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

320 lines
10 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
#include "Lighting.hlsl"
#include "Fog.hlsl"
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
#if defined(LIGHTMAP) || defined(AO)
float2 iTexCoord2 : TEXCOORD1,
#endif
#if (defined(NORMALMAP) || defined(TRAILFACECAM) || defined(TRAILBONE)) && !defined(BILLBOARD) && !defined(DIRBILLBOARD)
float4 iTangent : TANGENT,
#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
#ifndef NORMALMAP
out float2 oTexCoord : TEXCOORD0,
#else
out float4 oTexCoord : TEXCOORD0,
out float4 oTangent : TEXCOORD3,
#endif
out float3 oNormal : TEXCOORD1,
out float4 oWorldPos : TEXCOORD2,
#ifdef 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,
out float4 oScreenPos : TEXCOORD5,
#ifdef ENVCUBEMAP
out float3 oReflectionVec : TEXCOORD6,
#endif
#if defined(LIGHTMAP) || defined(AO)
out float2 oTexCoord2 : TEXCOORD7,
#endif
#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);
oNormal = GetWorldNormal(modelMatrix);
oWorldPos = float4(worldPos, GetDepth(oPos));
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
#ifdef VERTEXCOLOR
oColor = iColor;
#endif
#ifdef NORMALMAP
float4 tangent = GetWorldTangent(modelMatrix);
float3 bitangent = cross(tangent.xyz, oNormal) * tangent.w;
oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
oTangent = float4(tangent.xyz, bitangent.z);
#else
oTexCoord = GetTexCoord(iTexCoord);
#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, oNormal, 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
#if defined(LIGHTMAP) || defined(AO)
// If using lightmap, disregard zone ambient light
// If using AO, calculate ambient in the PS
oVertexLight = float3(0.0, 0.0, 0.0);
oTexCoord2 = iTexCoord2;
#else
oVertexLight = GetAmbient(GetZonePos(worldPos));
#endif
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
#endif
oScreenPos = GetScreenPos(oPos);
#ifdef ENVCUBEMAP
oReflectionVec = worldPos - cCameraPos;
#endif
#endif
}
void PS(
#ifndef NORMALMAP
float2 iTexCoord : TEXCOORD0,
#else
float4 iTexCoord : TEXCOORD0,
float4 iTangent : TEXCOORD3,
#endif
float3 iNormal : TEXCOORD1,
float4 iWorldPos : TEXCOORD2,
#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,
float4 iScreenPos : TEXCOORD5,
#ifdef ENVCUBEMAP
float3 iReflectionVec : TEXCOORD6,
#endif
#if defined(LIGHTMAP) || defined(AO)
float2 iTexCoord2 : TEXCOORD7,
#endif
#endif
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
float iClip : SV_CLIPDISTANCE0,
#endif
#ifdef PREPASS
out float4 oDepth : OUTCOLOR1,
#endif
#ifdef DEFERRED
out float4 oAlbedo : OUTCOLOR1,
out float4 oNormal : OUTCOLOR2,
out float4 oDepth : OUTCOLOR3,
#endif
out float4 oColor : OUTCOLOR0)
{
// Get material diffuse albedo
#ifdef DIFFMAP
float4 diffInput = Sample2D(DiffMap, iTexCoord.xy);
#ifdef ALPHAMASK
if (diffInput.a < 0.5)
discard;
#endif
float4 diffColor = cMatDiffColor * diffInput;
#else
float4 diffColor = cMatDiffColor;
#endif
#ifdef VERTEXCOLOR
diffColor *= iColor;
#endif
// Get material specular albedo
#ifdef SPECMAP
float3 specColor = cMatSpecColor.rgb * Sample2D(SpecMap, iTexCoord.xy).rgb;
#else
float3 specColor = cMatSpecColor.rgb;
#endif
// Get normal
#ifdef NORMALMAP
float3x3 tbn = float3x3(iTangent.xyz, float3(iTexCoord.zw, iTangent.w), iNormal);
float3 normal = normalize(mul(DecodeNormal(Sample2D(NormalMap, iTexCoord.xy)), tbn));
#else
float3 normal = normalize(iNormal);
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
#else
float fogFactor = GetFogFactor(iWorldPos.w);
#endif
#if defined(PERPIXEL)
// Per-pixel forward lighting
float3 lightDir;
float3 lightColor;
float3 finalColor;
float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
#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 = SampleCube(LightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
#ifdef SPECULAR
float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
#else
finalColor = diff * lightColor * diffColor.rgb;
#endif
#ifdef AMBIENT
finalColor += cAmbientColor.rgb * diffColor.rgb;
finalColor += cMatEmissiveColor;
oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
#else
oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
#endif
#elif defined(PREPASS)
// Fill light pre-pass G-Buffer
float specPower = cMatSpecColor.a / 255.0;
oColor = float4(normal * 0.5 + 0.5, specPower);
oDepth = iWorldPos.w;
#elif defined(DEFERRED)
// Fill deferred G-buffer
float specIntensity = specColor.g;
float specPower = cMatSpecColor.a / 255.0;
float3 finalColor = iVertexLight * diffColor.rgb;
#ifdef AO
// If using AO, the vertex light ambient is black, calculate occluded ambient here
finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
#endif
#ifdef ENVCUBEMAP
finalColor += cMatEnvMapColor * SampleCube(EnvCubeMap, reflect(iReflectionVec, normal)).rgb;
#endif
#ifdef LIGHTMAP
finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * diffColor.rgb;
#endif
#ifdef EMISSIVEMAP
finalColor += cMatEmissiveColor * Sample2D(EmissiveMap, iTexCoord.xy).rgb;
#else
finalColor += cMatEmissiveColor;
#endif
oColor = float4(GetFog(finalColor, fogFactor), 1.0);
oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity);
oNormal = float4(normal * 0.5 + 0.5, specPower);
oDepth = iWorldPos.w;
#else
// Ambient & per-vertex lighting
float3 finalColor = iVertexLight * diffColor.rgb;
#ifdef AO
// If using AO, the vertex light ambient is black, calculate occluded ambient here
finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor.rgb * diffColor.rgb;
#endif
#ifdef MATERIAL
// Add light pre-pass accumulation result
// Lights are accumulated at half intensity. Bring back to full intensity now
float4 lightInput = 2.0 * Sample2DProj(LightBuffer, iScreenPos);
float3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
#endif
#ifdef ENVCUBEMAP
finalColor += cMatEnvMapColor * SampleCube(EnvCubeMap, reflect(iReflectionVec, normal)).rgb;
#endif
#ifdef LIGHTMAP
finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * diffColor.rgb;
#endif
#ifdef EMISSIVEMAP
finalColor += cMatEmissiveColor * Sample2D(EmissiveMap, iTexCoord.xy).rgb;
#else
finalColor += cMatEmissiveColor;
#endif
oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
}