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

146 lines
3.9 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.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,
#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(DIRBILLBOARD) || defined(TRAILBONE)
float3 iNormal : NORMAL,
#endif
#if defined(TRAILFACECAM) || defined(TRAILBONE)
float4 iTangent : TANGENT,
#endif
out float2 oTexCoord : TEXCOORD0,
#ifdef SOFTPARTICLES
out float4 oScreenPos : TEXCOORD1,
#endif
out float4 oWorldPos : TEXCOORD2,
#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
}
void PS(float2 iTexCoord : TEXCOORD0,
#ifdef SOFTPARTICLES
float4 iScreenPos: TEXCOORD1,
#endif
float4 iWorldPos: TEXCOORD2,
#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 diffColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
#ifdef ALPHAMASK
if (diffColor.a < 0.5)
discard;
#endif
#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
#if defined(EXPAND) && !defined(ADDITIVE)
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
#ifndef ADDITIVE
diffColor.a = max(diffColor.a - fade, 0.0);
#else
diffColor.rgb = max(diffColor.rgb - fade, float3(0.0, 0.0, 0.0));
#endif
#endif
oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
}