197 lines
4.8 KiB
HLSL
197 lines
4.8 KiB
HLSL
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
|
|
|
|
#ifndef __MATERIAL_COMMON__
|
|
#define __MATERIAL_COMMON__
|
|
|
|
// Material input types
|
|
#define MATERIAL_DOMAIN_SURFACE 0
|
|
#define MATERIAL_DOMAIN_POSTPROCESS 1
|
|
#define MATERIAL_DOMAIN_DECAL 2
|
|
#define MATERIAL_BLEND_OPAQUE 0
|
|
#define MATERIAL_BLEND_TRANSPARENT 1
|
|
#define MATERIAL_BLEND_ADDITIVE 2
|
|
#define MATERIAL_BLEND_MULTIPLY 3
|
|
#define MATERIAL_TESSELLATION_NONE 0
|
|
#define MATERIAL_TESSELLATION_FLAT 1
|
|
#define MATERIAL_TESSELLATION_PN 2
|
|
#define MATERIAL_TESSELLATION_PHONG 3
|
|
|
|
#define USE_CUSTOM_VERTEX_INTERPOLATORS (CUSTOM_VERTEX_INTERPOLATORS_COUNT > 0)
|
|
|
|
// Validate inputs
|
|
#ifndef MATERIAL
|
|
#define MATERIAL 0
|
|
#endif
|
|
#ifndef MATERIAL_DOMAIN
|
|
#define MATERIAL_DOMAIN MATERIAL_DOMAIN_SURFACE
|
|
#endif
|
|
#ifndef MATERIAL_BLEND
|
|
#define MATERIAL_BLEND MATERIAL_BLEND_OPAQUE
|
|
#endif
|
|
#ifndef MATERIAL_SHADING_MODEL
|
|
#define MATERIAL_SHADING_MODEL SHADING_MODEL_LIT
|
|
#endif
|
|
#ifndef USE_INSTANCING
|
|
#define USE_INSTANCING 0
|
|
#endif
|
|
#ifndef USE_SKINNING
|
|
#define USE_SKINNING 0
|
|
#endif
|
|
#ifndef USE_LIGHTMAP
|
|
#define USE_LIGHTMAP 0
|
|
#endif
|
|
#ifndef USE_POSITION_OFFSET
|
|
#define USE_POSITION_OFFSET 0
|
|
#endif
|
|
#ifndef USE_VERTEX_COLOR
|
|
#define USE_VERTEX_COLOR 0
|
|
#endif
|
|
#ifndef USE_DISPLACEMENT
|
|
#define USE_DISPLACEMENT 0
|
|
#endif
|
|
#ifndef USE_TESSELLATION
|
|
#define USE_TESSELLATION 0
|
|
#endif
|
|
#ifndef USE_DITHERED_LOD_TRANSITION
|
|
#define USE_DITHERED_LOD_TRANSITION 0
|
|
#endif
|
|
#ifndef MATERIAL_TESSELLATION
|
|
#define MATERIAL_TESSELLATION MATERIAL_TESSELLATION_NONE
|
|
#endif
|
|
#ifndef MAX_TESSELLATION_FACTOR
|
|
#define MAX_TESSELLATION_FACTOR 15
|
|
#endif
|
|
#ifndef IS_MOTION_VECTORS_PASS
|
|
#define IS_MOTION_VECTORS_PASS 0
|
|
#endif
|
|
#ifndef PER_BONE_MOTION_BLUR
|
|
#define PER_BONE_MOTION_BLUR 0
|
|
#endif
|
|
|
|
// Material properties
|
|
struct Material
|
|
{
|
|
float3 Emissive;
|
|
float Roughness;
|
|
float3 Color;
|
|
float AO;
|
|
float3 WorldNormal;
|
|
float Metalness;
|
|
float3 TangentNormal;
|
|
float Specular;
|
|
float3 PositionOffset;
|
|
float Opacity;
|
|
float3 SubsurfaceColor;
|
|
float Refraction;
|
|
float Mask;
|
|
float TessellationMultiplier;
|
|
float3 WorldDisplacement;
|
|
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
|
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
|
|
#endif
|
|
};
|
|
|
|
struct ModelInput
|
|
{
|
|
float3 Position : POSITION;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float4 Normal : NORMAL;
|
|
float4 Tangent : TANGENT;
|
|
float2 LightmapUV : TEXCOORD1;
|
|
#if USE_VERTEX_COLOR
|
|
half4 Color : COLOR;
|
|
#endif
|
|
|
|
#if USE_INSTANCING
|
|
float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
|
|
float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
|
|
float3 InstanceTransform2 : ATTRIBUTE2;
|
|
float3 InstanceTransform3 : ATTRIBUTE3;
|
|
half4 InstanceLightmapArea : ATTRIBUTE4;
|
|
#endif
|
|
};
|
|
|
|
struct ModelInput_PosOnly
|
|
{
|
|
float3 Position : POSITION;
|
|
|
|
#if USE_INSTANCING
|
|
float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
|
|
float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
|
|
float3 InstanceTransform2 : ATTRIBUTE2;
|
|
float3 InstanceTransform3 : ATTRIBUTE3;
|
|
half4 InstanceLightmapArea : ATTRIBUTE4;
|
|
#endif
|
|
};
|
|
|
|
struct ModelInput_Skinned
|
|
{
|
|
float3 Position : POSITION;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float4 Normal : NORMAL;
|
|
float4 Tangent : TANGENT;
|
|
uint4 BlendIndices : BLENDINDICES;
|
|
float4 BlendWeights : BLENDWEIGHT;
|
|
|
|
#if USE_INSTANCING
|
|
float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
|
|
float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
|
|
float3 InstanceTransform2 : ATTRIBUTE2;
|
|
float3 InstanceTransform3 : ATTRIBUTE3;
|
|
half4 InstanceLightmapArea : ATTRIBUTE4;
|
|
#endif
|
|
};
|
|
|
|
struct Model_VS2PS
|
|
{
|
|
float4 Position : SV_Position;
|
|
float4 ScreenPos : TEXCOORD0;
|
|
};
|
|
|
|
struct GBufferOutput
|
|
{
|
|
float4 Light : SV_Target0;
|
|
float4 RT0 : SV_Target1;
|
|
float4 RT1 : SV_Target2;
|
|
float4 RT2 : SV_Target3;
|
|
float4 RT3 : SV_Target4;
|
|
};
|
|
|
|
float3x3 CalcTangentBasisFromWorldNormal(float3 normal)
|
|
{
|
|
float3 tangent = cross(normal, float3(1, 0, 0));
|
|
float3 bitangent = cross(normal, tangent);
|
|
return float3x3(tangent, bitangent, normal);
|
|
}
|
|
|
|
// [Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"]
|
|
float3 AOMultiBounce(float visibility, float3 albedo)
|
|
{
|
|
float3 a = 2.0404 * albedo - 0.3324;
|
|
float3 b = -4.7951 * albedo + 0.6417;
|
|
float3 c = 2.7552 * albedo + 0.6903;
|
|
return max(visibility, ((visibility * a + b) * visibility + c) * visibility);
|
|
}
|
|
|
|
#if CAN_USE_LIGHTMAP
|
|
|
|
// Evaluates the H-Basis coefficients in the tangent space normal direction
|
|
float3 GetHBasisIrradiance(in float3 n, in float3 h0, in float3 h1, in float3 h2, in float3 h3)
|
|
{
|
|
float3 color = 0.0f;
|
|
|
|
// Band 0
|
|
color += h0 * (1.0f / sqrt(2.0f * PI));
|
|
|
|
// Band 1
|
|
color += h1 * -sqrt(1.5f / PI) * n.y;
|
|
color += h2 * sqrt(1.5f / PI) * (2 * n.z - 1.0f);
|
|
color += h3 * -sqrt(1.5f / PI) * n.x;
|
|
|
|
return color;
|
|
}
|
|
|
|
#endif
|
|
|
|
#endif
|