Files
FlaxEngine/Source/Shaders/MaterialCommon.hlsl
2022-06-28 14:41:29 +02:00

193 lines
5.1 KiB
HLSL

// Copyright (c) 2012-2022 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 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 CalcTangentBasis(float3 normal, float3 pos, float2 uv)
{
// References:
// http://www.thetenthplanet.de/archives/1180
// https://zhangdoa.com/posts/normal-and-normal-mapping
float3 dp1 = ddx(pos);
float3 dp2 = ddy(pos);
float2 duv1 = ddx(uv);
float2 duv2 = ddy(uv);
float3 dp2perp = cross(dp2, normal);
float3 dp1perp = cross(normal, dp1);
float3 tangent = normalize(dp2perp * duv1.x + dp1perp * duv2.x);
float3 bitangent = normalize(dp2perp * duv1.y + dp1perp * duv2.y);
return float3x3(tangent, bitangent, normal);
}
float3x3 CalcTangentBasisFromWorldNormal(float3 normal)
{
float3 tangent = cross(normal, float3(1, 0, 0));
float3 bitangent = cross(normal, tangent);
return float3x3(tangent, bitangent, normal);
}
float3x3 CalcTangentBasis(float3 normal, float4 tangent)
{
float3 bitangent = cross(normal, tangent.xyz) * tangent.w;
return float3x3(tangent.xyz, 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);
}
#endif