Files
FlaxEngine/Content/Editor/MaterialTemplates/VolumeParticle.shader

240 lines
6.7 KiB
GLSL

// File generated by Flax Materials Editor
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
#include "./Flax/GBufferCommon.hlsl"
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// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 InverseViewProjectionMatrix;
float4x3 WorldMatrix;
float4x3 WorldMatrixInverseTransposed;
float3 GridSize;
float PerInstanceRandom;
float Dummy0;
float VolumetricFogMaxDistance;
int ParticleStride;
int ParticleIndex;
@1META_CB_END
// Particles attributes buffer
ByteAddressBuffer ParticlesData : register(t0);
// Shader resources
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// Material properties generation input
struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
uint ParticleIndex;
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
float3x3 TBN;
float4 SvPosition;
float3 PreSkinnedPosition;
float3 PreSkinnedNormal;
float3 InstanceOrigin;
float InstanceParams;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
#endif
};
#define GetInstanceTransform(input) ToMatrix4x4(WorldMatrix);
// Removes the scale vector from the local to world transformation matrix (supports instancing)
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
// Extract per axis scales from localToWorld transform
float scaleX = length(localToWorld[0]);
float scaleY = length(localToWorld[1]);
float scaleZ = length(localToWorld[2]);
float3 invScale = float3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
localToWorld[0] *= invScale.x;
localToWorld[1] *= invScale.y;
localToWorld[2] *= invScale.z;
return localToWorld;
}
// Transforms a vector from tangent space to world space
float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
{
return mul(tangentVector, input.TBN);
}
// Transforms a vector from world space to tangent space
float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
{
return mul(input.TBN, worldVector);
}
// Transforms a vector from world space to view space
float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
{
return mul(worldVector, (float3x3)ViewMatrix);
}
// Transforms a vector from view space to world space
float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
{
return mul((float3x3)ViewMatrix, viewVector);
}
// Transforms a vector from local space to world space
float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localVector, localToWorld);
}
// Transforms a vector from local space to world space
float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
{
float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
return mul(localToWorld, worldVector);
}
// Gets the current object position (supports instancing)
float3 GetObjectPosition(MaterialInput input)
{
return input.InstanceOrigin.xyz;
}
// Gets the current object size
float3 GetObjectSize(MaterialInput input)
{
return float3(1, 1, 1);
}
// Get the current object random value (supports instancing)
float GetPerInstanceRandom(MaterialInput input)
{
return input.InstanceParams;
}
// Get the current object LOD transition dither factor (supports instancing)
float GetLODDitherFactor(MaterialInput input)
{
return 0;
}
// Gets the interpolated vertex color (in linear space)
float4 GetVertexColor(MaterialInput input)
{
return 1;
}
uint GetParticleUint(uint particleIndex, int offset)
{
return ParticlesData.Load(particleIndex * ParticleStride + offset);
}
int GetParticleInt(uint particleIndex, int offset)
{
return asint(ParticlesData.Load(particleIndex * ParticleStride + offset));
}
float GetParticleFloat(uint particleIndex, int offset)
{
return asfloat(ParticlesData.Load(particleIndex * ParticleStride + offset));
}
float2 GetParticleVec2(uint particleIndex, int offset)
{
return asfloat(ParticlesData.Load2(particleIndex * ParticleStride + offset));
}
float3 GetParticleVec3(uint particleIndex, int offset)
{
return asfloat(ParticlesData.Load3(particleIndex * ParticleStride + offset));
}
float4 GetParticleVec4(uint particleIndex, int offset)
{
return asfloat(ParticlesData.Load4(particleIndex * ParticleStride + offset));
}
float3 TransformParticlePosition(float3 input)
{
return mul(float4(input, 1.0f), ToMatrix4x4(WorldMatrix)).xyz;
}
float3 TransformParticleVector(float3 input)
{
return mul(float4(input, 0.0f), ToMatrix4x4(WorldMatrixInverseTransposed)).xyz;
}
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// Get material properties function (for vertex shader)
Material GetMaterialVS(MaterialInput input)
{
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}
// Get material properties function (for domain shader)
Material GetMaterialDS(MaterialInput input)
{
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}
// Get material properties function (for pixel shader)
Material GetMaterialPS(MaterialInput input)
{
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}
// Pixel Shader function for Volumetric Fog material injection (local fog)
META_PS(true, FEATURE_LEVEL_SM5)
void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out float4 VBufferB : SV_Target1)
{
uint3 gridCoordinate = uint3(input.Vertex.Position.xy, input.LayerIndex);
float3 cellOffset = 0.5f;
float2 volumeUV = (gridCoordinate.xy + cellOffset.xy) / GridSize.xy;
float zSlice = gridCoordinate.z + cellOffset.z;
float sceneDepth = (zSlice / GridSize.z) * VolumetricFogMaxDistance / ViewFar;
float deviceDepth = (ViewInfo.w / sceneDepth) + ViewInfo.z;
float4 clipPos = float4(volumeUV * float2(2.0, -2.0) + float2(-1.0, 1.0), deviceDepth, 1.0);
float4 wsPos = mul(clipPos, InverseViewProjectionMatrix);
float3 positionWS = wsPos.xyz / wsPos.w;
// Get material parameters
MaterialInput materialInput = (MaterialInput)0;
materialInput.WorldPosition = positionWS;
materialInput.TexCoord = input.Vertex.TexCoord;
materialInput.ParticleIndex = ParticleIndex;
materialInput.TBN = float3x3(float3(1, 0, 0), float3(0, 1, 0), float3(0, 0, 1));
materialInput.TwoSidedSign = 1.0f;
materialInput.InstanceOrigin = ToMatrix4x4(WorldMatrix)[3].xyz;
materialInput.InstanceParams = PerInstanceRandom;
materialInput.SvPosition = clipPos;
Material material = GetMaterialPS(materialInput);
// Compute fog properties
float3 albedo = material.Color;
float extinction = material.Opacity * material.Mask * 0.001f;
float3 emission = material.Emissive;
float3 scattering = albedo * extinction;
float absorption = max(0.0f, extinction - Luminance(scattering));
// Write fog properties
VBufferA = float4(scattering, absorption);
VBufferB = float4(emission, 0);
}
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