Fix Nahida toon binding and test assets
This commit is contained in:
@@ -276,42 +276,97 @@ inline bool TryBuildRuntimeShaderBindings(
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return false;
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}
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auto sortBindingIndices = [&outBindings](auto&& predicate) {
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std::vector<size_t> indices;
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indices.reserve(outBindings.Size());
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for (size_t index = 0; index < outBindings.Size(); ++index) {
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if (predicate(outBindings[index])) {
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indices.push_back(index);
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}
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}
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std::sort(
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indices.begin(),
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indices.end(),
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[&outBindings](size_t leftIndex, size_t rightIndex) {
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const Resources::ShaderResourceBindingDesc& left = outBindings[leftIndex];
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const Resources::ShaderResourceBindingDesc& right = outBindings[rightIndex];
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if (left.set != right.set) {
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return left.set < right.set;
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}
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return left.binding < right.binding;
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});
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return indices;
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};
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Core::uint32 nextConstantBufferRegister = 0;
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Core::uint32 nextTextureRegister = 0;
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Core::uint32 nextSamplerRegister = 0;
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Core::uint32 nextUnorderedAccessRegister = 0;
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Core::uint32 nextStorageBufferRegister = 0;
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for (Resources::ShaderResourceBindingDesc& binding : outBindings) {
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binding.set = 0;
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switch (binding.type) {
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case Resources::ShaderResourceType::ConstantBuffer:
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binding.binding = nextConstantBufferRegister++;
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break;
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case Resources::ShaderResourceType::Texture2D:
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case Resources::ShaderResourceType::TextureCube:
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binding.binding = nextTextureRegister++;
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break;
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case Resources::ShaderResourceType::StructuredBuffer:
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case Resources::ShaderResourceType::RawBuffer:
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binding.binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextTextureRegister++;
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break;
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case Resources::ShaderResourceType::Sampler:
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binding.binding = nextSamplerRegister++;
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break;
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case Resources::ShaderResourceType::RWStructuredBuffer:
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case Resources::ShaderResourceType::RWRawBuffer:
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binding.binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextUnorderedAccessRegister++;
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break;
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default:
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binding.binding = nextUnorderedAccessRegister++;
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break;
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}
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const auto constantBufferIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type == Resources::ShaderResourceType::ConstantBuffer;
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});
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for (size_t index : constantBufferIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding = nextConstantBufferRegister++;
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}
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const auto textureIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type == Resources::ShaderResourceType::Texture2D ||
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binding.type == Resources::ShaderResourceType::TextureCube;
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});
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for (size_t index : textureIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding = nextTextureRegister++;
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}
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const auto srvBufferIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type == Resources::ShaderResourceType::StructuredBuffer ||
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binding.type == Resources::ShaderResourceType::RawBuffer;
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});
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for (size_t index : srvBufferIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextTextureRegister++;
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}
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const auto samplerIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type == Resources::ShaderResourceType::Sampler;
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});
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for (size_t index : samplerIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding = nextSamplerRegister++;
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}
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const auto uavIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type == Resources::ShaderResourceType::RWStructuredBuffer ||
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binding.type == Resources::ShaderResourceType::RWRawBuffer;
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});
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for (size_t index : uavIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding =
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backend == Resources::ShaderBackend::OpenGL
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? nextStorageBufferRegister++
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: nextUnorderedAccessRegister++;
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}
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const auto fallbackUavIndices = sortBindingIndices([](const Resources::ShaderResourceBindingDesc& binding) {
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return binding.type != Resources::ShaderResourceType::ConstantBuffer &&
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binding.type != Resources::ShaderResourceType::Texture2D &&
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binding.type != Resources::ShaderResourceType::TextureCube &&
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binding.type != Resources::ShaderResourceType::StructuredBuffer &&
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binding.type != Resources::ShaderResourceType::RawBuffer &&
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binding.type != Resources::ShaderResourceType::Sampler &&
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binding.type != Resources::ShaderResourceType::RWStructuredBuffer &&
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binding.type != Resources::ShaderResourceType::RWRawBuffer;
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});
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for (size_t index : fallbackUavIndices) {
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outBindings[index].set = 0;
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outBindings[index].binding = nextUnorderedAccessRegister++;
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}
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return true;
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BIN
project/Assets/Models/nahida/Avatar_Tex_Face_Shadow.png
Normal file
BIN
project/Assets/Models/nahida/Avatar_Tex_Face_Shadow.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 14 KiB |
@@ -0,0 +1,5 @@
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fileFormatVersion: 1
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guid: e632e900c73bd6cdc4c51951e1ab02b6
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folderAsset: false
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importer: TextureImporter
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importerVersion: 9
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BIN
project/Assets/Models/nahida/Avatar_Tex_MetalMap.png
Normal file
BIN
project/Assets/Models/nahida/Avatar_Tex_MetalMap.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 14 KiB |
@@ -0,0 +1,5 @@
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fileFormatVersion: 1
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guid: b1928595729c1c6863c89d17b054288b
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folderAsset: false
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importer: TextureImporter
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importerVersion: 9
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@@ -491,19 +491,25 @@ Shader "Toon"
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return lerp(faceShadow, 1.0f, faceMask);
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}
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float3 GetShadowColor(float shadow, float materialSelector)
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float ResolveShadowRampIndex(float materialSelector)
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{
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float rampIndex = 4.0f;
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rampIndex = lerp(rampIndex, 1.0f, step(0.2f, materialSelector));
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rampIndex = lerp(rampIndex, 2.0f, step(0.4f, materialSelector));
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rampIndex = lerp(rampIndex, 0.0f, step(0.6f, materialSelector));
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rampIndex = lerp(rampIndex, 3.0f, step(0.8f, materialSelector));
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return rampIndex;
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}
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float3 GetShadowColor(float shadow, float materialSelector)
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{
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const float rampIndex = ResolveShadowRampIndex(materialSelector);
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const float rangeMin = 0.5f + _ShadowOffset.x - _ShadowSmoothness.x;
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const float rangeMax = 0.5f + _ShadowOffset.x;
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const float rampV = rampIndex / 10.0f + 0.5f * saturate(_IsDay.x) + 0.05f;
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const float2 rampUv = float2(
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smoothstep(rangeMin, rangeMax, shadow),
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rampIndex / 10.0f + 0.5f * saturate(_IsDay.x) + 0.05f);
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rampV);
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const float3 shadowRamp = _ShadowRamp.Sample(LinearClampSampler, rampUv).rgb;
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float3 shadowColor =
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@@ -559,19 +565,22 @@ Shader "Toon"
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}
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const float3 normalWS = ComputeSurfaceNormalWS(input, texcoord);
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const float4 lightMap = _LightMap.Sample(LinearClampSampler, texcoord);
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float3 color = albedo;
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if (gMainLightColorAndFlags.a >= 0.5f) {
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const float3 lightDirectionWS = GetAdjustedMainLightDirection();
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const float4 lightMap = _LightMap.Sample(LinearClampSampler, texcoord);
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const float materialSelector = ResolveMaterialSelector(lightMap.a);
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const float aoFactor = lightMap.g * input.color.x;
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float shadow = UseFaceFeature()
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? GetFaceShadow(input, texcoord, lightDirectionWS)
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: GetGenericShadow(normalWS, lightDirectionWS, lightMap.g * input.color.x);
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: GetGenericShadow(normalWS, lightDirectionWS, aoFactor);
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const float3 shadowColor = GetShadowColor(shadow, materialSelector);
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float3 specular = float3(0.0f, 0.0f, 0.0f);
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if (UseSpecularFeature()) {
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specular = GetSpecular(input, normalWS, lightDirectionWS, albedo, lightMap.rgb);
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}
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float3 emission = float3(0.0f, 0.0f, 0.0f);
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if (UseEmissionFeature()) {
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@@ -586,7 +595,7 @@ Shader "Toon"
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color = albedo * shadowColor + specular + emission + rim;
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}
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return float4(saturate(color), 1.0f);
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return float4(color, 1.0f);
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}
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ENDHLSL
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SubShader
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@@ -1,599 +0,0 @@
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Shader "XC Character Toon"
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{
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Properties
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{
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_BaseMap ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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_BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)]
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_Cutoff ("Alpha Cutoff", Range) = 0.5 [Semantic(AlphaCutoff)]
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_IsDay ("Is Day", Float) = 1
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_DoubleSided ("Double Sided", Float) = 0
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_LightMap ("Light Map", 2D) = "white"
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_LightDirectionMultiplier ("Light Direction Multiplier", Vector) = (1,0.5,1,0)
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_ShadowOffset ("Shadow Offset", Float) = 0.1
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_ShadowSmoothness ("Shadow Smoothness", Float) = 0.4
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_ShadowColor ("Shadow Color", Color) = (1.1,1.1,1.1,1)
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_ShadowRamp ("Shadow Ramp", 2D) = "white"
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_UseCustomMaterialType ("Use Custom Material Type", Float) = 0
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_CustomMaterialType ("Custom Material Type", Float) = 1
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_UseEmission ("Use Emission", Float) = 0
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_EmissionIntensity ("Emission Intensity", Float) = 0.2
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_UseNormalMap ("Use Normal Map", Float) = 0
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_NormalMap ("Normal Map", 2D) = "bump"
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_IsFace ("Is Face", Float) = 0
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_FaceDirection ("Face Direction", Vector) = (0,0,1,0)
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_FaceShadowOffset ("Face Shadow Offset", Float) = 0
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_FaceBlushColor ("Face Blush Color", Color) = (1,0.72156864,0.69803923,1)
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_FaceBlushStrength ("Face Blush Strength", Float) = 0
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_FaceLightMap ("Face Light Map", 2D) = "white"
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_FaceShadow ("Face Shadow", 2D) = "white"
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_UseSpecular ("Use Specular", Float) = 0
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_SpecularSmoothness ("Specular Smoothness", Float) = 5
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_NonmetallicIntensity ("Nonmetallic Intensity", Float) = 0.3
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_MetallicIntensity ("Metallic Intensity", Float) = 8
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_MetalMap ("Metal Map", 2D) = "white"
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_UseRim ("Use Rim", Float) = 0
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_RimOffset ("Rim Offset", Float) = 5
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_RimThreshold ("Rim Threshold", Float) = 0.5
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_RimIntensity ("Rim Intensity", Float) = 0.5
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_UseSmoothNormal ("Use Smooth Normal", Float) = 0
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_OutlineWidth ("Outline Width", Float) = 1.6
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_OutlineWidthParams ("Outline Width Params", Vector) = (0,6,0.1,0.6)
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_OutlineZOffset ("Outline Z Offset", Float) = 0.1
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_ScreenOffset ("Screen Offset", Vector) = (0,0,0,0)
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_OutlineColor ("Outline Color", Color) = (0.5176471,0.35686275,0.34117648,1)
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_OutlineColor2 ("Outline Color 2", Color) = (0.3529412,0.3529412,0.3529412,1)
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_OutlineColor3 ("Outline Color 3", Color) = (0.47058824,0.47058824,0.5647059,1)
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_OutlineColor4 ("Outline Color 4", Color) = (0.5176471,0.35686275,0.34117648,1)
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_OutlineColor5 ("Outline Color 5", Color) = (0.35,0.35,0.35,1)
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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};
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData
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{
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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struct ShadowMapMetrics
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{
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float2 inverseMapSize;
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float worldTexelSize;
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float padding;
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};
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struct ShadowSamplingData
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{
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float enabled;
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float receiverDepthBias;
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float normalBiasScale;
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float shadowStrength;
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};
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cbuffer LightingConstants
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{
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants
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{
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float4 _BaseColor;
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float4 _Cutoff;
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float4 _IsDay;
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float4 _DoubleSided;
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float4 _LightDirectionMultiplier;
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float4 _ShadowOffset;
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float4 _ShadowSmoothness;
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float4 _ShadowColor;
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float4 _UseCustomMaterialType;
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float4 _CustomMaterialType;
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float4 _UseEmission;
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float4 _EmissionIntensity;
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float4 _UseNormalMap;
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float4 _IsFace;
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float4 _FaceDirection;
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float4 _FaceShadowOffset;
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float4 _FaceBlushColor;
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float4 _FaceBlushStrength;
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float4 _UseSpecular;
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float4 _SpecularSmoothness;
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float4 _NonmetallicIntensity;
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float4 _MetallicIntensity;
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float4 _UseRim;
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float4 _RimOffset;
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float4 _RimThreshold;
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float4 _RimIntensity;
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float4 _UseSmoothNormal;
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float4 _OutlineWidth;
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float4 _OutlineWidthParams;
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float4 _OutlineZOffset;
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float4 _ScreenOffset;
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float4 _OutlineColor;
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float4 _OutlineColor2;
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float4 _OutlineColor3;
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float4 _OutlineColor4;
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float4 _OutlineColor5;
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};
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cbuffer ShadowReceiverConstants
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{
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float4x4 gWorldToShadowMatrix;
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ShadowMapMetrics gShadowMapMetrics;
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ShadowSamplingData gShadowSampling;
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};
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Texture2D BaseColorTexture;
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Texture2D _LightMap;
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Texture2D _ShadowRamp;
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Texture2D _NormalMap;
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Texture2D _FaceLightMap;
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Texture2D _FaceShadow;
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Texture2D _MetalMap;
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SamplerState LinearClampSampler;
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Texture2D ShadowMapTexture;
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SamplerState ShadowMapSampler;
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struct VSInput
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 backTexcoord : TEXCOORD1;
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float3 tangent : TEXCOORD2;
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float3 bitangent : TEXCOORD3;
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};
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struct PSInput
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 backTexcoord : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float3 positionVS : TEXCOORD3;
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float3 normalWS : TEXCOORD4;
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float3 tangentWS : TEXCOORD5;
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float3 bitangentWS : TEXCOORD6;
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float4 color : COLOR;
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};
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float3 NormalizeSafe(float3 value, float3 fallbackValue)
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{
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const float lengthSq = dot(value, value);
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if (lengthSq <= 1e-6f) {
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return fallbackValue;
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}
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return value * rsqrt(lengthSq);
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}
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bool UseEmissionFeature()
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{
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#ifdef _EMISSION
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return true;
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#else
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return _UseEmission.x > 0.5f;
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#endif
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}
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bool UseNormalMapFeature()
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{
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#ifdef _NORMAL_MAP
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return true;
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#else
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return _UseNormalMap.x > 0.5f;
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#endif
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}
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bool UseFaceFeature()
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{
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#ifdef _IS_FACE
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return true;
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#else
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return _IsFace.x > 0.5f;
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#endif
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}
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bool UseSpecularFeature()
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{
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#ifdef _SPECULAR
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return true;
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#else
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return _UseSpecular.x > 0.5f;
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#endif
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}
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bool UseRimFeature()
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{
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#ifdef _RIM
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return true;
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#else
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return _UseRim.x > 0.5f;
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#endif
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}
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bool UseDoubleSidedFeature()
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{
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#ifdef _DOUBLE_SIDED
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return true;
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#else
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return _DoubleSided.x > 0.5f;
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#endif
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}
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float2 ResolveMaterialTexcoord(PSInput input, bool isFrontFace)
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{
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if (!UseDoubleSidedFeature()) {
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return input.texcoord;
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}
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return lerp(input.texcoord, input.backTexcoord, isFrontFace ? 0.0f : 1.0f);
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}
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PSInput MainVS(VSInput input)
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{
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PSInput output;
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const float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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const float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.texcoord = input.texcoord;
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output.backTexcoord = input.backTexcoord;
|
||||
output.positionWS = positionWS.xyz;
|
||||
output.positionVS = positionVS.xyz;
|
||||
output.normalWS = normalize(mul((float3x3)gNormalMatrix, input.normal));
|
||||
output.tangentWS = normalize(mul((float3x3)gNormalMatrix, input.tangent));
|
||||
output.bitangentWS = normalize(mul((float3x3)gNormalMatrix, input.bitangent));
|
||||
output.color = input.color;
|
||||
return output;
|
||||
}
|
||||
|
||||
float ComputeShadowAttenuation(float3 positionWS, float3 normalWS, float3 lightDirectionWS)
|
||||
{
|
||||
#ifndef XC_MAIN_LIGHT_SHADOWS
|
||||
return 1.0f;
|
||||
#else
|
||||
if (gShadowSampling.enabled < 0.5f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const float3 resolvedNormalWS = NormalizeSafe(normalWS, float3(0.0f, 1.0f, 0.0f));
|
||||
const float3 resolvedLightDirectionWS =
|
||||
NormalizeSafe(lightDirectionWS, float3(0.0f, -1.0f, 0.0f));
|
||||
const float nDotL = saturate(dot(resolvedNormalWS, resolvedLightDirectionWS));
|
||||
const float normalBiasWorld =
|
||||
gShadowMapMetrics.worldTexelSize * gShadowSampling.normalBiasScale * (1.0f - nDotL);
|
||||
const float3 shadowPositionWS = positionWS + resolvedNormalWS * normalBiasWorld;
|
||||
const float4 shadowClip = mul(gWorldToShadowMatrix, float4(shadowPositionWS, 1.0f));
|
||||
if (shadowClip.w <= 0.0f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const float3 shadowNdc = shadowClip.xyz / shadowClip.w;
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
const float shadowUvY = shadowNdc.y * -0.5f + 0.5f;
|
||||
#else
|
||||
const float shadowUvY = shadowNdc.y * 0.5f + 0.5f;
|
||||
#endif
|
||||
const float2 shadowUv = float2(shadowNdc.x * 0.5f + 0.5f, shadowUvY);
|
||||
#if UNITY_NEAR_CLIP_VALUE < 0
|
||||
if (shadowUv.x < 0.0f || shadowUv.x > 1.0f ||
|
||||
shadowUv.y < 0.0f || shadowUv.y > 1.0f ||
|
||||
shadowNdc.z < -1.0f || shadowNdc.z > 1.0f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const float receiverDepth = shadowNdc.z * 0.5f + 0.5f - gShadowSampling.receiverDepthBias;
|
||||
#else
|
||||
if (shadowUv.x < 0.0f || shadowUv.x > 1.0f ||
|
||||
shadowUv.y < 0.0f || shadowUv.y > 1.0f ||
|
||||
shadowNdc.z < 0.0f || shadowNdc.z > 1.0f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const float receiverDepth = shadowNdc.z - gShadowSampling.receiverDepthBias;
|
||||
#endif
|
||||
const float2 shadowTexelSize = gShadowMapMetrics.inverseMapSize;
|
||||
float visibility = 0.0f;
|
||||
[unroll]
|
||||
for (int offsetY = -1; offsetY <= 1; ++offsetY) {
|
||||
[unroll]
|
||||
for (int offsetX = -1; offsetX <= 1; ++offsetX) {
|
||||
const float2 sampleUv =
|
||||
shadowUv + float2((float)offsetX, (float)offsetY) * shadowTexelSize;
|
||||
if (sampleUv.x < 0.0f || sampleUv.x > 1.0f ||
|
||||
sampleUv.y < 0.0f || sampleUv.y > 1.0f) {
|
||||
visibility += 1.0f;
|
||||
continue;
|
||||
}
|
||||
|
||||
const float shadowDepth = ShadowMapTexture.Sample(ShadowMapSampler, sampleUv).r;
|
||||
visibility += receiverDepth <= shadowDepth ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
visibility *= (1.0f / 9.0f);
|
||||
const float shadowStrength = saturate(gShadowSampling.shadowStrength);
|
||||
return lerp(1.0f - shadowStrength, 1.0f, visibility);
|
||||
#endif
|
||||
}
|
||||
|
||||
float ComputeRangeAttenuation(float distanceSq, float range)
|
||||
{
|
||||
if (range <= 0.0f) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
const float clampedRange = max(range, 0.0001f);
|
||||
const float rangeSq = clampedRange * clampedRange;
|
||||
if (distanceSq >= rangeSq) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
const float distance = sqrt(max(distanceSq, 0.0f));
|
||||
const float normalized = saturate(1.0f - distance / clampedRange);
|
||||
return normalized * normalized;
|
||||
}
|
||||
|
||||
float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS)
|
||||
{
|
||||
const float cosOuter = light.spotAnglesAndFlags.x;
|
||||
const float cosInner = light.spotAnglesAndFlags.y;
|
||||
const float3 spotAxisToLightWS = NormalizeSafe(light.directionAndType.xyz, float3(0.0f, -1.0f, 0.0f));
|
||||
const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
|
||||
return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
|
||||
}
|
||||
|
||||
float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS)
|
||||
{
|
||||
const float lightType = light.directionAndType.w;
|
||||
const float3 lightColor = light.colorAndIntensity.rgb;
|
||||
const float lightIntensity = light.colorAndIntensity.w;
|
||||
|
||||
float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
|
||||
float attenuation = 1.0f;
|
||||
|
||||
if (lightType < 0.5f) {
|
||||
directionToLightWS = NormalizeSafe(light.directionAndType.xyz, float3(0.0f, -1.0f, 0.0f));
|
||||
} else {
|
||||
const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
|
||||
const float distanceSq = dot(lightVectorWS, lightVectorWS);
|
||||
if (distanceSq <= 1e-6f) {
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
directionToLightWS = lightVectorWS * rsqrt(distanceSq);
|
||||
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
|
||||
if (attenuation <= 0.0f) {
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
if (lightType > 1.5f) {
|
||||
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
|
||||
if (attenuation <= 0.0f) {
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
if (diffuse <= 0.0f) {
|
||||
return float3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
return lightColor * (diffuse * lightIntensity * attenuation);
|
||||
}
|
||||
|
||||
float3 ComputeSurfaceNormalWS(PSInput input, float2 texcoord)
|
||||
{
|
||||
float3 normalWS = NormalizeSafe(input.normalWS, float3(0.0f, 1.0f, 0.0f));
|
||||
if (!UseNormalMapFeature()) {
|
||||
return normalWS;
|
||||
}
|
||||
|
||||
const float3 tangentWS = NormalizeSafe(input.tangentWS, float3(1.0f, 0.0f, 0.0f));
|
||||
const float3 bitangentWS = NormalizeSafe(input.bitangentWS, float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 normalTS = _NormalMap.Sample(LinearClampSampler, texcoord).xyz * 2.0f - 1.0f;
|
||||
const float3 mappedNormalWS =
|
||||
tangentWS * normalTS.x +
|
||||
bitangentWS * normalTS.y +
|
||||
normalWS * normalTS.z;
|
||||
return NormalizeSafe(mappedNormalWS, normalWS);
|
||||
}
|
||||
|
||||
float3 GetAdjustedMainLightDirection()
|
||||
{
|
||||
const float3 scaledDirection =
|
||||
gMainLightDirectionAndIntensity.xyz * _LightDirectionMultiplier.xyz;
|
||||
return NormalizeSafe(
|
||||
scaledDirection,
|
||||
NormalizeSafe(gMainLightDirectionAndIntensity.xyz, float3(0.0f, -1.0f, 0.0f)));
|
||||
}
|
||||
|
||||
float ResolveMaterialSelector(float lightMapAlpha)
|
||||
{
|
||||
const float useCustomMaterialType = _UseCustomMaterialType.x > 0.5f ? 1.0f : 0.0f;
|
||||
return lerp(lightMapAlpha, _CustomMaterialType.x, useCustomMaterialType);
|
||||
}
|
||||
|
||||
float GetGenericShadow(float3 normalWS, float3 lightDirectionWS, float aoFactor)
|
||||
{
|
||||
const float ndotl = dot(normalWS, lightDirectionWS);
|
||||
const float halfLambert = ndotl * 0.5f + 0.5f;
|
||||
const float shadow = saturate(2.0f * halfLambert * aoFactor);
|
||||
return lerp(shadow, 1.0f, step(0.9f, aoFactor));
|
||||
}
|
||||
|
||||
float GetFaceShadow(PSInput input, float2 texcoord, float3 lightDirectionWS)
|
||||
{
|
||||
const float3 faceDirection = NormalizeSafe(
|
||||
float3(_FaceDirection.x, 0.0f, _FaceDirection.z),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 flatLightDirection = NormalizeSafe(
|
||||
float3(lightDirectionWS.x, 0.0f, lightDirectionWS.z),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float faceDotLight = dot(faceDirection, flatLightDirection);
|
||||
const float faceCrossLight = cross(faceDirection, flatLightDirection).y;
|
||||
|
||||
float2 shadowUv = texcoord;
|
||||
shadowUv.x = lerp(shadowUv.x, 1.0f - shadowUv.x, step(0.0f, faceCrossLight));
|
||||
|
||||
const float faceShadowMap = _FaceLightMap.Sample(LinearClampSampler, shadowUv).r;
|
||||
const float faceShadow = step(-0.5f * faceDotLight + 0.5f + _FaceShadowOffset.x, faceShadowMap);
|
||||
const float faceMask = _FaceShadow.Sample(LinearClampSampler, texcoord).a;
|
||||
return lerp(faceShadow, 1.0f, faceMask);
|
||||
}
|
||||
|
||||
float3 GetShadowColor(float shadow, float materialSelector)
|
||||
{
|
||||
float rampIndex = 4.0f;
|
||||
rampIndex = lerp(rampIndex, 1.0f, step(0.2f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 2.0f, step(0.4f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 0.0f, step(0.6f, materialSelector));
|
||||
rampIndex = lerp(rampIndex, 3.0f, step(0.8f, materialSelector));
|
||||
|
||||
const float rangeMin = 0.5f + _ShadowOffset.x - _ShadowSmoothness.x;
|
||||
const float rangeMax = 0.5f + _ShadowOffset.x;
|
||||
const float2 rampUv = float2(
|
||||
smoothstep(rangeMin, rangeMax, shadow),
|
||||
rampIndex / 10.0f + 0.5f * saturate(_IsDay.x) + 0.05f);
|
||||
const float3 shadowRamp = _ShadowRamp.Sample(LinearClampSampler, rampUv).rgb;
|
||||
|
||||
float3 shadowColor =
|
||||
shadowRamp * lerp(_ShadowColor.rgb, float3(1.0f, 1.0f, 1.0f), smoothstep(0.9f, 1.0f, rampUv.x));
|
||||
shadowColor = lerp(shadowColor, float3(1.0f, 1.0f, 1.0f), step(rangeMax, shadow));
|
||||
return shadowColor;
|
||||
}
|
||||
|
||||
float3 GetSpecular(
|
||||
PSInput input,
|
||||
float3 normalWS,
|
||||
float3 lightDirectionWS,
|
||||
float3 albedo,
|
||||
float3 lightMap)
|
||||
{
|
||||
const float3 viewDirectionVS = NormalizeSafe(-input.positionVS, float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 lightDirectionVS = NormalizeSafe(
|
||||
mul((float3x3)gViewMatrix, lightDirectionWS),
|
||||
float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 normalVS = NormalizeSafe(mul((float3x3)gViewMatrix, normalWS), float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 halfDirectionVS = NormalizeSafe(lightDirectionVS + viewDirectionVS, lightDirectionVS);
|
||||
const float nDotH = dot(normalVS, halfDirectionVS);
|
||||
const float blinnPhong = pow(saturate(nDotH), max(_SpecularSmoothness.x, 1.0f));
|
||||
|
||||
const float2 matcapUv = normalVS.xy * 0.5f + 0.5f;
|
||||
const float3 metalMap = _MetalMap.Sample(LinearClampSampler, matcapUv).rgb;
|
||||
|
||||
const float3 nonMetallic =
|
||||
step(1.1f, lightMap.b + blinnPhong) * lightMap.r * _NonmetallicIntensity.x;
|
||||
const float3 metallic =
|
||||
blinnPhong * lightMap.b * albedo * metalMap * _MetallicIntensity.x;
|
||||
return lerp(nonMetallic, metallic, step(0.9f, lightMap.r));
|
||||
}
|
||||
|
||||
float GetRim(PSInput input, float3 normalWS)
|
||||
{
|
||||
const float3 viewDirectionVS = NormalizeSafe(-input.positionVS, float3(0.0f, 0.0f, 1.0f));
|
||||
const float3 normalVS = NormalizeSafe(mul((float3x3)gViewMatrix, normalWS), float3(0.0f, 0.0f, 1.0f));
|
||||
const float nDotV = dot(normalVS, viewDirectionVS);
|
||||
const float fresnel = pow(saturate(1.0f - nDotV), max(_RimOffset.x, 0.001f));
|
||||
return smoothstep(0.0f, max(_RimThreshold.x, 0.001f), fresnel) * _RimIntensity.x;
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input, bool isFrontFace : SV_IsFrontFace) : SV_TARGET
|
||||
{
|
||||
const float2 texcoord = ResolveMaterialTexcoord(input, isFrontFace);
|
||||
float4 baseMap = BaseColorTexture.Sample(LinearClampSampler, texcoord);
|
||||
float3 albedo = baseMap.rgb * _BaseColor.rgb;
|
||||
const float alphaMask = baseMap.a;
|
||||
|
||||
if (UseFaceFeature()) {
|
||||
albedo = lerp(albedo, _FaceBlushColor.rgb, _FaceBlushStrength.x * alphaMask);
|
||||
}
|
||||
|
||||
const float3 normalWS = ComputeSurfaceNormalWS(input, texcoord);
|
||||
|
||||
float3 color = albedo;
|
||||
if (gMainLightColorAndFlags.a >= 0.5f) {
|
||||
const float3 lightDirectionWS = GetAdjustedMainLightDirection();
|
||||
const float4 lightMap = _LightMap.Sample(LinearClampSampler, texcoord);
|
||||
const float materialSelector = ResolveMaterialSelector(lightMap.a);
|
||||
float shadow = UseFaceFeature()
|
||||
? GetFaceShadow(input, texcoord, lightDirectionWS)
|
||||
: GetGenericShadow(normalWS, lightDirectionWS, lightMap.g * input.color.x);
|
||||
shadow *= ComputeShadowAttenuation(input.positionWS, normalWS, lightDirectionWS);
|
||||
|
||||
const float3 shadowColor = GetShadowColor(shadow, materialSelector);
|
||||
|
||||
float3 specular = float3(0.0f, 0.0f, 0.0f);
|
||||
if (UseSpecularFeature()) {
|
||||
specular = GetSpecular(input, normalWS, lightDirectionWS, albedo, lightMap.rgb);
|
||||
}
|
||||
|
||||
float3 emission = float3(0.0f, 0.0f, 0.0f);
|
||||
if (UseEmissionFeature()) {
|
||||
emission = albedo * _EmissionIntensity.x * alphaMask;
|
||||
}
|
||||
|
||||
float3 rim = float3(0.0f, 0.0f, 0.0f);
|
||||
if (UseRimFeature()) {
|
||||
rim = albedo * GetRim(input, normalWS);
|
||||
}
|
||||
|
||||
color = albedo * shadowColor + specular + emission + rim;
|
||||
}
|
||||
|
||||
const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
|
||||
[unroll]
|
||||
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
|
||||
if (lightIndex >= additionalLightCount) {
|
||||
break;
|
||||
}
|
||||
|
||||
color +=
|
||||
albedo *
|
||||
EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS) *
|
||||
0.15f;
|
||||
}
|
||||
|
||||
return float4(saturate(color), 1.0f);
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Cull Back
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode" = "ForwardLit" }
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
#pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS
|
||||
#pragma shader_feature_local _ XC_ALPHA_TEST
|
||||
#pragma shader_feature_local _ _EMISSION
|
||||
#pragma shader_feature_local _ _NORMAL_MAP
|
||||
#pragma shader_feature_local _ _IS_FACE
|
||||
#pragma shader_feature_local _ _SPECULAR
|
||||
#pragma shader_feature_local _ _RIM
|
||||
ENDHLSL
|
||||
}
|
||||
UsePass "Builtin Depth Only/DepthOnly"
|
||||
UsePass "Builtin Shadow Caster/ShadowCaster"
|
||||
}
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
fileFormatVersion: 1
|
||||
guid: 5a51f782e3c149bd8bf65c8b0e25d3a1
|
||||
folderAsset: false
|
||||
importer: ShaderImporter
|
||||
importerVersion: 8
|
||||
@@ -50,7 +50,7 @@ constexpr uint32_t kFrameHeight = 720;
|
||||
constexpr int kWarmupFrames = 45;
|
||||
|
||||
enum class DiagnosticMode {
|
||||
Original,
|
||||
Toon,
|
||||
NoShadows,
|
||||
ForwardLit,
|
||||
Unlit
|
||||
@@ -59,10 +59,13 @@ enum class DiagnosticMode {
|
||||
DiagnosticMode GetDiagnosticMode() {
|
||||
const char* value = std::getenv("XC_NAHIDA_DIAG_MODE");
|
||||
if (value == nullptr) {
|
||||
return DiagnosticMode::Original;
|
||||
return DiagnosticMode::Toon;
|
||||
}
|
||||
|
||||
const std::string mode(value);
|
||||
if (mode == "toon" || mode == "original") {
|
||||
return DiagnosticMode::Toon;
|
||||
}
|
||||
if (mode == "no_shadows") {
|
||||
return DiagnosticMode::NoShadows;
|
||||
}
|
||||
@@ -73,12 +76,12 @@ DiagnosticMode GetDiagnosticMode() {
|
||||
return DiagnosticMode::Unlit;
|
||||
}
|
||||
|
||||
return DiagnosticMode::Original;
|
||||
return DiagnosticMode::Toon;
|
||||
}
|
||||
|
||||
const char* GetDiagnosticModeName(DiagnosticMode mode) {
|
||||
switch (mode) {
|
||||
case DiagnosticMode::Original: return "original";
|
||||
case DiagnosticMode::Toon: return "toon";
|
||||
case DiagnosticMode::NoShadows: return "no_shadows";
|
||||
case DiagnosticMode::ForwardLit: return "forward_lit";
|
||||
case DiagnosticMode::Unlit: return "unlit";
|
||||
@@ -88,7 +91,7 @@ const char* GetDiagnosticModeName(DiagnosticMode mode) {
|
||||
|
||||
const char* GetGoldenFileName(DiagnosticMode mode) {
|
||||
switch (mode) {
|
||||
case DiagnosticMode::Original: return "GT.ppm";
|
||||
case DiagnosticMode::Toon: return "GT.ppm";
|
||||
case DiagnosticMode::NoShadows: return "GT.no_shadows.ppm";
|
||||
case DiagnosticMode::ForwardLit: return "GT.forward_lit.ppm";
|
||||
case DiagnosticMode::Unlit: return "GT.unlit.ppm";
|
||||
@@ -96,6 +99,278 @@ const char* GetGoldenFileName(DiagnosticMode mode) {
|
||||
}
|
||||
}
|
||||
|
||||
constexpr const char* kToonShaderPath = "Assets/Shaders/Toon.shader";
|
||||
constexpr const char* kNahidaTextureRoot = "Assets/Models/nahida/";
|
||||
|
||||
XCEngine::Containers::String RemapMaterialPropertyName(
|
||||
const Material& targetMaterial,
|
||||
const XCEngine::Containers::String& sourceName) {
|
||||
if (targetMaterial.HasProperty(sourceName)) {
|
||||
return sourceName;
|
||||
}
|
||||
if (sourceName == XCEngine::Containers::String("_BaseMap") && targetMaterial.HasProperty("_MainTex")) {
|
||||
return XCEngine::Containers::String("_MainTex");
|
||||
}
|
||||
if (sourceName == XCEngine::Containers::String("_MainTex") && targetMaterial.HasProperty("_BaseMap")) {
|
||||
return XCEngine::Containers::String("_BaseMap");
|
||||
}
|
||||
if (sourceName == XCEngine::Containers::String("_Color") && targetMaterial.HasProperty("_BaseColor")) {
|
||||
return XCEngine::Containers::String("_BaseColor");
|
||||
}
|
||||
if (sourceName == XCEngine::Containers::String("_BaseColor") && targetMaterial.HasProperty("_Color")) {
|
||||
return XCEngine::Containers::String("_Color");
|
||||
}
|
||||
|
||||
return XCEngine::Containers::String();
|
||||
}
|
||||
|
||||
bool IsNahidaCharacterRenderable(const GameObject* gameObject) {
|
||||
if (gameObject == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::string& name = gameObject->GetName();
|
||||
return name.rfind("Body_Mesh", 0) == 0 ||
|
||||
name == "Brow" ||
|
||||
name == "EyeStar" ||
|
||||
name == "Face" ||
|
||||
name == "Face_Eye";
|
||||
}
|
||||
|
||||
std::string BuildNahidaTextureAssetPath(const char* fileName) {
|
||||
return std::string(kNahidaTextureRoot) + fileName;
|
||||
}
|
||||
|
||||
void SetMaterialFloatIfPresent(Material* material, const char* name, float value) {
|
||||
if (material == nullptr || name == nullptr || !material->HasProperty(name)) {
|
||||
return;
|
||||
}
|
||||
|
||||
material->SetFloat(name, value);
|
||||
}
|
||||
|
||||
void SetMaterialFloat4IfPresent(Material* material, const char* name, const XCEngine::Math::Vector4& value) {
|
||||
if (material == nullptr || name == nullptr || !material->HasProperty(name)) {
|
||||
return;
|
||||
}
|
||||
|
||||
material->SetFloat4(name, value);
|
||||
}
|
||||
|
||||
void SetMaterialTexturePath(Material* material, const char* name, const char* fileName) {
|
||||
if (material == nullptr || name == nullptr || fileName == nullptr || !material->HasProperty(name)) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string assetPath = BuildNahidaTextureAssetPath(fileName);
|
||||
const ResourceHandle<Texture> texture = ResourceManager::Get().Load<Texture>(assetPath.c_str());
|
||||
if (texture.Get() != nullptr) {
|
||||
material->SetTexture(name, texture);
|
||||
return;
|
||||
}
|
||||
|
||||
material->SetTextureAssetRef(name, AssetRef(), XCEngine::Containers::String(assetPath.c_str()));
|
||||
}
|
||||
|
||||
void ApplyNahidaSharedToonDefaults(Material* material) {
|
||||
if (material == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
material->ClearKeywords();
|
||||
material->ClearTags();
|
||||
material->SetRenderStateOverrideEnabled(false);
|
||||
|
||||
SetMaterialFloat4IfPresent(material, "_BaseColor", XCEngine::Math::Vector4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
SetMaterialFloatIfPresent(material, "_Cutoff", 0.5f);
|
||||
SetMaterialFloatIfPresent(material, "_IsDay", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_DoubleSided", 0.0f);
|
||||
SetMaterialFloat4IfPresent(material, "_LightDirectionMultiplier", XCEngine::Math::Vector4(1.0f, 0.5f, 1.0f, 0.0f));
|
||||
SetMaterialFloatIfPresent(material, "_ShadowOffset", 0.1f);
|
||||
SetMaterialFloatIfPresent(material, "_ShadowSmoothness", 0.4f);
|
||||
SetMaterialFloat4IfPresent(material, "_ShadowColor", XCEngine::Math::Vector4(1.1f, 1.1f, 1.1f, 1.0f));
|
||||
SetMaterialFloatIfPresent(material, "_UseCustomMaterialType", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_CustomMaterialType", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseEmission", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_EmissionIntensity", 0.2f);
|
||||
SetMaterialFloatIfPresent(material, "_UseNormalMap", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_IsFace", 0.0f);
|
||||
SetMaterialFloat4IfPresent(material, "_FaceDirection", XCEngine::Math::Vector4(0.0f, 0.0f, 1.0f, 0.0f));
|
||||
SetMaterialFloatIfPresent(material, "_FaceShadowOffset", 0.0f);
|
||||
SetMaterialFloat4IfPresent(material, "_FaceBlushColor", XCEngine::Math::Vector4(1.0f, 0.72156864f, 0.69803923f, 1.0f));
|
||||
SetMaterialFloatIfPresent(material, "_FaceBlushStrength", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseSpecular", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_SpecularSmoothness", 5.0f);
|
||||
SetMaterialFloatIfPresent(material, "_NonmetallicIntensity", 0.3f);
|
||||
SetMaterialFloatIfPresent(material, "_MetallicIntensity", 8.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseRim", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_RimOffset", 5.0f);
|
||||
SetMaterialFloatIfPresent(material, "_RimThreshold", 0.5f);
|
||||
SetMaterialFloatIfPresent(material, "_RimIntensity", 0.5f);
|
||||
SetMaterialFloatIfPresent(material, "_UseSmoothNormal", 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_OutlineWidth", 1.6f);
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineWidthParams", XCEngine::Math::Vector4(0.0f, 6.0f, 0.1f, 0.6f));
|
||||
SetMaterialFloatIfPresent(material, "_OutlineZOffset", 0.1f);
|
||||
SetMaterialFloat4IfPresent(material, "_ScreenOffset", XCEngine::Math::Vector4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor", XCEngine::Math::Vector4(0.5176471f, 0.35686275f, 0.34117648f, 1.0f));
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor2", XCEngine::Math::Vector4(0.3529412f, 0.3529412f, 0.3529412f, 1.0f));
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor3", XCEngine::Math::Vector4(0.47058824f, 0.47058824f, 0.5647059f, 1.0f));
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor4", XCEngine::Math::Vector4(0.5176471f, 0.35686275f, 0.34117648f, 1.0f));
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor5", XCEngine::Math::Vector4(0.35f, 0.35f, 0.35f, 1.0f));
|
||||
}
|
||||
|
||||
void ApplyNahidaSurfaceRecipe(
|
||||
Material* material,
|
||||
const char* baseMapFile,
|
||||
const char* lightMapFile,
|
||||
const char* normalMapFile,
|
||||
const char* shadowRampFile,
|
||||
bool doubleSided,
|
||||
bool useSmoothNormal,
|
||||
float outlineZOffset,
|
||||
const XCEngine::Math::Vector4* outlineColor = nullptr) {
|
||||
if (material == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyNahidaSharedToonDefaults(material);
|
||||
|
||||
SetMaterialTexturePath(material, "_BaseMap", baseMapFile);
|
||||
SetMaterialTexturePath(material, "_LightMap", lightMapFile);
|
||||
SetMaterialTexturePath(material, "_NormalMap", normalMapFile);
|
||||
SetMaterialTexturePath(material, "_ShadowRamp", shadowRampFile);
|
||||
SetMaterialTexturePath(material, "_MetalMap", "Avatar_Tex_MetalMap.png");
|
||||
|
||||
SetMaterialFloatIfPresent(material, "_UseEmission", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseNormalMap", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseRim", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseSpecular", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseSmoothNormal", useSmoothNormal ? 1.0f : 0.0f);
|
||||
SetMaterialFloatIfPresent(material, "_DoubleSided", doubleSided ? 1.0f : 0.0f);
|
||||
if (outlineZOffset != 0.0f) {
|
||||
SetMaterialFloatIfPresent(material, "_OutlineZOffset", outlineZOffset);
|
||||
}
|
||||
if (outlineColor != nullptr) {
|
||||
SetMaterialFloat4IfPresent(material, "_OutlineColor", *outlineColor);
|
||||
}
|
||||
|
||||
material->EnableKeyword("_EMISSION");
|
||||
material->EnableKeyword("_NORMAL_MAP");
|
||||
material->EnableKeyword("_SPECULAR");
|
||||
material->EnableKeyword("_RIM");
|
||||
|
||||
if (doubleSided) {
|
||||
MaterialRenderState renderState = material->GetRenderState();
|
||||
renderState.cullMode = MaterialCullMode::None;
|
||||
material->SetRenderState(renderState);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyNahidaFaceRecipe(Material* material, bool eyebrowVariant) {
|
||||
if (material == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
ApplyNahidaSharedToonDefaults(material);
|
||||
|
||||
SetMaterialTexturePath(material, "_BaseMap", "Avatar_Loli_Catalyst_Nahida_Tex_Face_Diffuse.png");
|
||||
SetMaterialTexturePath(material, "_FaceLightMap", "Avatar_Loli_Tex_FaceLightmap.png");
|
||||
SetMaterialTexturePath(material, "_FaceShadow", "Avatar_Tex_Face_Shadow.png");
|
||||
SetMaterialTexturePath(material, "_ShadowRamp", "Avatar_Loli_Catalyst_Nahida_Tex_Body_Shadow_Ramp.png");
|
||||
|
||||
SetMaterialFloatIfPresent(material, "_IsFace", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseCustomMaterialType", 1.0f);
|
||||
SetMaterialFloatIfPresent(material, "_UseRim", 1.0f);
|
||||
SetMaterialFloat4IfPresent(
|
||||
material,
|
||||
"_FaceDirection",
|
||||
XCEngine::Math::Vector4(-0.0051237254f, -0.11509954f, -0.99334073f, 0.0f));
|
||||
|
||||
if (eyebrowVariant) {
|
||||
SetMaterialFloatIfPresent(material, "_OutlineWidth", 0.0f);
|
||||
SetMaterialFloat4IfPresent(
|
||||
material,
|
||||
"_BaseColor",
|
||||
XCEngine::Math::Vector4(0.9764706f, 0.80103135f, 0.76164705f, 1.0f));
|
||||
} else {
|
||||
SetMaterialFloatIfPresent(material, "_FaceBlushStrength", 0.3f);
|
||||
SetMaterialFloatIfPresent(material, "_OutlineZOffset", 0.5f);
|
||||
}
|
||||
|
||||
material->EnableKeyword("_IS_FACE");
|
||||
material->EnableKeyword("_RIM");
|
||||
}
|
||||
|
||||
void ApplyNahidaToonRecipe(Material* material, const GameObject* owner) {
|
||||
if (material == nullptr || owner == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string& name = owner->GetName();
|
||||
if (name == "Body_Mesh0") {
|
||||
const XCEngine::Math::Vector4 outlineColor(0.2784314f, 0.18039216f, 0.14901961f, 1.0f);
|
||||
ApplyNahidaSurfaceRecipe(
|
||||
material,
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Diffuse.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Lightmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Normalmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Shadow_Ramp.png",
|
||||
false,
|
||||
true,
|
||||
0.0f,
|
||||
&outlineColor);
|
||||
return;
|
||||
}
|
||||
|
||||
if (name == "Body_Mesh1") {
|
||||
ApplyNahidaSurfaceRecipe(
|
||||
material,
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Diffuse.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Lightmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Normalmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Shadow_Ramp.png",
|
||||
false,
|
||||
true,
|
||||
0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
if (name == "Body_Mesh2") {
|
||||
ApplyNahidaSurfaceRecipe(
|
||||
material,
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Diffuse.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Lightmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Normalmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Body_Shadow_Ramp.png",
|
||||
true,
|
||||
true,
|
||||
0.5f);
|
||||
return;
|
||||
}
|
||||
|
||||
if (name == "Body_Mesh3") {
|
||||
ApplyNahidaSurfaceRecipe(
|
||||
material,
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Diffuse.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Lightmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Normalmap.png",
|
||||
"Avatar_Loli_Catalyst_Nahida_Tex_Hair_Shadow_Ramp.png",
|
||||
true,
|
||||
false,
|
||||
0.5f);
|
||||
return;
|
||||
}
|
||||
|
||||
if (name == "Brow") {
|
||||
ApplyNahidaFaceRecipe(material, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (name == "EyeStar" || name == "Face" || name == "Face_Eye") {
|
||||
ApplyNahidaFaceRecipe(material, false);
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_set<std::string> GetIsolationObjectNames() {
|
||||
std::unordered_set<std::string> result;
|
||||
const char* value = std::getenv("XC_NAHIDA_DIAG_ONLY");
|
||||
@@ -338,7 +613,7 @@ private:
|
||||
void ApplyDiagnosticOverrides();
|
||||
void DumpTargetDiagnostics();
|
||||
RHIResourceView* GetCurrentBackBufferView();
|
||||
Material* CreateOverrideMaterial(Material* sourceMaterial, const char* shaderPath);
|
||||
Material* CreateOverrideMaterial(const Material* sourceMaterial, const char* shaderPath, const GameObject* owner);
|
||||
|
||||
HMODULE m_assimpModule = nullptr;
|
||||
std::unique_ptr<Scene> m_scene;
|
||||
@@ -489,7 +764,20 @@ void NahidaPreviewSceneTest::TouchSceneMaterialsAndTextures() {
|
||||
continue;
|
||||
}
|
||||
|
||||
meshFilter->GetMesh();
|
||||
Mesh* mesh = meshFilter->GetMesh();
|
||||
if (mesh == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (Material* material : mesh->GetMaterials()) {
|
||||
if (material == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (uint32_t bindingIndex = 0; bindingIndex < material->GetTextureBindingCount(); ++bindingIndex) {
|
||||
material->GetTextureBindingTexture(bindingIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const std::vector<MeshRendererComponent*> meshRenderers = m_scene->FindObjectsOfType<MeshRendererComponent>();
|
||||
@@ -539,31 +827,111 @@ void NahidaPreviewSceneTest::ApplyIsolationFilter() {
|
||||
}
|
||||
}
|
||||
|
||||
Material* NahidaPreviewSceneTest::CreateOverrideMaterial(Material* sourceMaterial, const char* shaderPath) {
|
||||
Material* NahidaPreviewSceneTest::CreateOverrideMaterial(
|
||||
const Material* sourceMaterial,
|
||||
const char* shaderPath,
|
||||
const GameObject* owner) {
|
||||
if (sourceMaterial == nullptr || shaderPath == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const ResourceHandle<Shader> shader = ResourceManager::Get().Load<Shader>(shaderPath);
|
||||
if (shader.Get() == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto material = std::make_unique<Material>();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = XCEngine::Containers::String("NahidaDiagnosticMaterial");
|
||||
params.path = XCEngine::Containers::String(("memory://nahida/" + std::string(shaderPath)).c_str());
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
material->Initialize(params);
|
||||
material->SetShader(ResourceManager::Get().Load<Shader>(shaderPath));
|
||||
material->SetShader(shader);
|
||||
material->SetRenderQueue(sourceMaterial->GetRenderQueue());
|
||||
if (std::string(shaderPath) == kToonShaderPath) {
|
||||
ApplyNahidaToonRecipe(material.get(), owner);
|
||||
} else {
|
||||
if (sourceMaterial->HasRenderStateOverride()) {
|
||||
material->SetRenderState(sourceMaterial->GetRenderState());
|
||||
}
|
||||
|
||||
const ResourceHandle<Texture> baseMap = sourceMaterial->GetTexture("_BaseMap");
|
||||
if (baseMap.Get() != nullptr) {
|
||||
material->SetTexture("_MainTex", baseMap);
|
||||
for (uint32_t tagIndex = 0; tagIndex < sourceMaterial->GetTagCount(); ++tagIndex) {
|
||||
material->SetTag(sourceMaterial->GetTagName(tagIndex), sourceMaterial->GetTagValue(tagIndex));
|
||||
}
|
||||
|
||||
for (uint32_t keywordIndex = 0; keywordIndex < sourceMaterial->GetKeywordCount(); ++keywordIndex) {
|
||||
material->EnableKeyword(sourceMaterial->GetKeyword(keywordIndex));
|
||||
}
|
||||
|
||||
for (const MaterialProperty& property : sourceMaterial->GetProperties()) {
|
||||
const XCEngine::Containers::String targetName = RemapMaterialPropertyName(*material, property.name);
|
||||
if (targetName.Empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (property.type) {
|
||||
case MaterialPropertyType::Float:
|
||||
material->SetFloat(targetName, property.value.floatValue[0]);
|
||||
break;
|
||||
case MaterialPropertyType::Float2:
|
||||
material->SetFloat2(
|
||||
targetName,
|
||||
XCEngine::Math::Vector2(property.value.floatValue[0], property.value.floatValue[1]));
|
||||
break;
|
||||
case MaterialPropertyType::Float3:
|
||||
material->SetFloat3(
|
||||
targetName,
|
||||
XCEngine::Math::Vector3(
|
||||
property.value.floatValue[0],
|
||||
property.value.floatValue[1],
|
||||
property.value.floatValue[2]));
|
||||
break;
|
||||
case MaterialPropertyType::Float4:
|
||||
material->SetFloat4(
|
||||
targetName,
|
||||
XCEngine::Math::Vector4(
|
||||
property.value.floatValue[0],
|
||||
property.value.floatValue[1],
|
||||
property.value.floatValue[2],
|
||||
property.value.floatValue[3]));
|
||||
break;
|
||||
case MaterialPropertyType::Int:
|
||||
material->SetInt(targetName, property.value.intValue[0]);
|
||||
break;
|
||||
case MaterialPropertyType::Bool:
|
||||
material->SetBool(targetName, property.value.boolValue);
|
||||
break;
|
||||
case MaterialPropertyType::Texture:
|
||||
case MaterialPropertyType::Cubemap:
|
||||
case MaterialPropertyType::Int2:
|
||||
case MaterialPropertyType::Int3:
|
||||
case MaterialPropertyType::Int4:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t bindingIndex = 0; bindingIndex < sourceMaterial->GetTextureBindingCount(); ++bindingIndex) {
|
||||
const XCEngine::Containers::String sourceName = sourceMaterial->GetTextureBindingName(bindingIndex);
|
||||
const XCEngine::Containers::String targetName = RemapMaterialPropertyName(*material, sourceName);
|
||||
if (targetName.Empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const ResourceHandle<Texture> texture = sourceMaterial->GetTextureBindingTexture(bindingIndex);
|
||||
if (texture.Get() != nullptr) {
|
||||
material->SetTexture(targetName, texture);
|
||||
continue;
|
||||
}
|
||||
|
||||
const AssetRef textureRef = sourceMaterial->GetTextureBindingAssetRef(bindingIndex);
|
||||
const XCEngine::Containers::String texturePath = sourceMaterial->GetTextureBindingPath(bindingIndex);
|
||||
if (textureRef.IsValid() || !texturePath.Empty()) {
|
||||
material->SetTextureAssetRef(targetName, textureRef, texturePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (std::string(shaderPath) == "builtin://shaders/forward-lit") {
|
||||
material->EnableKeyword("XC_ALPHA_TEST");
|
||||
material->SetFloat("_Cutoff", sourceMaterial->GetFloat("_Cutoff"));
|
||||
}
|
||||
|
||||
material->SetFloat4("_BaseColor", sourceMaterial->GetFloat4("_BaseColor"));
|
||||
|
||||
m_overrideMaterials.push_back(std::move(material));
|
||||
return m_overrideMaterials.back().get();
|
||||
}
|
||||
@@ -574,10 +942,6 @@ void NahidaPreviewSceneTest::ApplyDiagnosticOverrides() {
|
||||
const DiagnosticMode mode = GetDiagnosticMode();
|
||||
std::printf("[NahidaDiag] diagnosticMode=%s\n", GetDiagnosticModeName(mode));
|
||||
|
||||
if (mode == DiagnosticMode::Original) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mode == DiagnosticMode::NoShadows) {
|
||||
const std::vector<LightComponent*> lights = m_scene->FindObjectsOfType<LightComponent>();
|
||||
for (LightComponent* light : lights) {
|
||||
@@ -588,36 +952,46 @@ void NahidaPreviewSceneTest::ApplyDiagnosticOverrides() {
|
||||
return;
|
||||
}
|
||||
|
||||
const char* shaderPath = mode == DiagnosticMode::ForwardLit
|
||||
? "builtin://shaders/forward-lit"
|
||||
: "builtin://shaders/unlit";
|
||||
const char* shaderPath = nullptr;
|
||||
switch (mode) {
|
||||
case DiagnosticMode::Toon:
|
||||
shaderPath = "Assets/Shaders/Toon.shader";
|
||||
break;
|
||||
case DiagnosticMode::ForwardLit:
|
||||
shaderPath = "builtin://shaders/forward-lit";
|
||||
break;
|
||||
case DiagnosticMode::Unlit:
|
||||
shaderPath = "builtin://shaders/unlit";
|
||||
break;
|
||||
case DiagnosticMode::NoShadows:
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
std::unordered_map<Material*, Material*> overrideBySource;
|
||||
const std::vector<MeshRendererComponent*> meshRenderers = m_scene->FindObjectsOfType<MeshRendererComponent>();
|
||||
for (MeshRendererComponent* meshRenderer : meshRenderers) {
|
||||
if (meshRenderer == nullptr) {
|
||||
if (meshRenderer == nullptr || !IsNahidaCharacterRenderable(meshRenderer->GetGameObject())) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (size_t materialIndex = 0; materialIndex < meshRenderer->GetMaterialCount(); ++materialIndex) {
|
||||
Material* sourceMaterial = meshRenderer->GetMaterial(materialIndex);
|
||||
auto* meshFilter = meshRenderer->GetGameObject()->GetComponent<MeshFilterComponent>();
|
||||
Mesh* mesh = meshFilter != nullptr ? meshFilter->GetMesh() : nullptr;
|
||||
const size_t materialCount = std::max(
|
||||
meshRenderer->GetMaterialCount(),
|
||||
mesh != nullptr ? static_cast<size_t>(mesh->GetMaterials().Size()) : 0u);
|
||||
for (size_t materialIndex = 0; materialIndex < materialCount; ++materialIndex) {
|
||||
const Material* sourceMaterial = nullptr;
|
||||
if (materialIndex < meshRenderer->GetMaterialCount()) {
|
||||
sourceMaterial = meshRenderer->GetMaterial(materialIndex);
|
||||
}
|
||||
if (sourceMaterial == nullptr && mesh != nullptr && materialIndex < mesh->GetMaterials().Size()) {
|
||||
sourceMaterial = mesh->GetMaterial(static_cast<uint32_t>(materialIndex));
|
||||
}
|
||||
if (sourceMaterial == nullptr || sourceMaterial->GetShader() == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (std::string(sourceMaterial->GetShader()->GetPath().CStr()) != "Assets/Shaders/XCCharacterToon.shader") {
|
||||
continue;
|
||||
}
|
||||
|
||||
Material* overrideMaterial = nullptr;
|
||||
const auto found = overrideBySource.find(sourceMaterial);
|
||||
if (found != overrideBySource.end()) {
|
||||
overrideMaterial = found->second;
|
||||
} else {
|
||||
overrideMaterial = CreateOverrideMaterial(sourceMaterial, shaderPath);
|
||||
overrideBySource.emplace(sourceMaterial, overrideMaterial);
|
||||
}
|
||||
|
||||
Material* overrideMaterial = CreateOverrideMaterial(sourceMaterial, shaderPath, meshRenderer->GetGameObject());
|
||||
if (overrideMaterial != nullptr) {
|
||||
meshRenderer->SetMaterial(materialIndex, overrideMaterial);
|
||||
}
|
||||
@@ -632,10 +1006,11 @@ void NahidaPreviewSceneTest::DumpTargetDiagnostics() {
|
||||
|
||||
const char* const targetObjects[] = {
|
||||
"Body_Mesh0",
|
||||
"Body_Mesh1",
|
||||
"Body_Mesh2",
|
||||
"Body_Mesh3",
|
||||
"Brow",
|
||||
"EyeStar",
|
||||
"Dress_Mesh0",
|
||||
"Hair_Mesh0",
|
||||
"Face",
|
||||
"Face_Eye"
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user