Urho3D/bin/CoreData/Shaders/HLSL/LitParticle.hlsl

223 lines
6.4 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "Lighting.hlsl"
#include "ScreenPos.hlsl"
#include "Fog.hlsl"
#if defined(COMPILEPS) && defined(SOFTPARTICLES)
#ifndef D3D11
// D3D9 uniform
uniform float cSoftParticleFadeScale;
#else
// D3D11 constant buffer
cbuffer CustomPS : register(b6)
{
float cSoftParticleFadeScale;
}
#endif
#endif
void VS(float4 iPos : POSITION,
#if !defined(BILLBOARD) && !defined(TRAILFACECAM)
float3 iNormal : NORMAL,
#endif
#ifndef NOUV
float2 iTexCoord : TEXCOORD0,
#endif
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#endif
#ifdef SKINNED
float4 iBlendWeights : BLENDWEIGHT,
int4 iBlendIndices : BLENDINDICES,
#endif
#ifdef INSTANCED
float4x3 iModelInstance : TEXCOORD4,
#endif
#if defined(BILLBOARD) || defined(DIRBILLBOARD)
float2 iSize : TEXCOORD1,
#endif
#if defined(TRAILFACECAM) || defined(TRAILBONE)
float4 iTangent : TANGENT,
#endif
out float2 oTexCoord : TEXCOORD0,
#ifdef SOFTPARTICLES
out float4 oScreenPos : TEXCOORD1,
#endif
out float4 oWorldPos : TEXCOORD3,
#if PERPIXEL
#ifdef SHADOW
out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
#endif
#ifdef SPOTLIGHT
out float4 oSpotPos : TEXCOORD5,
#endif
#ifdef POINTLIGHT
out float3 oCubeMaskVec : TEXCOORD5,
#endif
#else
out float3 oVertexLight : TEXCOORD4,
#endif
#ifdef VERTEXCOLOR
out float4 oColor : COLOR0,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
out float oClip : SV_CLIPDISTANCE0,
#endif
out float4 oPos : OUTPOSITION)
{
// Define a 0,0 UV coord if not expected from the vertex data
#ifdef NOUV
float2 iTexCoord = float2(0.0, 0.0);
#endif
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oTexCoord = GetTexCoord(iTexCoord);
oWorldPos = float4(worldPos, GetDepth(oPos));
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
#ifdef SOFTPARTICLES
oScreenPos = GetScreenPos(oPos);
#endif
#ifdef VERTEXCOLOR
oColor = iColor;
#endif
#ifdef PERPIXEL
// Per-pixel forward lighting
float4 projWorldPos = float4(worldPos.xyz, 1.0);
#ifdef SHADOW
// Shadow projection: transform from world space to shadow space
GetShadowPos(projWorldPos, float3(0, 0, 0), oShadowPos);
#endif
#ifdef SPOTLIGHT
// Spotlight projection: transform from world space to projector texture coordinates
oSpotPos = mul(projWorldPos, cLightMatrices[0]);
#endif
#ifdef POINTLIGHT
oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
#endif
#else
// Ambient & per-vertex lighting
oVertexLight = GetAmbient(GetZonePos(worldPos));
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
oVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
#endif
#endif
}
void PS(float2 iTexCoord : TEXCOORD0,
#ifdef SOFTPARTICLES
float4 iScreenPos: TEXCOORD1,
#endif
float4 iWorldPos : TEXCOORD3,
#ifdef PERPIXEL
#ifdef SHADOW
float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
#endif
#ifdef SPOTLIGHT
float4 iSpotPos : TEXCOORD5,
#endif
#ifdef POINTLIGHT
float3 iCubeMaskVec : TEXCOORD5,
#endif
#else
float3 iVertexLight : TEXCOORD4,
#endif
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
float iClip : SV_CLIPDISTANCE0,
#endif
out float4 oColor : OUTCOLOR0)
{
// Get material diffuse albedo
#ifdef DIFFMAP
float4 diffInput = Sample2D(DiffMap, iTexCoord);
#ifdef ALPHAMASK
if (diffInput.a < 0.5)
discard;
#endif
float4 diffColor = cMatDiffColor * diffInput;
#else
float4 diffColor = cMatDiffColor;
#endif
#ifdef VERTEXCOLOR
diffColor *= iColor;
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
#else
float fogFactor = GetFogFactor(iWorldPos.w);
#endif
// Soft particle fade
// In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
#ifdef SOFTPARTICLES
#ifdef EXPAND
if (diffColor.a < 0.01)
discard;
#endif
float particleDepth = iWorldPos.w;
float depth = Sample2DProj(DepthBuffer, iScreenPos).r;
#ifdef HWDEPTH
depth = ReconstructDepth(depth);
#endif
#ifdef EXPAND
float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
float fade = saturate(diffZ * cSoftParticleFadeScale);
#else
float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
float fade = saturate(1.0 - diffZ * cSoftParticleFadeScale);
#endif
diffColor.a = max(diffColor.a - fade, 0.0);
#endif
#ifdef PERPIXEL
// Per-pixel forward lighting
float3 lightColor;
float3 finalColor;
float diff = GetDiffuseVolumetric(iWorldPos.xyz);
#ifdef SHADOW
diff *= GetShadow(iShadowPos, iWorldPos.w);
#endif
#if defined(SPOTLIGHT)
lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
#elif defined(CUBEMASK)
lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
finalColor = diff * lightColor * diffColor.rgb;
oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
#else
// Ambient & per-vertex lighting
float3 finalColor = iVertexLight * diffColor.rgb;
oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
}