Urho3D/bin/CoreData/Shaders/HLSL/PBRLitSolid.hlsl
TEDERIs 4116acb500
Remove unused gamma variable (#2667)
* Remove unused gamma variable

* Remove unused variables in GLSL
2020-07-23 12:48:39 +03:00

347 lines
11 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Constants.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
#include "Lighting.hlsl"
#include "Fog.hlsl"
#include "PBR.hlsl"
#include "IBL.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)
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)
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
const float2 iTexCoord = float2(0.0, 0.0);
#endif
const float4x3 modelMatrix = iModelMatrix;
const 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
#if defined(NORMALMAP)
const float4 tangent = GetWorldTangent(modelMatrix);
const 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
const 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)
// If using lightmap, disregard zone ambient light
oVertexLight = float3(0.0, 0.0, 0.0);
oTexCoord2 = iTexCoord2;
#elif defined(AO)
// If using AO, calculate ambient in the PS
oVertexLight = float3(0.0, 0.0, 0.0);
#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)
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,
#ifndef D3D11
float2 iFragPos : VPOS,
#else
float4 iFragPos : SV_Position,
#endif
#endif
out float4 oColor : OUTCOLOR0)
{
// Get material diffuse albedo
#ifdef DIFFMAP
const 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 METALLIC // METALNESS
float4 roughMetalSrc = Sample2D(RoughMetalFresnel, iTexCoord.xy);
float roughness = roughMetalSrc.r + cRoughness;
float metalness = roughMetalSrc.g + cMetallic;
#else
float roughness = cRoughness;
float metalness = cMetallic;
#endif
roughness *= roughness;
roughness = clamp(roughness, ROUGHNESS_FLOOR, 1.0);
metalness = clamp(metalness, METALNESS_FLOOR, 1.0);
float3 specColor = lerp(0.08 * cMatSpecColor.rgb, diffColor.rgb, metalness);
diffColor.rgb = diffColor.rgb - diffColor.rgb * metalness; // Modulate down the diffuse
// Get normal
#if defined(NORMALMAP)
const float3 tangent = normalize(iTangent.xyz);
const float3 bitangent = normalize(float3(iTexCoord.zw, iTangent.w));
const float3x3 tbn = float3x3(tangent, bitangent, iNormal);
#endif
#ifdef NORMALMAP
const float3 nn = DecodeNormal(Sample2D(NormalMap, iTexCoord.xy));
//nn.rg *= 2.0;
const float3 normal = normalize(mul(nn, tbn));
#else
const float3 normal = normalize(iNormal);
#endif
// Get fog factor
#ifdef HEIGHTFOG
const float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
#else
const float fogFactor = GetFogFactor(iWorldPos.w);
#endif
#if defined(PERPIXEL)
// Per-pixel forward lighting
float3 lightDir;
float3 lightColor;
float3 finalColor;
float atten = 1;
#if defined(DIRLIGHT)
atten = GetAtten(normal, iWorldPos.xyz, lightDir);
#elif defined(SPOTLIGHT)
atten = GetAttenSpot(normal, iWorldPos.xyz, lightDir);
#else
atten = GetAttenPoint(normal, iWorldPos.xyz, lightDir);
#endif
float shadow = 1.0;
#ifdef SHADOW
shadow *= 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
const float3 toCamera = normalize(cCameraPosPS - iWorldPos.xyz);
const float3 lightVec = normalize(lightDir);
const float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0);
float3 BRDF = GetBRDF(iWorldPos.xyz, lightDir, lightVec, toCamera, normal, roughness, diffColor.rgb, specColor);
finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
#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(DEFERRED)
// Fill deferred G-buffer
const float3 spareData = 0; // Can be used to pass more data to deferred renderer
oColor = float4(specColor, spareData.r);
oAlbedo = float4(diffColor.rgb, spareData.g);
oNormal = float4(normalize(normal) * roughness, spareData.b);
oDepth = iWorldPos.w;
#else
// Ambient & per-vertex lighting
float3 finalColor = iVertexLight * diffColor.rgb;
float3 ambientOcclusion = float3(1.0, 1.0, 1.0);
#ifdef AO
// If using AO, the vertex light ambient is black, calculate occluded ambient here
ambientOcclusion = Sample2D(EmissiveMap, iTexCoord.xy).rgb;
finalColor += ambientOcclusion * 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
const float3 toCamera = normalize(iWorldPos.xyz - cCameraPosPS);
const float3 reflection = normalize(reflect(toCamera, normal));
float3 cubeColor = iVertexLight.rgb;
#ifdef IBL
const float3 iblColor = ImageBasedLighting(reflection, normal, toCamera, diffColor, specColor, roughness, cubeColor);
finalColor += iblColor * ambientOcclusion;
#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
}