332 lines
8.9 KiB
HLSL
332 lines
8.9 KiB
HLSL
// Copyright (c) Wojciech Figat. All rights reserved.
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#ifndef __MATERIAL_COMMON__
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#define __MATERIAL_COMMON__
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// Material input types
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#define MATERIAL_DOMAIN_SURFACE 0
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#define MATERIAL_DOMAIN_POSTPROCESS 1
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#define MATERIAL_DOMAIN_DECAL 2
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#define MATERIAL_BLEND_OPAQUE 0
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#define MATERIAL_BLEND_TRANSPARENT 1
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#define MATERIAL_BLEND_ADDITIVE 2
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#define MATERIAL_BLEND_MULTIPLY 3
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#define MATERIAL_TESSELLATION_NONE 0
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#define MATERIAL_TESSELLATION_FLAT 1
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#define MATERIAL_TESSELLATION_PN 2
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#define MATERIAL_TESSELLATION_PHONG 3
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#define USE_CUSTOM_VERTEX_INTERPOLATORS (CUSTOM_VERTEX_INTERPOLATORS_COUNT > 0)
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// Validate inputs
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#ifndef MATERIAL
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#define MATERIAL 0
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#endif
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#ifndef MATERIAL_DOMAIN
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#define MATERIAL_DOMAIN MATERIAL_DOMAIN_SURFACE
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#endif
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#ifndef MATERIAL_BLEND
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#define MATERIAL_BLEND MATERIAL_BLEND_OPAQUE
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#endif
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#ifndef MATERIAL_SHADING_MODEL
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#define MATERIAL_SHADING_MODEL SHADING_MODEL_LIT
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#endif
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#ifndef MATERIAL_TEXCOORDS
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#define MATERIAL_TEXCOORDS 1
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#endif
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#ifndef USE_INSTANCING
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#define USE_INSTANCING 0
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#endif
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#ifndef USE_SKINNING
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#define USE_SKINNING 0
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#endif
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#ifndef USE_LIGHTMAP
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#define USE_LIGHTMAP 0
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#endif
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#ifndef USE_POSITION_OFFSET
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#define USE_POSITION_OFFSET 0
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#endif
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#ifndef USE_VERTEX_COLOR
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#define USE_VERTEX_COLOR 0
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#endif
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#ifndef USE_DISPLACEMENT
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#define USE_DISPLACEMENT 0
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#endif
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#ifndef USE_TESSELLATION
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#define USE_TESSELLATION 0
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#endif
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#ifndef USE_DITHERED_LOD_TRANSITION
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#define USE_DITHERED_LOD_TRANSITION 0
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#endif
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#ifndef USE_PER_VIEW_CONSTANTS
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#define USE_PER_VIEW_CONSTANTS 0
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#endif
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#ifndef USE_PER_DRAW_CONSTANTS
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#define USE_PER_DRAW_CONSTANTS 0
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#endif
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#ifndef MATERIAL_TESSELLATION
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#define MATERIAL_TESSELLATION MATERIAL_TESSELLATION_NONE
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#endif
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#ifndef MAX_TESSELLATION_FACTOR
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#define MAX_TESSELLATION_FACTOR 15
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#endif
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#ifndef PER_BONE_MOTION_BLUR
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#define PER_BONE_MOTION_BLUR 0
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#endif
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// Object properties
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struct ObjectData
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{
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float4x4 WorldMatrix;
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float4x4 PrevWorldMatrix;
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float3 GeometrySize;
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float WorldDeterminantSign;
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float LODDitherFactor;
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float PerInstanceRandom;
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float4 LightmapArea;
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};
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float2 UnpackHalf2(uint xy)
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{
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return float2(f16tof32(xy & 0xffff), f16tof32(xy >> 16));
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}
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// Loads the object data from the global buffer
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ObjectData LoadObject(Buffer<float4> objectsBuffer, uint objectIndex)
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{
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// This must match ShaderObjectData::Store
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objectIndex *= 8;
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ObjectData object = (ObjectData)0;
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float4 vector0 = objectsBuffer.Load(objectIndex + 0);
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float4 vector1 = objectsBuffer.Load(objectIndex + 1);
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float4 vector2 = objectsBuffer.Load(objectIndex + 2);
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float4 vector3 = objectsBuffer.Load(objectIndex + 3);
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float4 vector4 = objectsBuffer.Load(objectIndex + 4);
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float4 vector5 = objectsBuffer.Load(objectIndex + 5);
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float4 vector6 = objectsBuffer.Load(objectIndex + 6);
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float4 vector7 = objectsBuffer.Load(objectIndex + 7);
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object.WorldMatrix[0] = float4(vector0.xyz, 0.0f);
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object.WorldMatrix[1] = float4(vector1.xyz, 0.0f);
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object.WorldMatrix[2] = float4(vector2.xyz, 0.0f);
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object.WorldMatrix[3] = float4(vector0.w, vector1.w, vector2.w, 1.0f);
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object.PrevWorldMatrix[0] = float4(vector3.xyz, 0.0f);
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object.PrevWorldMatrix[1] = float4(vector4.xyz, 0.0f);
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object.PrevWorldMatrix[2] = float4(vector5.xyz, 0.0f);
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object.PrevWorldMatrix[3] = float4(vector3.w, vector4.w, vector5.w, 1.0f);
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object.GeometrySize = vector6.xyz;
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object.PerInstanceRandom = vector6.w;
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object.WorldDeterminantSign = vector7.x;
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object.LODDitherFactor = vector7.y;
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object.LightmapArea.xy = UnpackHalf2(asuint(vector7.z));
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object.LightmapArea.zw = UnpackHalf2(asuint(vector7.w));
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return object;
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}
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#ifndef LoadObjectFromCB
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// Loads the object data from the constant buffer into the variable
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#define LoadObjectFromCB(var) \
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var = (ObjectData)0; \
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var.WorldMatrix = ToMatrix4x4(WorldMatrix); \
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var.PrevWorldMatrix = ToMatrix4x4(PrevWorldMatrix); \
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var.GeometrySize = GeometrySize; \
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var.PerInstanceRandom = PerInstanceRandom; \
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var.WorldDeterminantSign = WorldDeterminantSign; \
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var.LODDitherFactor = LODDitherFactor; \
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var.LightmapArea = LightmapArea;
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#endif
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// Material properties
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struct Material
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{
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float3 Emissive;
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float Roughness;
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float3 Color;
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float AO;
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float3 WorldNormal;
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float Metalness;
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float3 TangentNormal;
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float Specular;
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float3 PositionOffset;
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float Opacity;
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float3 SubsurfaceColor;
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float Refraction;
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float3 WorldDisplacement;
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float Mask;
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float TessellationMultiplier;
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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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// Secondary constant buffer (with per-view constants at slot 1)
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#if USE_PER_VIEW_CONSTANTS
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cbuffer ViewData : register(b1)
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{
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float4x4 ViewMatrix;
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float4x4 ViewProjectionMatrix;
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float4x4 PrevViewProjectionMatrix;
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float4x4 MainViewProjectionMatrix;
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float4 MainScreenSize;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float4 TemporalAAJitter;
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float3 LargeWorldsChunkIndex;
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float LargeWorldsChunkSize;
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float3 ViewPadding0;
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float ScaledTimeParam;
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};
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#endif
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// Draw pipeline constant buffer (with per-draw constants at slot 2)
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#if USE_PER_DRAW_CONSTANTS
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cbuffer DrawData : register(b2)
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{
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float3 DrawPadding;
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uint DrawObjectIndex;
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};
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#endif
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struct ModelInput
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{
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float3 Position : POSITION;
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#if MATERIAL_TEXCOORDS > 0
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float2 TexCoord0 : TEXCOORD0;
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#endif
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#if MATERIAL_TEXCOORDS > 1
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float2 TexCoord1 : TEXCOORD1;
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#endif
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#if MATERIAL_TEXCOORDS > 2
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float2 TexCoord2 : TEXCOORD2;
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#endif
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#if MATERIAL_TEXCOORDS > 3
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float2 TexCoord3 : TEXCOORD3;
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#endif
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float2 LightmapUV : LIGHTMAP;
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float4 Normal : NORMAL;
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float4 Tangent : TANGENT;
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#if USE_VERTEX_COLOR
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half4 Color : COLOR;
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#endif
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#if USE_INSTANCING
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uint ObjectIndex : ATTRIBUTE0;
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#endif
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};
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struct ModelInput_PosOnly
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{
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float3 Position : POSITION;
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#if USE_INSTANCING
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uint ObjectIndex : ATTRIBUTE0;
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#endif
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};
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struct ModelInput_Skinned
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{
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float3 Position : POSITION;
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#if MATERIAL_TEXCOORDS > 0
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float2 TexCoord0 : TEXCOORD0;
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#endif
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#if MATERIAL_TEXCOORDS > 1
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float2 TexCoord1 : TEXCOORD1;
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#endif
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#if MATERIAL_TEXCOORDS > 2
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float2 TexCoord2 : TEXCOORD2;
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#endif
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#if MATERIAL_TEXCOORDS > 3
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float2 TexCoord3 : TEXCOORD3;
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#endif
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float4 Normal : NORMAL;
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float4 Tangent : TANGENT;
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#if USE_VERTEX_COLOR
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half4 Color : COLOR;
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#endif
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uint4 BlendIndices : BLENDINDICES;
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float4 BlendWeights : BLENDWEIGHTS;
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};
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struct Model_VS2PS
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{
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float4 Position : SV_Position;
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float4 ScreenPos : TEXCOORD0;
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};
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struct GBufferOutput
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{
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float4 Light : SV_Target0;
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float4 RT0 : SV_Target1;
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float4 RT1 : SV_Target2;
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float4 RT2 : SV_Target3;
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float4 RT3 : SV_Target4;
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};
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float3 UnpackNormalMap(float2 value)
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{
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float3 normal;
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normal.xy = value * 2.0 - 1.0;
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normal.z = sqrt(saturate(1.0 - dot(normal.xy, normal.xy)));
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return normal;
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}
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float3x3 CalcTangentBasis(float3 normal, float3 pos, float2 uv)
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{
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// References:
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// http://www.thetenthplanet.de/archives/1180
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// https://zhangdoa.com/posts/normal-and-normal-mapping
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float3 dp1 = ddx(pos);
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float3 dp2 = ddy(pos);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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float3 dp2perp = cross(dp2, normal);
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float3 dp1perp = cross(normal, dp1);
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float3 tangent = normalize(dp2perp * duv1.x + dp1perp * duv2.x);
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float3 bitangent = normalize(dp2perp * duv1.y + dp1perp * duv2.y);
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return float3x3(tangent, bitangent, normal);
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}
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float3x3 CalcTangentBasisFromWorldNormal(float3 normal)
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{
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float3 tangent = cross(normal, float3(1, 0, 0));
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float3 bitangent = cross(normal, tangent);
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return float3x3(tangent, bitangent, normal);
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}
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float3x3 CalcTangentBasis(float3 normal, float4 tangent)
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{
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float3 bitangent = cross(normal, tangent.xyz) * tangent.w;
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return float3x3(tangent.xyz, bitangent, normal);
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}
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// [Jimenez et al. 2016, "Practical Realtime Strategies for Accurate Indirect Occlusion"]
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float3 AOMultiBounce(float visibility, float3 albedo)
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{
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float3 a = 2.0404 * albedo - 0.3324;
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float3 b = -4.7951 * albedo + 0.6417;
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float3 c = 2.7552 * albedo + 0.6903;
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return max(visibility, ((visibility * a + b) * visibility + c) * visibility);
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}
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float2 Flipbook(float2 uv, float frame, float2 sizeXY, float2 flipXY = 0.0f)
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{
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float tile = (float)(int)fmod(frame, sizeXY.x * sizeXY.y);
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float2 tileCount = float2(1.0, 1.0) / sizeXY;
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float tileY = abs(flipXY.y * sizeXY.y - (floor(tile * tileCount.x) + flipXY.y * 1));
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float tileX = abs(flipXY.x * sizeXY.x - ((tile - sizeXY.x * floor(tile * tileCount.x)) + flipXY.x * 1));
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return (uv + float2(tileX, tileY)) * tileCount;
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}
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// Calculates the world-position offset to stabilize tiling (eg. via triplanar mapping) due to Large Worlds view origin offset.
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float3 GetLargeWorldsTileOffset(float tileSize)
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{
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#if USE_PER_VIEW_CONSTANTS
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return LargeWorldsChunkIndex * fmod(LargeWorldsChunkSize, tileSize);
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#else
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return float3(0, 0, 0);
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#endif
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}
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#endif
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