Urho3D/bin/CoreData/Shaders/HLSL/UnlitParticle.hlsl
2021-12-05 07:51:22 +00:00

266 lines
7.0 KiB
HLSL

#include "Constants.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
#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
float4 iTexCoord : TEXCOORD0,
#else
float2 iTexCoord : TEXCOORD0,
#endif
#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,
#elif defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
float4 iSize : TEXCOORD1,
#endif
#if defined(DIRBILLBOARD) || defined(TRAILBONE) || defined(POINTDIRBILLBOARD)
float3 iNormal : NORMAL,
#endif
#if defined(TRAILFACECAM) || defined(TRAILBONE)
float4 iTangent : TANGENT,
#endif
#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
out float4 oTexCoord : TEXCOORD0,
out float4 oSize : TEXCOORD1,
#else
out float2 oTexCoord : TEXCOORD0,
#endif
#if defined(POINTDIRBILLBOARD)
out float3 oNormal : NORMAL,
#endif
#if defined(SOFTPARTICLES) && !defined(POINTEXPAND)
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
#if defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD)
float3 worldPos = iPos;
oPos = GetClipPos(worldPos);
oTexCoord = iTexCoord;
oSize = iSize;
oWorldPos = float4(worldPos, GetDepth(oPos));
#ifdef POINTDIRBILLBOARD
oNormal = iNormal;
#endif
#else
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oTexCoord = GetTexCoord(iTexCoord);
oWorldPos = float4(worldPos, GetDepth(oPos));
#endif
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
#if defined(SOFTPARTICLES) && !defined(POINTEXPAND)
oScreenPos = GetScreenPos(oPos);
#endif
#ifdef VERTEXCOLOR
oColor = iColor;
#endif
}
#if defined(COMPILEGS) && (defined(POINTBILLBOARD) || defined(POINTDIRBILLBOARD))
struct VSOutput
{
float4 iTexCoord : TEXCOORD0;
float4 iSize : TEXCOORD1;
#ifdef POINTDIRBILLBOARD
float3 iNormal : NORMAL;
#endif
float4 iWorldPos: TEXCOORD2;
#ifdef VERTEXCOLOR
float4 iColor : COLOR0;
#endif
};
struct GSOutput
{
float2 iTexCoord : TEXCOORD0;
#ifdef SOFTPARTICLES
float4 iScreenPos: TEXCOORD1;
#endif
float4 iWorldPos: TEXCOORD2;
#ifdef VERTEXCOLOR
float4 iColor : COLOR0;
#endif
float4 oPos : SV_POSITION;
};
[maxvertexcount(4)]
void GS(point in VSOutput vertexData[1], inout TriangleStream<GSOutput> triStream)
{
VSOutput vertData = vertexData[0];
float2 minUV = vertData.iTexCoord.xy;
float2 maxUV = vertData.iTexCoord.zw;
float2 partSize = vertData.iSize.xy;
float2 partUV[] = {
float2(minUV.x, maxUV.y),
minUV,
maxUV,
float2(maxUV.x, minUV.y),
};
float s;
float c;
sincos(vertData.iSize.z * M_DEGTORAD, s, c);
float3 vUpNew = c * float3(1, 0, 0) - s * float3(0, 1, 0);
float3 vRightNew = s * float3(1, 0, 0) + c * float3(0, 1, 0);
vUpNew *= partSize.y;
vRightNew *= partSize.x;
float3 partOffset[] = {
-vUpNew + -vRightNew,
-vUpNew + vRightNew,
vUpNew + -vRightNew,
vUpNew + vRightNew,
};
float3 worldLoc = mul(vertData.iWorldPos.xyz, iModelMatrix);
[unroll]
for (int i = 0; i < 4; ++i)
{
GSOutput outVert = (GSOutput)0;
#ifdef POINTBILLBOARD
float3 vPos = mul(partOffset[i], cBillboardRot);
#endif
#ifdef POINTDIRBILLBOARD
float3 vPos = mul(partOffset[i].xzy, GetFaceCameraRotation(worldLoc, vertData.iNormal));
#endif
outVert.iWorldPos = float4(worldLoc + vPos, 0);
outVert.oPos = GetClipPos(outVert.iWorldPos);
outVert.iTexCoord = GetTexCoord(partUV[i]);
outVert.iColor = vertData.iColor;
#ifdef SOFTPARTICLES
outVert.iScreenPos = GetScreenPos(outVert.oPos);
#endif
triStream.Append(outVert);
}
}
#endif
#if COMPILEPS
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);
}
#endif