mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 22:25:37 +01:00
273 lines
9.4 KiB
HLSL
273 lines
9.4 KiB
HLSL
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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Texture2D<float4> AlbedoTexture : register(t0);
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Texture2D<float3> NormalTexture : register(t1);
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Texture2D<float3> RMATexture : register(t2);
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Texture2D<float3> EmissiveTexture : register(t3);
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TextureCube<float3> RadianceTexture : register(t4);
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TextureCube<float3> IrradianceTexture : register(t5);
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sampler SurfaceSampler : register(s0);
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sampler IBLSampler : register(s1);
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cbuffer Constants : register(b0)
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{
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float3 EyePosition : packoffset(c0);
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float4x4 World : packoffset(c1);
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float3x3 WorldInverseTranspose : packoffset(c5);
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float4x4 WorldViewProj : packoffset(c8);
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float4x4 PrevWorldViewProj : packoffset(c12);
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float3 LightDirection[3] : packoffset(c16);
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float3 LightColor[3] : packoffset(c19); // "Specular and diffuse light" in PBR
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float3 ConstantAlbedo : packoffset(c22); // Constant values if not a textured effect
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float Alpha : packoffset(c22.w);
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float ConstantMetallic : packoffset(c23.x);
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float ConstantRoughness : packoffset(c23.y);
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int NumRadianceMipLevels : packoffset(c23.z);
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// Size of render target
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float TargetWidth : packoffset(c23.w);
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float TargetHeight : packoffset(c24.x);
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};
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#include "Structures.fxh"
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#include "PBRCommon.fxh"
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#include "Utilities.fxh"
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// Vertex shader: pbr
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VSOutputPixelLightingTx VSConstant(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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vout.PositionPS = cout.Pos_ps;
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vout.PositionWS = float4(cout.Pos_ws, 1);
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vout.NormalWS = cout.Normal_ws;
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vout.Diffuse = float4(ConstantAlbedo, Alpha);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pbr + velocity
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VSOut_Velocity VSConstantVelocity(VSInputNmTx vin)
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{
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VSOut_Velocity vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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vout.current.PositionPS = cout.Pos_ps;
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vout.current.PositionWS = float4(cout.Pos_ws, 1);
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vout.current.NormalWS = cout.Normal_ws;
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vout.current.Diffuse = float4(ConstantAlbedo, Alpha);
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vout.current.TexCoord = vin.TexCoord;
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vout.prevPosition = mul(vin.Position, PrevWorldViewProj);
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return vout;
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}
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// Vertex shader: pbr (biased normal)
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VSOutputPixelLightingTx VSConstantBn(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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vout.PositionPS = cout.Pos_ps;
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vout.PositionWS = float4(cout.Pos_ws, 1);
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vout.NormalWS = cout.Normal_ws;
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vout.Diffuse = float4(ConstantAlbedo, Alpha);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pbr + velocity (biased normal)
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VSOut_Velocity VSConstantVelocityBn(VSInputNmTx vin)
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{
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VSOut_Velocity vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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vout.current.PositionPS = cout.Pos_ps;
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vout.current.PositionWS = float4(cout.Pos_ws, 1);
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vout.current.NormalWS = cout.Normal_ws;
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vout.current.Diffuse = float4(ConstantAlbedo, Alpha);
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vout.current.TexCoord = vin.TexCoord;
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vout.prevPosition = mul(vin.Position, PrevWorldViewProj);
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return vout;
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}
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// Pixel shader: pbr (constants) + image-based lighting
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float4 PSConstant(PSInputPixelLightingTx pin) : SV_Target0
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{
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// vectors
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const float3 V = normalize(EyePosition - pin.PositionWS.xyz); // view vector
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const float3 N = normalize(pin.NormalWS); // surface normal
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const float AO = 1; // ambient term
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float3 color = LightSurface(V, N, 3,
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LightColor, LightDirection,
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ConstantAlbedo, ConstantRoughness, ConstantMetallic, AO);
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return float4(color, Alpha);
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}
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// Pixel shader: pbr (textures) + image-based lighting
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float4 PSTextured(PSInputPixelLightingTx pin) : SV_Target0
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{
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const float3 V = normalize(EyePosition - pin.PositionWS.xyz); // view vector
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const float3 L = normalize(-LightDirection[0]); // light vector ("to light" opposite of light's direction)
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(SurfaceSampler, pin.TexCoord).xy);
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float3 N = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
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// Get albedo
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float4 albedo = AlbedoTexture.Sample(SurfaceSampler, pin.TexCoord);
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// Get roughness, metalness, and ambient occlusion
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float3 RMA = RMATexture.Sample(SurfaceSampler, pin.TexCoord);
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// glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel
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// Shade surface
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float3 color = LightSurface(V, N, 3, LightColor, LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r);
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return float4(color, albedo.w * Alpha);
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}
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// Pixel shader: pbr (textures) + emissive + image-based lighting
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float4 PSTexturedEmissive(PSInputPixelLightingTx pin) : SV_Target0
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{
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const float3 V = normalize(EyePosition - pin.PositionWS.xyz); // view vector
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const float3 L = normalize(-LightDirection[0]); // light vector ("to light" opposite of light's direction)
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(SurfaceSampler, pin.TexCoord).xy);
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float3 N = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
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// Get albedo
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float4 albedo = AlbedoTexture.Sample(SurfaceSampler, pin.TexCoord);
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// Get roughness, metalness, and ambient occlusion
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float3 RMA = RMATexture.Sample(SurfaceSampler, pin.TexCoord);
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// glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel
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// Shade surface
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float3 color = LightSurface(V, N, 3, LightColor, LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r);
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color += EmissiveTexture.Sample(SurfaceSampler, pin.TexCoord).rgb;
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return float4(color, albedo.w * Alpha);
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}
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// Pixel shader: pbr (textures) + image-based lighting + velocity
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#include "PixelPacking_Velocity.hlsli"
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struct PSOut_Velocity
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{
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float4 color : SV_Target0;
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packed_velocity_t velocity : SV_Target1;
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};
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PSOut_Velocity PSTexturedVelocity(VSOut_Velocity pin)
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{
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PSOut_Velocity output;
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const float3 V = normalize(EyePosition - pin.current.PositionWS.xyz); // view vector
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const float3 L = normalize(-LightDirection[0]); // light vector ("to light" opposite of light's direction)
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(SurfaceSampler, pin.current.TexCoord).xy);
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float3 N = PeturbNormal(localNormal, pin.current.PositionWS.xyz, pin.current.NormalWS, pin.current.TexCoord);
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// Get albedo
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float4 albedo = AlbedoTexture.Sample(SurfaceSampler, pin.current.TexCoord);
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// Get roughness, metalness, and ambient occlusion
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float3 RMA = RMATexture.Sample(SurfaceSampler, pin.current.TexCoord);
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// glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel
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// Shade surface
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float3 color = LightSurface(V, N, 3, LightColor, LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r);
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output.color = float4(color, albedo.w * Alpha);
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// Calculate velocity of this point
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float4 prevPos = pin.prevPosition;
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prevPos.xyz /= prevPos.w;
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prevPos.xy *= float2(0.5f, -0.5f);
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prevPos.xy += 0.5f;
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prevPos.xy *= float2(TargetWidth, TargetHeight);
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output.velocity = PackVelocity(prevPos.xyz - pin.current.PositionPS.xyz);
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return output;
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}
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PSOut_Velocity PSTexturedEmissiveVelocity(VSOut_Velocity pin)
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{
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PSOut_Velocity output;
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const float3 V = normalize(EyePosition - pin.current.PositionWS.xyz); // view vector
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const float3 L = normalize(-LightDirection[0]); // light vector ("to light" opposite of light's direction)
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(SurfaceSampler, pin.current.TexCoord).xy);
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float3 N = PeturbNormal(localNormal, pin.current.PositionWS.xyz, pin.current.NormalWS, pin.current.TexCoord);
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// Get albedo
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float4 albedo = AlbedoTexture.Sample(SurfaceSampler, pin.current.TexCoord);
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// Get roughness, metalness, and ambient occlusion
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float3 RMA = RMATexture.Sample(SurfaceSampler, pin.current.TexCoord);
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// glTF2 defines metalness as B channel, roughness as G channel, and occlusion as R channel
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// Shade surface
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float3 color = LightSurface(V, N, 3, LightColor, LightDirection, albedo.rgb, RMA.g, RMA.b, RMA.r);
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color += EmissiveTexture.Sample(SurfaceSampler, pin.current.TexCoord).rgb;
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output.color = float4(color, albedo.w * Alpha);
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// Calculate velocity of this point
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float4 prevPos = pin.prevPosition;
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prevPos.xyz /= prevPos.w;
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prevPos.xy *= float2(0.5f, -0.5f);
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prevPos.xy += 0.5f;
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prevPos.xy *= float2(TargetWidth, TargetHeight);
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output.velocity = PackVelocity(prevPos.xyz - pin.current.PositionPS.xyz);
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return output;
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}
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