Urho3D/bin/CoreData/Shaders/HLSL/TerrainBlend.hlsl
gleblebedev 609f7de618
New PBR techniques. New PBR terrain shader. Skybox shader fixed. (#2655)
* New PBR techniques. New PBR terrain shader. Skybox shader fixed.

* Bug fix in original terrain and missing techniques.

* PR cleanup

* Skybox.glsl cleanup

* Terrain added to PBR sample
2020-07-02 11:19:43 +03:00

243 lines
7.7 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
#include "Lighting.hlsl"
#include "Fog.hlsl"
#ifndef D3D11
// D3D9 uniforms and samplers
#ifdef COMPILEVS
uniform float2 cDetailTiling;
#else
sampler2D sWeightMap0 : register(s0);
sampler2D sDetailMap1 : register(s1);
sampler2D sDetailMap2 : register(s2);
sampler2D sDetailMap3 : register(s3);
#endif
#else
// D3D11 constant buffers and samplers
#ifdef COMPILEVS
cbuffer CustomVS : register(b6)
{
float2 cDetailTiling;
}
#else
Texture2D tWeightMap0 : register(t0);
Texture2D tDetailMap1 : register(t1);
Texture2D tDetailMap2 : register(t2);
Texture2D tDetailMap3 : register(t3);
SamplerState sWeightMap0 : register(s0);
SamplerState sDetailMap1 : register(s1);
SamplerState sDetailMap2 : register(s2);
SamplerState sDetailMap3 : register(s3);
#endif
#endif
void VS(float4 iPos : POSITION,
float3 iNormal : NORMAL,
float2 iTexCoord : TEXCOORD0,
#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,
out float3 oNormal : TEXCOORD1,
out float4 oWorldPos : TEXCOORD2,
out float2 oDetailTexCoord : TEXCOORD3,
#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,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
out float oClip : SV_CLIPDISTANCE0,
#endif
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oNormal = GetWorldNormal(modelMatrix);
oWorldPos = float4(worldPos, GetDepth(oPos));
oTexCoord = GetTexCoord(iTexCoord);
oDetailTexCoord = cDetailTiling * oTexCoord;
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#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
oVertexLight = GetAmbient(GetZonePos(worldPos));
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
#endif
oScreenPos = GetScreenPos(oPos);
#endif
}
void PS(float2 iTexCoord : TEXCOORD0,
float3 iNormal : TEXCOORD1,
float4 iWorldPos : TEXCOORD2,
float2 iDetailTexCoord : 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,
float4 iScreenPos : TEXCOORD5,
#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
float3 weights = Sample2D(WeightMap0, iTexCoord).rgb;
float sumWeights = weights.r + weights.g + weights.b;
weights /= sumWeights;
float4 diffColor = cMatDiffColor * (
weights.r * Sample2D(DetailMap1, iDetailTexCoord) +
weights.g * Sample2D(DetailMap2, iDetailTexCoord) +
weights.b * Sample2D(DetailMap3, iDetailTexCoord)
);
// Get material specular albedo
float3 specColor = cMatSpecColor.rgb;
// Get normal
float3 normal = normalize(iNormal);
// 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;
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 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
oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
#endif
}