# Conflicts: # Content/Editor/Camera/M_Camera.flax # Content/Editor/CubeTexturePreviewMaterial.flax # Content/Editor/DebugMaterials/DDGIDebugProbes.flax # Content/Editor/DebugMaterials/SingleColor/Decal.flax # Content/Editor/DebugMaterials/SingleColor/Particle.flax # Content/Editor/DebugMaterials/SingleColor/Surface.flax # Content/Editor/DebugMaterials/SingleColor/SurfaceAdditive.flax # Content/Editor/DebugMaterials/SingleColor/Terrain.flax # Content/Editor/DefaultFontMaterial.flax # Content/Editor/Gizmo/FoliageBrushMaterial.flax # Content/Editor/Gizmo/Material.flax # Content/Editor/Gizmo/MaterialWire.flax # Content/Editor/Gizmo/SelectionOutlineMaterial.flax # Content/Editor/Gizmo/VertexColorsPreviewMaterial.flax # Content/Editor/Highlight Material.flax # Content/Editor/Icons/IconsMaterial.flax # Content/Editor/IesProfilePreviewMaterial.flax # Content/Editor/Particles/Particle Material Color.flax # Content/Editor/Particles/Smoke Material.flax # Content/Editor/SpriteMaterial.flax # Content/Editor/Terrain/Circle Brush Material.flax # Content/Editor/Terrain/Highlight Terrain Material.flax # Content/Editor/TexturePreviewMaterial.flax # Content/Editor/Wires Debug Material.flax # Content/Engine/DefaultDeformableMaterial.flax # Content/Engine/DefaultMaterial.flax # Content/Engine/DefaultTerrainMaterial.flax # Content/Engine/SingleColorMaterial.flax # Content/Engine/SkyboxMaterial.flax # Source/Engine/Graphics/Materials/MaterialShader.h
624 lines
23 KiB
GLSL
624 lines
23 KiB
GLSL
// File generated by Flax Materials Editor
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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#include "./Flax/GBufferCommon.hlsl"
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x3 WorldMatrix;
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float4x3 PrevWorldMatrix;
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float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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float3 GeometrySize;
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float WorldDeterminantSign;
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@1META_CB_END
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// Shader resources
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@2
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// Geometry data passed though the graphics rendering stages up to the pixel shader
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struct GeometryData
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{
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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nointerpolation float3 InstanceOrigin : TEXCOORD5;
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nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
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float3 PrevWorldPosition : TEXCOORD7;
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nointerpolation float3 InstanceTransform1 : TEXCOORD8;
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nointerpolation float3 InstanceTransform2 : TEXCOORD9;
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nointerpolation float3 InstanceTransform3 : TEXCOORD10;
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};
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// Interpolants passed from the vertex shader
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struct VertexOutput
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{
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD11;
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#endif
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#if USE_TESSELLATION
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float TessellationMultiplier : TESS;
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#endif
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};
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// Interpolants passed to the pixel shader
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struct PixelInput
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{
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float4 Position : SV_Position;
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GeometryData Geometry;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD11;
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#endif
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bool IsFrontFace : SV_IsFrontFace;
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};
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// Material properties generation input
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struct MaterialInput
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{
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float3 WorldPosition;
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float TwoSidedSign;
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float2 TexCoord;
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#if USE_LIGHTMAP
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float2 LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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half4 VertexColor;
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#endif
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float3x3 TBN;
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float4 SvPosition;
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float3 PreSkinnedPosition;
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float3 PreSkinnedNormal;
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float3 InstanceOrigin;
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float2 InstanceParams;
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float3 InstanceTransform1;
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float3 InstanceTransform2;
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float3 InstanceTransform3;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
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#endif
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};
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// Extracts geometry data to the material input
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MaterialInput GetGeometryMaterialInput(GeometryData geometry)
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{
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MaterialInput output = (MaterialInput)0;
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output.WorldPosition = geometry.WorldPosition;
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output.TexCoord = geometry.TexCoord;
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#if USE_LIGHTMAP
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output.LightmapUV = geometry.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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output.VertexColor = geometry.VertexColor;
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#endif
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output.TBN = CalcTangentBasis(geometry.WorldNormal, geometry.WorldTangent);
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output.InstanceOrigin = geometry.InstanceOrigin;
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output.InstanceParams = geometry.InstanceParams;
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output.InstanceTransform1 = geometry.InstanceTransform1;
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output.InstanceTransform2 = geometry.InstanceTransform2;
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output.InstanceTransform3 = geometry.InstanceTransform3;
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return output;
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}
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#if USE_TESSELLATION
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// Interpolates the geometry positions data only (used by the tessallation when generating vertices)
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#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
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// Offsets the geometry positions data only (used by the tessallation when generating vertices)
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#define OffsetGeometryPositions(geometry, offset) geometry.WorldPosition += offset; geometry.PrevWorldPosition += offset
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// Applies the Phong tessallation to the geometry positions (used by the tessallation when doing Phong tess)
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#define ApplyGeometryPositionsPhongTess(geometry, p0, p1, p2, U, V, W) \
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float3 posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.WorldPosition, geometry.WorldPosition); \
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float3 posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.WorldPosition, geometry.WorldPosition); \
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float3 posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.WorldPosition, geometry.WorldPosition); \
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geometry.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW; \
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posProjectedU = TessalationProjectOntoPlane(p0.WorldNormal, p0.PrevWorldPosition, geometry.PrevWorldPosition); \
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posProjectedV = TessalationProjectOntoPlane(p1.WorldNormal, p1.PrevWorldPosition, geometry.PrevWorldPosition); \
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posProjectedW = TessalationProjectOntoPlane(p2.WorldNormal, p2.PrevWorldPosition, geometry.PrevWorldPosition); \
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geometry.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW
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// Interpolates the geometry data except positions (used by the tessallation when generating vertices)
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GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
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{
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GeometryData output = (GeometryData)0;
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output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
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output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
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#if USE_VERTEX_COLOR
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output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
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#endif
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output.WorldNormal = p0.WorldNormal * w0 + p1.WorldNormal * w1 + p2.WorldNormal * w2;
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output.WorldNormal = normalize(output.WorldNormal);
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output.WorldTangent = p0.WorldTangent * w0 + p1.WorldTangent * w1 + p2.WorldTangent * w2;
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output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
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output.InstanceOrigin = p0.InstanceOrigin;
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output.InstanceParams = p0.InstanceParams;
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output.InstanceTransform1 = p0.InstanceTransform1;
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output.InstanceTransform2 = p0.InstanceTransform2;
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output.InstanceTransform3 = p0.InstanceTransform3;
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return output;
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}
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#endif
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MaterialInput GetMaterialInput(PixelInput input)
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{
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MaterialInput output = GetGeometryMaterialInput(input.Geometry);
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output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
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output.SvPosition = input.Position;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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output.CustomVSToPS = input.CustomVSToPS;
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#endif
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return output;
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}
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// Gets the local to world transform matrix
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#define GetInstanceTransform(input) 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))
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// Extarcts the world matrix and instancce transform vector
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#if USE_INSTANCING
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#define CalculateInstanceTransform(input) float4x4 world = GetInstanceTransform(input); output.Geometry.InstanceTransform1 = input.InstanceTransform1.xyz; output.Geometry.InstanceTransform2 = input.InstanceTransform2.xyz; output.Geometry.InstanceTransform3 = input.InstanceTransform3.xyz;
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#else
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#define CalculateInstanceTransform(input) float4x4 world = ToMatrix4x4(WorldMatrix); output.Geometry.InstanceTransform1 = world[0].xyz; output.Geometry.InstanceTransform2 = world[1].xyz; output.Geometry.InstanceTransform3 = world[2].xyz;
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#endif
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// Removes the scale vector from the local to world transformation matrix (supports instancing)
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float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
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{
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// Extract per axis scales from localToWorld transform
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float scaleX = length(localToWorld[0]);
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float scaleY = length(localToWorld[1]);
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float scaleZ = length(localToWorld[2]);
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float3 invScale = float3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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localToWorld[0] *= invScale.x;
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localToWorld[1] *= invScale.y;
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localToWorld[2] *= invScale.z;
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return localToWorld;
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}
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// Transforms a vector from tangent space to world space
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float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
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{
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return mul(tangentVector, input.TBN);
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}
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// Transforms a vector from world space to tangent space
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float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
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{
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return mul(input.TBN, worldVector);
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}
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// Transforms a vector from world space to view space
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float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
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{
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return mul(worldVector, (float3x3)ViewMatrix);
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}
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// Transforms a vector from view space to world space
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float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
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{
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return mul((float3x3)ViewMatrix, viewVector);
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}
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// Transforms a vector from local space to world space
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float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
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{
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float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
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//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
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return mul(localVector, localToWorld);
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}
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// Transforms a vector from local space to world space
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float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
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{
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float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
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//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
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return mul(localToWorld, worldVector);
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}
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// Gets the current object position (supports instancing)
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float3 GetObjectPosition(MaterialInput input)
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{
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return input.InstanceOrigin.xyz;
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}
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// Gets the current object size (supports instancing)
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float3 GetObjectSize(MaterialInput input)
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{
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float4x4 world = GetInstanceTransform(input);
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return GeometrySize * float3(world._m00, world._m11, world._m22);
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}
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// Get the current object random value (supports instancing)
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float GetPerInstanceRandom(MaterialInput input)
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{
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return input.InstanceParams.x;
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}
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// Get the current object LOD transition dither factor (supports instancing)
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float GetLODDitherFactor(MaterialInput input)
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{
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#if USE_DITHERED_LOD_TRANSITION
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return input.InstanceParams.y;
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#else
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return 0;
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#endif
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}
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// Gets the interpolated vertex color (in linear space)
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float4 GetVertexColor(MaterialInput input)
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{
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#if USE_VERTEX_COLOR
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return input.VertexColor;
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#else
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return 1;
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#endif
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}
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@8
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// Get material properties function (for vertex shader)
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Material GetMaterialVS(MaterialInput input)
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{
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@5
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}
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// Get material properties function (for domain shader)
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Material GetMaterialDS(MaterialInput input)
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{
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@6
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}
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// Get material properties function (for pixel shader)
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Material GetMaterialPS(MaterialInput input)
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{
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@4
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}
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// Calculates the transform matrix from mesh tangent space to local space
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float3x3 CalcTangentToLocal(ModelInput input)
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{
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float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
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float3 normal = input.Normal.xyz * 2.0 - 1.0;
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float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
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float3 bitangent = cross(normal, tangent) * bitangentSign;
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return float3x3(tangent, bitangent, normal);
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}
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float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
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{
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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return mul(tangentToLocal, localToWorld);
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}
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// Vertex Shader function for GBuffer Pass and Depth Pass (with full vertex data)
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META_VS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_INSTANCING=0)
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META_PERMUTATION_1(USE_INSTANCING=1)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
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META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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VertexOutput VS(ModelInput input)
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{
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VertexOutput output;
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// Compute world space vertex position
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CalculateInstanceTransform(input);
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output.Geometry.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
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output.Geometry.PrevWorldPosition = mul(float4(input.Position.xyz, 1), ToMatrix4x4(PrevWorldMatrix)).xyz;
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// Compute clip space position
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output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
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// Pass vertex attributes
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output.Geometry.TexCoord = input.TexCoord;
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#if USE_VERTEX_COLOR
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output.Geometry.VertexColor = input.Color;
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#endif
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output.Geometry.InstanceOrigin = world[3].xyz;
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#if USE_INSTANCING
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output.Geometry.LightmapUV = input.LightmapUV * input.InstanceLightmapArea.zw + input.InstanceLightmapArea.xy;
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output.Geometry.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
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#else
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#if CAN_USE_LIGHTMAP
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output.Geometry.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
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#else
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output.Geometry.LightmapUV = input.LightmapUV;
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#endif
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output.Geometry.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
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#endif
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// Calculate tanget space to world space transformation matrix for unit vectors
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float3x3 tangentToLocal = CalcTangentToLocal(input);
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float3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
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output.Geometry.WorldNormal = tangentToWorld[2];
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output.Geometry.WorldTangent.xyz = tangentToWorld[0];
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output.Geometry.WorldTangent.w = input.Tangent.w ? -1.0f : +1.0f;
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// Get material input params if need to evaluate any material property
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#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
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MaterialInput materialInput = GetGeometryMaterialInput(output.Geometry);
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materialInput.TwoSidedSign = WorldDeterminantSign;
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materialInput.SvPosition = output.Position;
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materialInput.PreSkinnedPosition = input.Position.xyz;
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materialInput.PreSkinnedNormal = tangentToLocal[2].xyz;
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Material material = GetMaterialVS(materialInput);
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#endif
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// Apply world position offset per-vertex
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#if USE_POSITION_OFFSET
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output.Geometry.WorldPosition += material.PositionOffset;
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output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
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#endif
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// Get tessalation multiplier (per vertex)
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#if USE_TESSELLATION
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output.TessellationMultiplier = material.TessellationMultiplier;
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#endif
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// Copy interpolants for other shader stages
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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output.CustomVSToPS = material.CustomVSToPS;
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#endif
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return output;
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}
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// Vertex Shader function for Depth Pass
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META_VS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_INSTANCING=0)
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META_PERMUTATION_1(USE_INSTANCING=1)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
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{
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#if USE_INSTANCING
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float4x4 world = GetInstanceTransform(input);
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|
#else
|
|
float4x4 world = ToMatrix4x4(WorldMatrix);
|
|
#endif
|
|
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<float4> BoneMatrices : register(t0);
|
|
|
|
#if PER_BONE_MOTION_BLUR
|
|
|
|
// The skeletal bones matrix buffer from the previous frame
|
|
Buffer<float4> 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);
|
|
float weightsSum = input.BlendWeights.x + input.BlendWeights.y + input.BlendWeights.z + input.BlendWeights.w;
|
|
float mainWeight = input.BlendWeights.x + (1.0f - weightsSum); // Re-normalize to account for 16-bit weights encoding erros
|
|
float3x4 boneMatrix = mainWeight * 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
|
|
|
|
// 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)
|
|
{
|
|
float weightsSum = input.BlendWeights.x + input.BlendWeights.y + input.BlendWeights.z + input.BlendWeights.w;
|
|
float mainWeight = input.BlendWeights.x + (1.0f - weightsSum); // Re-normalize to account for 16-bit weights encoding erros
|
|
float3x4 boneMatrix = mainWeight * 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, float3x4 boneMatrix)
|
|
{
|
|
return mul(boneMatrix, float4(input.Position.xyz, 1));
|
|
}
|
|
|
|
// Transforms the vertex position by weighted sum of the skinning matrices
|
|
float3x3 SkinTangents(ModelInput_Skinned input, float3x4 boneMatrix)
|
|
{
|
|
// 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 = normalize(mul(boneMatrix, float4(tangent, 0)));
|
|
normal = normalize(mul(boneMatrix, float4(normal, 0)));
|
|
|
|
float3 bitangent = normalize(cross(normal, tangent) * bitangentSign);
|
|
return float3x3(tangent, bitangent, normal);
|
|
}
|
|
|
|
// Vertex Shader function for GBuffers/Depth Pass (skinned mesh rendering)
|
|
META_VS(true, 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
|
|
float3x4 boneMatrix = GetBoneMatrix(input);
|
|
float3 position = SkinPosition(input, boneMatrix);
|
|
float3x3 tangentToLocal = SkinTangents(input, boneMatrix);
|
|
|
|
// Compute world space vertex position
|
|
CalculateInstanceTransform(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), ToMatrix4x4(PrevWorldMatrix)).xyz;
|
|
#else
|
|
output.Geometry.PrevWorldPosition = mul(float4(position, 1), ToMatrix4x4(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 = GetGeometryMaterialInput(output.Geometry);
|
|
materialInput.TwoSidedSign = WorldDeterminantSign;
|
|
materialInput.SvPosition = output.Position;
|
|
materialInput.PreSkinnedPosition = input.Position.xyz;
|
|
materialInput.PreSkinnedNormal = 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.Geometry.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);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
// Pixel Shader function for Depth Pass
|
|
META_PS(true, FEATURE_LEVEL_ES2)
|
|
void PS_Depth(PixelInput input)
|
|
{
|
|
#if USE_DITHERED_LOD_TRANSITION
|
|
// LOD masking
|
|
ClipLODTransition(input);
|
|
#endif
|
|
|
|
#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
|
|
// Get material parameters
|
|
MaterialInput materialInput = GetMaterialInput(input);
|
|
Material material = GetMaterialPS(materialInput);
|
|
|
|
// Perform per pixel clipping
|
|
#if MATERIAL_MASKED
|
|
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
|
|
#endif
|
|
#if MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
|
|
clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
#if _PS_QuadOverdraw
|
|
|
|
#include "./Flax/Editor/QuadOverdraw.hlsl"
|
|
|
|
// Pixel Shader function for Quad Overdraw Pass (editor-only)
|
|
[earlydepthstencil]
|
|
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
|
|
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
|
|
{
|
|
DoQuadOverdraw(svPos, primId);
|
|
}
|
|
|
|
#endif
|
|
|
|
@9
|