rights reserved.
|
||||
|
||||
@0// Forward Shading: Defines
|
||||
#define MAX_LOCAL_LIGHTS 4
|
||||
@@ -27,7 +27,15 @@ TextureCube EnvProbe : register(t__SRV__);
|
||||
TextureCube SkyLightTexture : register(t__SRV__);
|
||||
Buffer<float4> ShadowsBuffer : register(t__SRV__);
|
||||
Texture2D<float> ShadowMap : register(t__SRV__);
|
||||
Texture3D VolumetricFogTexture : register(t__SRV__);
|
||||
@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; }
|
||||
ProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
|
||||
ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
|
||||
uint GetLocalLightsCount() { return LocalLightsCount; }
|
||||
LightData GetLocalLight(uint i) { return LocalLights[i]; }
|
||||
@5// Forward Shading: Shaders
|
||||
|
||||
// Pixel Shader function for Forward Pass
|
||||
@@ -76,9 +84,8 @@ void PS_Forward(
|
||||
gBuffer.ShadingModel = MATERIAL_SHADING_MODEL;
|
||||
|
||||
// Calculate lighting from a single directional light
|
||||
float4 shadowMask = 1.0f;
|
||||
ShadowSample shadow = SampleDirectionalLightShadow(DirectionalLight, ShadowsBuffer, ShadowMap, gBuffer);
|
||||
shadowMask = GetShadowMask(shadow);
|
||||
float4 shadowMask = GetShadowMask(shadow);
|
||||
float4 light = GetLighting(ViewPos, DirectionalLight, gBuffer, shadowMask, false, false);
|
||||
|
||||
// Calculate lighting from sky light
|
||||
@@ -143,9 +150,27 @@ void PS_Forward(
|
||||
|
||||
#endif
|
||||
|
||||
#if USE_FOG
|
||||
#if USE_FOG && MATERIAL_SHADING_MODEL != SHADING_MODEL_UNLIT
|
||||
// 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
|
||||
float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, fogSceneDistance);
|
||||
|
||||
if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
|
||||
{
|
||||
// Sample volumetric fog and mix it in
|
||||
float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
|
||||
float3 viewVector = materialInput.WorldPosition - ViewPos;
|
||||
float sceneDepth = length(viewVector);
|
||||
float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
|
||||
float3 volumeUV = float3(screenUV, depthSlice);
|
||||
float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
|
||||
fog = CombineVolumetricFog(fog, volumetricFog);
|
||||
}
|
||||
|
||||
// Apply fog to the output color
|
||||
#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
|
||||
#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
|
||||
#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
|
||||
@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
|
||||
#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
|
||||
#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)
|
||||
{
|
||||
// Acquire the particle index in the destination buffer
|
||||
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
|
||||
DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1u, dstIndex);
|
||||
|
||||
// Prevent overflow
|
||||
return dstIndex >= PARTICLE_CAPACITY;
|
||||
|
||||
@@ -20,6 +20,8 @@ float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 ViewSize;
|
||||
float3 ViewPadding0;
|
||||
float ScaledTimeParam;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
@@ -163,6 +165,12 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value supports instancing)
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
|
||||
@@ -299,24 +299,22 @@ half3x3 CalcTangentToLocal(ModelInput input)
|
||||
float3 normal = input.Normal.xyz * 2.0 - 1.0;
|
||||
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
|
||||
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 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
|
||||
half3x3 localToWorld = (half3x3)RemoveScaleFromLocalToWorld((float3x3)world);
|
||||
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
|
||||
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 output;
|
||||
@@ -407,7 +405,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
|
||||
output.InstanceParams = PerInstanceRandom;
|
||||
|
||||
// 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);
|
||||
output.TBN = tangentToWorld;
|
||||
|
||||
@@ -516,7 +514,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
|
||||
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// Pass vertex attributes
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.TexCoord = input.TexCoord0;
|
||||
output.ParticleIndex = particleIndex;
|
||||
#if USE_VERTEX_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.y = (vertexIndex + 1) & 0x1;
|
||||
output.TexCoord.y = (float)((vertexIndex + 1) & 0x1);
|
||||
output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
|
||||
|
||||
// Compute world space vertex position
|
||||
@@ -631,7 +629,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
output.InstanceParams = PerInstanceRandom;
|
||||
|
||||
// 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);
|
||||
output.TBN = tangentToWorld;
|
||||
|
||||
@@ -647,7 +645,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
|
||||
materialInput.TBN = output.TBN;
|
||||
materialInput.TwoSidedSign = 1;
|
||||
materialInput.SvPosition = output.Position;
|
||||
materialInput.PreSkinnedPosition = Position;
|
||||
materialInput.PreSkinnedPosition = position;
|
||||
materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
|
||||
materialInput.InstanceOrigin = output.InstanceOrigin;
|
||||
materialInput.InstanceParams = output.InstanceParams;
|
||||
|
||||
@@ -19,6 +19,8 @@ float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 TemporalAAJitter;
|
||||
float4x4 InverseViewProjectionMatrix;
|
||||
float3 ViewPadding0;
|
||||
float ScaledTimeParam;
|
||||
@1META_CB_END
|
||||
|
||||
// Shader resources
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
// Version: @0
|
||||
|
||||
#define MATERIAL 1
|
||||
#define MATERIAL_TEXCOORDS 4
|
||||
#define USE_PER_VIEW_CONSTANTS 1
|
||||
#define USE_PER_DRAW_CONSTANTS 1
|
||||
@3
|
||||
@@ -24,21 +25,29 @@ Buffer<float4> BoneMatrices : register(t1);
|
||||
Buffer<float4> PrevBoneMatrices : register(t2);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Geometry data passed though the graphics rendering stages up to the pixel shader
|
||||
struct GeometryData
|
||||
{
|
||||
float3 WorldPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD1;
|
||||
float2 LightmapUV : TEXCOORD2;
|
||||
float4 TexCoords01 : TEXCOORD1;
|
||||
float4 TexCoords23 : TEXCOORD2;
|
||||
float2 LightmapUV : TEXCOORD3;
|
||||
#if USE_VERTEX_COLOR
|
||||
half4 VertexColor : COLOR;
|
||||
#endif
|
||||
float3 WorldNormal : TEXCOORD3;
|
||||
float4 WorldTangent : TEXCOORD4;
|
||||
float3 WorldNormal : TEXCOORD4;
|
||||
float4 WorldTangent : TEXCOORD5;
|
||||
float3 PrevWorldPosition : TEXCOORD7;
|
||||
nointerpolation uint ObjectIndex : TEXCOORD8;
|
||||
};
|
||||
|
||||
float3 DecodeNormal(float4 normalMap)
|
||||
{
|
||||
float2 xy = normalMap.rg * 2.0 - 1.0;
|
||||
return float3(xy, sqrt(1.0 - saturate(dot(xy, xy))));
|
||||
}
|
||||
|
||||
// Interpolants passed from the vertex shader
|
||||
struct VertexOutput
|
||||
{
|
||||
@@ -68,7 +77,7 @@ struct MaterialInput
|
||||
{
|
||||
float3 WorldPosition;
|
||||
float TwoSidedSign;
|
||||
float2 TexCoord;
|
||||
float2 TexCoords[MATERIAL_TEXCOORDS];
|
||||
#if USE_LIGHTMAP
|
||||
float2 LightmapUV;
|
||||
#endif
|
||||
@@ -86,12 +95,18 @@ struct MaterialInput
|
||||
#endif
|
||||
};
|
||||
|
||||
// Map access to the main texure coordinate channel as UV0
|
||||
#define TexCoord TexCoords[0]
|
||||
|
||||
// Extracts geometry data to the material input
|
||||
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
{
|
||||
MaterialInput output = (MaterialInput)0;
|
||||
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
|
||||
output.LightmapUV = geometry.LightmapUV;
|
||||
#endif
|
||||
@@ -126,8 +141,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
|
||||
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.TexCoords01 = p0.TexCoords01 * w0 + p1.TexCoords01 * w1 + p2.TexCoords01 * w2;
|
||||
output.TexCoords23 = p0.TexCoords23 * w0 + p1.TexCoords23 * w1 + p2.TexCoords23 * w2;
|
||||
#if USE_VERTEX_COLOR
|
||||
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
|
||||
#endif
|
||||
@@ -223,6 +238,24 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return input.Object.GeometrySize * float3(world._m00, world._m11, world._m22);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
float4x4 world = input.Object.WorldMatrix;
|
||||
|
||||
// Get the squares of the scale factors
|
||||
float scaleXSquared = dot(world[0].xyz, world[0].xyz);
|
||||
float scaleYSquared = dot(world[1].xyz, world[1].xyz);
|
||||
float scaleZSquared = dot(world[2].xyz, world[2].xyz);
|
||||
|
||||
// Take square root to get actual scales
|
||||
return float3(
|
||||
sqrt(scaleXSquared),
|
||||
sqrt(scaleYSquared),
|
||||
sqrt(scaleZSquared)
|
||||
);
|
||||
}
|
||||
|
||||
// Get the current object random value (supports instancing)
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -312,14 +345,15 @@ VertexOutput VS(ModelInput input)
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// 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
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
#if CAN_USE_LIGHTMAP
|
||||
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
|
||||
#else
|
||||
output.Geometry.LightmapUV = input.LightmapUV;
|
||||
output.Geometry.LightmapUV = float2(0, 0);
|
||||
#endif
|
||||
|
||||
// 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
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#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(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(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
|
||||
META_VS_IN_ELEMENT(BLENDWEIGHTS, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
|
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VertexOutput VS_Skinned(ModelInput_Skinned input)
|
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{
|
||||
VertexOutput output;
|
||||
@@ -486,9 +521,10 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
|
||||
// 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
|
||||
output.Geometry.VertexColor = float4(0, 0, 0, 1);
|
||||
output.Geometry.VertexColor = input.Color;
|
||||
#endif
|
||||
output.Geometry.LightmapUV = float2(0, 0);
|
||||
|
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@@ -512,6 +548,7 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
|
||||
// Apply world position offset per-vertex
|
||||
#if USE_POSITION_OFFSET
|
||||
output.Geometry.WorldPosition += material.PositionOffset;
|
||||
output.Geometry.PrevWorldPosition += material.PositionOffset;
|
||||
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
|
||||
#endif
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include "./Flax/Common.hlsl"
|
||||
#include "./Flax/MaterialCommon.hlsl"
|
||||
#include "./Flax/GBufferCommon.hlsl"
|
||||
#include "./Flax/TerrainCommon.hlsl"
|
||||
@7
|
||||
// Primary constant buffer (with additional material parameters)
|
||||
META_CB_BEGIN(0, Data)
|
||||
@@ -236,6 +237,12 @@ float3 GetObjectSize(MaterialInput input)
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Gets the current object scale (supports instancing)
|
||||
float3 GetObjectScale(MaterialInput input)
|
||||
{
|
||||
return float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// Get the current object random value
|
||||
float GetPerInstanceRandom(MaterialInput input)
|
||||
{
|
||||
@@ -319,8 +326,6 @@ struct TerrainVertexInput
|
||||
|
||||
// Vertex Shader function for terrain rendering
|
||||
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 output;
|
||||
@@ -330,7 +335,7 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float lodValue = CurrentLOD;
|
||||
float morphAlpha = lodCalculated - CurrentLOD;
|
||||
|
||||
// Sample heightmap
|
||||
// Sample heightmap and splatmaps
|
||||
float2 heightmapUVs = input.TexCoord * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||
#if USE_SMOOTH_LOD_TRANSITION
|
||||
float4 heightmapValueThisLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
@@ -338,7 +343,6 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
float2 heightmapUVsNextLOD = nextLODPos * HeightmapUVScaleBias.xy + HeightmapUVScaleBias.zw;
|
||||
float4 heightmapValueNextLOD = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||
float4 heightmapValue = lerp(heightmapValueThisLOD, heightmapValueNextLOD, morphAlpha);
|
||||
bool isHole = max(heightmapValueThisLOD.b + heightmapValueThisLOD.a, heightmapValueNextLOD.b + heightmapValueNextLOD.a) >= 1.9f;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 splatmapValueThisLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
float4 splatmapValueNextLOD = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVsNextLOD, lodValue + 1);
|
||||
@@ -351,7 +355,6 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
#endif
|
||||
#else
|
||||
float4 heightmapValue = Heightmap.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
bool isHole = (heightmapValue.b + heightmapValue.a) >= 1.9f;
|
||||
#if USE_TERRAIN_LAYERS
|
||||
float4 splatmap0Value = Splatmap0.SampleLevel(SamplerPointClamp, heightmapUVs, lodValue);
|
||||
#if TERRAIN_LAYERS_DATA_SIZE > 1
|
||||
@@ -359,12 +362,11 @@ VertexOutput VS(TerrainVertexInput input)
|
||||
#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
|
||||
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);
|
||||
bool isHole;
|
||||
float3 normal = DecodeHeightmapNormal(heightmapValue, isHole);
|
||||
output.Geometry.HolesMask = isHole ? 0 : 1;
|
||||
if (isHole)
|
||||
{
|
||||
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user