384 lines
12 KiB
GLSL
384 lines
12 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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float4x4 WorldMatrix;
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float4x4 LocalMatrix;
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float3 Dummy0;
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float WorldDeterminantSign;
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float MeshMinZ;
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float Segment;
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float ChunksPerSegment;
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float PerInstanceRandom;
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float3 GeometrySize;
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float MeshMaxZ;
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@1META_CB_END
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// Shader resources
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@2
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// The spline deformation buffer (stored as 4x3, 3 float4 behind each other)
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Buffer<float4> SplineDeformation : register(t0);
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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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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3 WorldNormal : TEXCOORD2;
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float4 WorldTangent : TEXCOORD3;
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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] : TEXCOORD9;
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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] : TEXCOORD9;
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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_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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#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_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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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
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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
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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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// 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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#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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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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// Removes the scale vector from the local to world transformation matrix
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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)WorldMatrix;
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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)WorldMatrix;
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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
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float3 GetObjectPosition(MaterialInput input)
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{
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return WorldMatrix[3].xyz;
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}
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// Gets the current object size
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float3 GetObjectSize(MaterialInput input)
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{
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float4x4 world = WorldMatrix;
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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
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float GetPerInstanceRandom(MaterialInput input)
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{
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return PerInstanceRandom;
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}
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// Get the current object LOD transition dither factor
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float GetLODDitherFactor(MaterialInput input)
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{
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return 0;
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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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float3 SampleLightmap(Material material, MaterialInput materialInput)
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{
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return 0;
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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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// 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_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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VertexOutput VS_SplineModel(ModelInput input)
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{
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VertexOutput output;
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// Apply local transformation of the geometry before deformation
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float3 position = mul(float4(input.Position, 1), LocalMatrix).xyz;
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float4x4 world = LocalMatrix;
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// Apply spline curve deformation
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float splineAlpha = saturate((position.z - MeshMinZ) / (MeshMaxZ - MeshMinZ));
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int splineIndex = (int)((Segment + splineAlpha) * ChunksPerSegment);
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position.z = splineAlpha;
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float3x4 splineMatrix = float3x4(SplineDeformation[splineIndex * 3], SplineDeformation[splineIndex * 3 + 1], SplineDeformation[splineIndex * 3 + 2]);
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position = mul(splineMatrix, float4(position, 1));
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float4x3 splineMatrixT = transpose(splineMatrix);
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world = mul(world, float4x4(float4(splineMatrixT[0], 0), float4(splineMatrixT[1], 0), float4(splineMatrixT[2], 0), float4(splineMatrixT[3], 1)));
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// Compute world space vertex position
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output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
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world = mul(world, WorldMatrix);
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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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// Calculate tanget space to world space transformation matrix for unit vectors
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float3x3 tangentToLocal = CalcTangentToLocal(input);
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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float3x3 tangentToWorld = mul(tangentToLocal, localToWorld);
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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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#if USE_DITHERED_LOD_TRANSITION
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void ClipLODTransition(PixelInput input)
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{
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}
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#endif
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// Pixel Shader function for Depth Pass
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS_Depth(PixelInput input)
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{
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#if MATERIAL_MASKED || MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
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// Get material parameters
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MaterialInput materialInput = GetMaterialInput(input);
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Material material = GetMaterialPS(materialInput);
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// Perform per pixel clipping
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#if MATERIAL_MASKED
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clip(material.Mask - MATERIAL_MASK_THRESHOLD);
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#endif
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#if MATERIAL_BLEND != MATERIAL_BLEND_OPAQUE
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clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
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#endif
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#endif
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}
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#if _PS_QuadOverdraw
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#include "./Flax/Editor/QuadOverdraw.hlsl"
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// Pixel Shader function for Quad Overdraw Pass (editor-only)
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[earlydepthstencil]
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META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
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void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
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{
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DoQuadOverdraw(svPos, primId);
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}
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#endif
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@9
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