// File generated by Flax Materials Editor // Version: @0 #define MATERIAL 1 @3 #include "./Flax/Common.hlsl" #include "./Flax/MaterialCommon.hlsl" #include "./Flax/GBufferCommon.hlsl" @7 // Primary constant buffer (with additional material parameters) META_CB_BEGIN(0, Data) float4x4 ViewProjectionMatrix; float4x4 WorldMatrix; float4x4 ViewMatrix; float4x4 PrevViewProjectionMatrix; float4x4 PrevWorldMatrix; float3 ViewPos; float ViewFar; float3 ViewDir; float TimeParam; float4 ViewInfo; float4 ScreenSize; float3 WorldInvScale; float WorldDeterminantSign; float2 Dummy0; float LODDitherFactor; float PerInstanceRandom; float4 TemporalAAJitter; float3 GeometrySize; float Dummy1; @1META_CB_END // Material shader resources @2 // Geometry data passed though the graphics rendering stages up to the pixel shader struct GeometryData { float3 WorldPosition : TEXCOORD0; float2 TexCoord : TEXCOORD1; float2 LightmapUV : TEXCOORD2; #if USE_VERTEX_COLOR half4 VertexColor : COLOR; #endif float3 WorldNormal : TEXCOORD3; float4 WorldTangent : TEXCOORD4; float3 InstanceOrigin : TEXCOORD6; float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor float3 PrevWorldPosition : TEXCOORD8; }; // Interpolants passed from the vertex shader struct VertexOutput { float4 Position : SV_Position; GeometryData Geometry; #if USE_CUSTOM_VERTEX_INTERPOLATORS float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9; #endif #if USE_TESSELLATION float TessellationMultiplier : TESS; #endif }; // Interpolants passed to the pixel shader struct PixelInput { float4 Position : SV_Position; GeometryData Geometry; #if USE_CUSTOM_VERTEX_INTERPOLATORS float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9; #endif bool IsFrontFace : SV_IsFrontFace; }; // Material properties generation input struct MaterialInput { float3 WorldPosition; float TwoSidedSign; float2 TexCoord; #if USE_LIGHTMAP float2 LightmapUV; #endif #if USE_VERTEX_COLOR half4 VertexColor; #endif float3x3 TBN; float4 SvPosition; float3 PreSkinnedPosition; float3 PreSkinnedNormal; float3 InstanceOrigin; float2 InstanceParams; #if USE_INSTANCING float3 InstanceTransform1; float3 InstanceTransform2; float3 InstanceTransform3; #endif #if USE_CUSTOM_VERTEX_INTERPOLATORS float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT]; #endif }; // Extracts geometry data to the material input void GetGeometryMaterialInput(inout MaterialInput result, in GeometryData geometry) { result.WorldPosition = geometry.WorldPosition; result.TexCoord = geometry.TexCoord; #if USE_LIGHTMAP result.LightmapUV = geometry.LightmapUV; #endif #if USE_VERTEX_COLOR result.VertexColor = geometry.VertexColor; #endif result.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent); result.InstanceOrigin = geometry.InstanceOrigin; result.InstanceParams = geometry.InstanceParams; } #if USE_TESSELLATION // Interpolates the geometry positions data only (used by the tessallation when generating vertices) #define InterpolateGeometryPositions(output, p0, w0, p1, w1, p2, w2, offset) output.WorldPosition = p0.WorldPosition * w0 + p1.WorldPosition * w1 + p2.WorldPosition * w2 + offset; output.PrevWorldPosition = p0.PrevWorldPosition * w0 + p1.PrevWorldPosition * w1 + p2.PrevWorldPosition * w2 + offset // Offsets the geometry positions data only (used by the tessallation when generating vertices) #define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset; geometry.PrevWorldPosition += offset // Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess) #define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \ float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \ float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \ float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \ geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW; \ posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.PrevWorldPosition, geometry.PrevWorldPosition); \ posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.PrevWorldPosition, geometry.PrevWorldPosition); \ posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.PrevWorldPosition, geometry.PrevWorldPosition); \ geometry.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW // Interpolates the geometry data except positions (used by the tessallation when generating vertices) GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2) { GeometryData output = (GeometryData)0; output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2; #if USE_LIGHTMAP output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2; #endif #if USE_VERTEX_COLOR output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2; #endif output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2; output.WorldNormal = normalize(output.WorldNormal); output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2; output.WorldTangent.xyz = normalize(output.WorldTangent.xyz); output.InstanceOrigin = p0.InstanceOrigin; output.InstanceParams = p0.InstanceParams; return output; } #endif MaterialInput GetMaterialInput(ModelInput input, VertexOutput output, float3 localNormal) { MaterialInput result = (MaterialInput)0; result.WorldPosition = output.Geometry.WorldPosition; result.TexCoord = output.Geometry.TexCoord; #if USE_LIGHTMAP result.LightmapUV = output.Geometry.LightmapUV; #endif #if USE_VERTEX_COLOR result.VertexColor = output.Geometry.VertexColor; #endif result.TBN = CalcTangentBasis(output.Geometry.WorldNormal, output.Geometry.WorldTangent); result.TwoSidedSign = WorldDeterminantSign; result.SvPosition = output.Position; result.PreSkinnedPosition = input.Position.xyz; result.PreSkinnedNormal = localNormal; #if USE_INSTANCING result.InstanceOrigin = input.InstanceOrigin.xyz; result.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w); result.InstanceTransform1 = input.InstanceTransform1.xyz; result.InstanceTransform2 = input.InstanceTransform2.xyz; result.InstanceTransform3 = input.InstanceTransform3.xyz; #else result.InstanceOrigin = WorldMatrix[3].xyz; result.InstanceParams = float2(PerInstanceRandom, LODDitherFactor); #endif return result; } MaterialInput GetMaterialInput(VertexOutput output, float3 localPosition, float3 localNormal) { MaterialInput result = (MaterialInput)0; result.WorldPosition = output.Geometry.WorldPosition; result.TexCoord = output.Geometry.TexCoord; #if USE_LIGHTMAP result.LightmapUV = output.Geometry.LightmapUV; #endif #if USE_VERTEX_COLOR result.VertexColor = output.Geometry.VertexColor; #endif result.TBN = CalcTangentBasis(output.Geometry.WorldNormal, output.Geometry.WorldTangent); result.TwoSidedSign = WorldDeterminantSign; result.InstanceOrigin = WorldMatrix[3].xyz; result.InstanceParams = float2(PerInstanceRandom, LODDitherFactor); result.SvPosition = output.Position; result.PreSkinnedPosition = localPosition; result.PreSkinnedNormal = localNormal; return result; } MaterialInput GetMaterialInput(PixelInput input) { MaterialInput result = (MaterialInput)0; result.WorldPosition = input.Geometry.WorldPosition; result.TexCoord = input.Geometry.TexCoord; #if USE_LIGHTMAP result.LightmapUV = input.Geometry.LightmapUV; #endif #if USE_VERTEX_COLOR result.VertexColor = input.Geometry.VertexColor; #endif result.TBN = CalcTangentBasis(input.Geometry.WorldNormal, input.Geometry.WorldTangent); result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0); result.InstanceOrigin = input.Geometry.InstanceOrigin; result.InstanceParams = input.Geometry.InstanceParams; result.SvPosition = input.Position; #if USE_CUSTOM_VERTEX_INTERPOLATORS result.CustomVSToPS = input.CustomVSToPS; #endif return result; } #if USE_INSTANCING #define INSTANCE_TRANS_WORLD float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f)) #else #define INSTANCE_TRANS_WORLD WorldMatrix #endif // Gets the local to world transform matrix (supports instancing) float4x4 GetInstanceTransform(ModelInput input) { return INSTANCE_TRANS_WORLD; } float4x4 GetInstanceTransform(ModelInput_Skinned input) { return INSTANCE_TRANS_WORLD; } float4x4 GetInstanceTransform(ModelInput_PosOnly input) { return INSTANCE_TRANS_WORLD; } float4x4 GetInstanceTransform(MaterialInput input) { return INSTANCE_TRANS_WORLD; } // Removes the scale vector from the local to world transformation matrix (supports instancing) float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld) { #if USE_INSTANCING // Extract per axis scales from localToWorld transform float scaleX = length(localToWorld[0]); float scaleY = length(localToWorld[1]); float scaleZ = length(localToWorld[2]); float3 invScale = float3( scaleX > 0.00001f ? 1.0f / scaleX : 0.0f, scaleY > 0.00001f ? 1.0f / scaleY : 0.0f, scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f); #else float3 invScale = WorldInvScale; #endif localToWorld[0] *= invScale.x; localToWorld[1] *= invScale.y; localToWorld[2] *= invScale.z; return localToWorld; } // Transforms a vector from tangent space to world space float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector) { return mul(tangentVector, input.TBN); } // Transforms a vector from world space to tangent space float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector) { return mul(input.TBN, worldVector); } // Transforms a vector from world space to view space float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector) { return mul(worldVector, (float3x3)ViewMatrix); } // Transforms a vector from view space to world space float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector) { return mul((float3x3)ViewMatrix, viewVector); } // Transforms a vector from local space to world space float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector) { float3x3 localToWorld = (float3x3)GetInstanceTransform(input); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld); return mul(localVector, localToWorld); } // Transforms a vector from local space to world space float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector) { float3x3 localToWorld = (float3x3)GetInstanceTransform(input); //localToWorld = RemoveScaleFromLocalToWorld(localToWorld); return mul(localToWorld, worldVector); } // Gets the current object position (supports instancing) float3 GetObjectPosition(MaterialInput input) { return input.InstanceOrigin.xyz; } // Gets the current object size (supports instancing) float3 GetObjectSize(MaterialInput input) { float4x4 world = GetInstanceTransform(input); return GeometrySize * float3(world._m00, world._m11, world._m22); } // Get the current object random value (supports instancing) float GetPerInstanceRandom(MaterialInput input) { return input.InstanceParams.x; } // Get the current object LOD transition dither factor (supports instancing) float GetLODDitherFactor(MaterialInput input) { #if USE_DITHERED_LOD_TRANSITION return input.InstanceParams.y; #else return 0; #endif } // Gets the interpolated vertex color (in linear space) float4 GetVertexColor(MaterialInput input) { #if USE_VERTEX_COLOR return input.VertexColor; #else return 1; #endif } @8 // Get material properties function (for vertex shader) Material GetMaterialVS(MaterialInput input) { @5 } // Get material properties function (for domain shader) Material GetMaterialDS(MaterialInput input) { @6 } // Get material properties function (for pixel shader) Material GetMaterialPS(MaterialInput input) { @4 } // Calculates the transform matrix from mesh tangent space to local space float3x3 CalcTangentToLocal(ModelInput input) { float bitangentSign = input.Tangent.w ? -1.0f : +1.0f; 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); } float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal) { float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world); return mul(tangentToLocal, localToWorld); } // Vertex Shader function for GBuffer Pass and Depth Pass (with full vertex data) META_VS(IS_SURFACE, FEATURE_LEVEL_ES2) META_PERMUTATION_1(USE_INSTANCING=0) META_PERMUTATION_1(USE_INSTANCING=1) META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR) META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) VertexOutput VS(ModelInput input) { VertexOutput output; // Compute world space vertex position float4x4 world = GetInstanceTransform(input); output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz; output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), PrevWorldMatrix).xyz; // Compute clip space position output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); // Pass vertex attributes output.Geometry.TexCoord = input.TexCoord; #if USE_VERTEX_COLOR output.Geometry.VertexColor = input.Color; #endif output.Geometry.InstanceOrigin = world[3].xyz; #if USE_INSTANCING output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy; output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w); #else output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy; output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor); #endif // Calculate tanget space to world space transformation matrix for unit vectors float3x3 tangentToLocal = CalcTangentToLocal(input); float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal); output.Geometry.WorldNormal = tangentToWorld[2]; output.Geometry.WorldTangent.xyz = tangentToWorld[0]; output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f; // Get material input params if need to evaluate any material property #if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS MaterialInput materialInput = GetMaterialInput(input, output, tangentToLocal[2].xyz); Material material = GetMaterialVS(materialInput); #endif // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif // Get tessalation multiplier (per vertex) #if USE_TESSELLATION output.TessellationMultiplier = material.TessellationMultiplier; #endif // Copy interpolants for other shader stages #if USE_CUSTOM_VERTEX_INTERPOLATORS output.CustomVSToPS = material.CustomVSToPS; #endif return output; } // Vertex Shader function for Depth Pass META_VS(IS_SURFACE, FEATURE_LEVEL_ES2) META_PERMUTATION_1(USE_INSTANCING=0) META_PERMUTATION_1(USE_INSTANCING=1) META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING) float4 VS_Depth(ModelInput_PosOnly input) : SV_Position { float4x4 world = GetInstanceTransform(input); float3 worldPosition = mul(float4(input.Position.xyz, 1), world).xyz; float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix); return position; } #if USE_SKINNING // The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other) Buffer BoneMatrices : register(t0); #if PER_BONE_MOTION_BLUR // The skeletal bones matrix buffer from the previous frame Buffer PrevBoneMatrices : register(t1); float3x4 GetPrevBoneMatrix(int index) { float4 a = PrevBoneMatrices[index * 3]; float4 b = PrevBoneMatrices[index * 3 + 1]; float4 c = PrevBoneMatrices[index * 3 + 2]; return float3x4(a, b, c); } float3 SkinPrevPosition(ModelInput_Skinned input) { float4 position = float4(input.Position.xyz, 1); float3x4 boneMatrix = input.BlendWeights.x * GetPrevBoneMatrix(input.BlendIndices.x); boneMatrix += input.BlendWeights.y * GetPrevBoneMatrix(input.BlendIndices.y); boneMatrix += input.BlendWeights.z * GetPrevBoneMatrix(input.BlendIndices.z); boneMatrix += input.BlendWeights.w * GetPrevBoneMatrix(input.BlendIndices.w); return mul(boneMatrix, position); } #endif // Cached skinning data to avoid multiple calculation struct SkinningData { float3x4 BlendMatrix; }; // Calculates the transposed transform matrix for the given bone index float3x4 GetBoneMatrix(int index) { float4 a = BoneMatrices[index * 3]; float4 b = BoneMatrices[index * 3 + 1]; float4 c = BoneMatrices[index * 3 + 2]; return float3x4(a, b, c); } // Calculates the transposed transform matrix for the given vertex (uses blending) float3x4 GetBoneMatrix(ModelInput_Skinned input) { float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x); boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y); boneMatrix += input.BlendWeights.z * GetBoneMatrix(input.BlendIndices.z); boneMatrix += input.BlendWeights.w * GetBoneMatrix(input.BlendIndices.w); return boneMatrix; } // Transforms the vertex position by weighted sum of the skinning matrices float3 SkinPosition(ModelInput_Skinned input, SkinningData data) { float4 position = float4(input.Position.xyz, 1); return mul(data.BlendMatrix, position); } // Transforms the vertex position by weighted sum of the skinning matrices float3x3 SkinTangents(ModelInput_Skinned input, SkinningData data) { // Unpack vertex tangent frame float bitangentSign = input.Tangent.w ? -1.0f : +1.0f; float3 normal = input.Normal.xyz * 2.0 - 1.0; float3 tangent = input.Tangent.xyz * 2.0 - 1.0; // Apply skinning tangent = mul(data.BlendMatrix, float4(tangent, 0)); normal = mul(data.BlendMatrix, float4(normal, 0)); float3 bitangent = cross(normal, tangent) * bitangentSign; return float3x3(tangent, bitangent, normal); } // Vertex Shader function for GBuffers/Depth Pass (skinned mesh rendering) META_VS(IS_SURFACE, FEATURE_LEVEL_ES2) META_PERMUTATION_1(USE_SKINNING=1) META_PERMUTATION_2(USE_SKINNING=1, PER_BONE_MOTION_BLUR=1) META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true) META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true) 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) VertexOutput VS_Skinned(ModelInput_Skinned input) { VertexOutput output; // Perform skinning SkinningData data; data.BlendMatrix = GetBoneMatrix(input); float3 position = SkinPosition(input, data); float3x3 tangentToLocal = SkinTangents(input, data); // Compute world space vertex position float4x4 world = GetInstanceTransform(input); output.Geometry.WorldPosition = mul(float4(position, 1), world).xyz; #if PER_BONE_MOTION_BLUR float3 prevPosition = SkinPrevPosition(input); output.Geometry.PrevWorldPosition = mul(float4(prevPosition, 1), PrevWorldMatrix).xyz; #else output.Geometry.PrevWorldPosition = mul(float4(position, 1), PrevWorldMatrix).xyz; #endif // Compute clip space position output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); // Pass vertex attributes output.Geometry.TexCoord = input.TexCoord; #if USE_VERTEX_COLOR output.Geometry.VertexColor = float4(0, 0, 0, 1); #endif output.Geometry.LightmapUV = float2(0, 0); output.Geometry.InstanceOrigin = world[3].xyz; #if USE_INSTANCING output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w); #else output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor); #endif // Calculate tanget space to world space transformation matrix for unit vectors float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal); output.Geometry.WorldNormal = tangentToWorld[2]; output.Geometry.WorldTangent.xyz = tangentToWorld[0]; output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f; // Get material input params if need to evaluate any material property #if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS MaterialInput materialInput = GetMaterialInput(output, input.Position.xyz, tangentToLocal[2].xyz); Material material = GetMaterialVS(materialInput); #endif // Apply world position offset per-vertex #if USE_POSITION_OFFSET output.Geometry.WorldPosition += material.PositionOffset; output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); #endif // Get tessalation multiplier (per vertex) #if USE_TESSELLATION output.TessellationMultiplier = material.TessellationMultiplier; #endif // Copy interpolants for other shader stages #if USE_CUSTOM_VERTEX_INTERPOLATORS output.CustomVSToPS = material.CustomVSToPS; #endif return output; } #endif #if USE_DITHERED_LOD_TRANSITION void ClipLODTransition(PixelInput input) { float ditherFactor = input.InstanceParams.y; if (abs(ditherFactor) > 0.001) { float randGrid = cos(dot(floor(input.Position.xy), float2(347.83452793, 3343.28371863))); float randGridFrac = frac(randGrid * 1000.0); half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac); clip(mask - 0.001); } } #else void ClipLODTransition(PixelInput input) { } #endif // Pixel Shader function for GBuffer Pass META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(USE_LIGHTMAP=0) META_PERMUTATION_1(USE_LIGHTMAP=1) void PS_GBuffer( in PixelInput input ,out float4 Light : SV_Target0 #if MATERIAL_DOMAIN == MATERIAL_DOMAIN_SURFACE // GBuffer ,out float4 RT0 : SV_Target1 ,out float4 RT1 : SV_Target2 ,out float4 RT2 : SV_Target3 #if USE_GBUFFER_CUSTOM_DATA ,out float4 RT3 : SV_Target4 #endif #endif ) { Light = 0; // LOD masking ClipLODTransition(input); // Get material parameters MaterialInput materialInput = GetMaterialInput(input); Material material = GetMaterialPS(materialInput); #if MATERIAL_DOMAIN == MATERIAL_DOMAIN_SURFACE // Masking #if MATERIAL_MASKED clip(material.Mask - MATERIAL_MASK_THRESHOLD); #endif #if USE_LIGHTMAP float3 diffuseColor = GetDiffuseColor(material.Color, material.Metalness); float3 specularColor = GetSpecularColor(material.Color, material.Specular, material.Metalness); // Sample lightmap float3 diffuseIndirectLighting = SampleLightmap(material, materialInput); // Apply static indirect light Light.rgb = diffuseColor * diffuseIndirectLighting * AOMultiBounce(material.AO, diffuseColor); #endif // Pack material properties to GBuffer RT0 = float4(material.Color, material.AO); RT1 = float4(material.WorldNormal * 0.5 + 0.5, MATERIAL_SHADING_MODEL * (1.0 / 3.0)); RT2 = float4(material.Roughness, material.Metalness, material.Specular, 0); // Custom data #if USE_GBUFFER_CUSTOM_DATA #if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE RT3 = float4(material.SubsurfaceColor, material.Opacity); #elif MATERIAL_SHADING_MODEL == SHADING_MODEL_FOLIAGE RT3 = float4(material.SubsurfaceColor, material.Opacity); #else RT3 = float4(0, 0, 0, 0); #endif #endif #endif // Add light emission #if USE_EMISSIVE Light.rgb += material.Emissive; #endif } // Pixel Shader function for Depth Pass META_PS(IS_SURFACE, FEATURE_LEVEL_ES2) void PS_Depth(PixelInput input #if GLSL , out float4 OutColor : SV_Target0 #endif ) { // LOD masking ClipLODTransition(input); #if MATERIAL_MASKED // Perform per pixel clipping if material requries it MaterialInput materialInput = GetMaterialInput(input); Material material = GetMaterialPS(materialInput); clip(material.Mask - MATERIAL_MASK_THRESHOLD); #endif #if GLSL OutColor = 0; #endif } // Pixel Shader function for Motion Vectors Pass META_PS(true, FEATURE_LEVEL_ES2) float4 PS_MotionVectors(PixelInput input) : SV_Target0 { // LOD masking ClipLODTransition(input); #if MATERIAL_MASKED // Perform per pixel clipping if material requries it MaterialInput materialInput = GetMaterialInput(input); Material material = GetMaterialPS(materialInput); clip(material.Mask - MATERIAL_MASK_THRESHOLD); #endif // Calculate this and previosu frame pixel locations in clip space float4 prevClipPos = mul(float4(input.Geometry.PrevWorldPosition, 1), PrevViewProjectionMatrix); float4 curClipPos = mul(float4(input.Geometry.WorldPosition, 1), ViewProjectionMatrix); float2 prevHPos = prevClipPos.xy / prevClipPos.w; float2 curHPos = curClipPos.xy / curClipPos.w; // Revert temporal jitter offset prevHPos -= TemporalAAJitter.zw; curHPos -= TemporalAAJitter.xy; // Clip Space -> UV Space float2 vPosPrev = prevHPos.xy * 0.5f + 0.5f; float2 vPosCur = curHPos.xy * 0.5f + 0.5f; vPosPrev.y = 1.0 - vPosPrev.y; vPosCur.y = 1.0 - vPosCur.y; // Calculate per-pixel motion vector return float4(vPosCur - vPosPrev, 0, 1); } @9