Formalize builtin fullscreen shaders
This commit is contained in:
@@ -1,16 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_OPENGL_PS
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#version 430
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layout(binding = 0) uniform sampler2D uSourceColorTexture;
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layout(std140, binding = 0) uniform PostProcessConstants {
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vec4 gColorScale;
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};
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(uSourceColorTexture, vTexCoord) * gColorScale;
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}
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@@ -1,17 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_VULKAN_PS
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#version 450
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layout(set = 0, binding = 0, std140) uniform PostProcessConstants {
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vec4 gColorScale;
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};
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layout(set = 1, binding = 0) uniform texture2D uSourceColorTexture;
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layout(set = 2, binding = 0) uniform sampler uLinearClampSampler;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(uSourceColorTexture, uLinearClampSampler), vTexCoord) * gColorScale;
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}
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@@ -1,16 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_D3D12_PS
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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cbuffer PostProcessConstants : register(b0) {
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float4 gColorScale;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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float4 MainPS(PSInput input) : SV_TARGET {
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return gSourceColorTexture.Sample(gLinearClampSampler, input.texcoord) * gColorScale;
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}
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@@ -4,24 +4,63 @@ Shader "Builtin Color Scale Post Process"
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{
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_ColorScale ("Color Scale", Color) = (0.65,0.80,1.00,1.0)
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}
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HLSLINCLUDE
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cbuffer PostProcessConstants : register(b0)
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{
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float4 gColorScale;
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};
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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struct VSOutput
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID)
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{
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const float2 positions[3] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 3.0f),
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float2( 3.0f, -1.0f)
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};
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const float2 position = positions[vertexId];
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VSOutput output;
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output.position = float4(position, 1.0f, 1.0f);
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float2 uv = float2(
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position.x * 0.5f + 0.5f,
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position.y * 0.5f + 0.5f);
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#if UNITY_UV_STARTS_AT_TOP
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uv.y = 1.0f - uv.y;
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#endif
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output.texcoord = uv;
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return output;
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}
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float4 MainPS(VSOutput input) : SV_TARGET
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{
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return gSourceColorTexture.Sample(gLinearClampSampler, input.texcoord) * gColorScale;
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}
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "ColorScale"
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Tags { "LightMode" = "PostProcess" }
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Resources
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{
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PostProcessConstants (ConstantBuffer, 0, 0)
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SourceColorTexture (Texture2D, 1, 0)
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LinearClampSampler (Sampler, 2, 0)
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}
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Cull Off
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ZWrite Off
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ZTest Always
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Blend Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "color-scale-post-process.vs.hlsl" "color-scale-post-process.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "color-scale-post-process.vert.glsl" "color-scale-post-process.frag.glsl"
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#pragma backend Vulkan GLSL "color-scale-post-process.vert.vk.glsl" "color-scale-post-process.frag.vk.glsl"
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ENDHLSL
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}
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}
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@@ -1,16 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_OPENGL_VS
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#version 430
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out vec2 vTexCoord;
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void main() {
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const vec2 positions[3] = vec2[3](
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vec2(-1.0, -1.0),
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vec2(-1.0, 3.0),
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vec2( 3.0, -1.0)
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);
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vec2 position = positions[gl_VertexID];
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gl_Position = vec4(position, 1.0, 1.0);
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vTexCoord = position * 0.5 + 0.5;
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}
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@@ -1,18 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_VULKAN_VS
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#version 450
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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const vec2 positions[3] = vec2[3](
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vec2(-1.0, -1.0),
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vec2(-1.0, 3.0),
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vec2( 3.0, -1.0)
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);
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vec2 position = positions[gl_VertexIndex];
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gl_Position = vec4(position, 1.0, 1.0);
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vTexCoord = vec2(
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position.x * 0.5 + 0.5,
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1.0 - (position.y * 0.5 + 0.5));
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}
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@@ -1,22 +0,0 @@
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// XC_BUILTIN_COLOR_SCALE_POST_PROCESS_D3D12_VS
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struct VSOutput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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const float2 positions[3] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 3.0f),
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float2( 3.0f, -1.0f)
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};
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const float2 position = positions[vertexId];
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VSOutput output;
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output.position = float4(position, 1.0f, 1.0f);
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output.texcoord = float2(
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position.x * 0.5f + 0.5f,
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1.0f - (position.y * 0.5f + 0.5f));
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return output;
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}
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@@ -1,65 +0,0 @@
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// XC_BUILTIN_FINAL_COLOR_OPENGL_PS
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#version 430
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layout(binding = 0) uniform sampler2D uSourceColorTexture;
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layout(std140, binding = 0) uniform FinalColorConstants {
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vec4 gColorScale;
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vec4 gFinalColorParams;
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};
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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float SRGBEncodeChannel(float value) {
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float linear = max(value, 0.0);
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return linear <= 0.0031308
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? linear * 12.92
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: 1.055 * pow(linear, 1.0 / 2.4) - 0.055;
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}
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vec3 ApplyLinearToSRGB(vec3 color) {
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return vec3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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vec3 ApplyNeutralToneMapping(vec3 color) {
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return color / (color + vec3(1.0));
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}
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vec3 ApplyAcesToneMapping(vec3 color) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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vec3 ApplyToneMapping(vec3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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void main() {
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vec4 color = texture(uSourceColorTexture, vTexCoord);
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color.rgb *= max(gFinalColorParams.x, 0.0);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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fragColor = color;
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}
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@@ -1,66 +0,0 @@
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// XC_BUILTIN_FINAL_COLOR_VULKAN_PS
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#version 450
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layout(set = 0, binding = 0, std140) uniform FinalColorConstants {
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vec4 gColorScale;
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vec4 gFinalColorParams;
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};
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layout(set = 1, binding = 0) uniform texture2D uSourceColorTexture;
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layout(set = 2, binding = 0) uniform sampler uLinearClampSampler;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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float SRGBEncodeChannel(float value) {
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float linear = max(value, 0.0);
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return linear <= 0.0031308
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? linear * 12.92
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: 1.055 * pow(linear, 1.0 / 2.4) - 0.055;
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}
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vec3 ApplyLinearToSRGB(vec3 color) {
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return vec3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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vec3 ApplyNeutralToneMapping(vec3 color) {
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return color / (color + vec3(1.0));
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}
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vec3 ApplyAcesToneMapping(vec3 color) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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vec3 ApplyToneMapping(vec3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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void main() {
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vec4 color = texture(sampler2D(uSourceColorTexture, uLinearClampSampler), vTexCoord);
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color.rgb *= max(gFinalColorParams.x, 0.0);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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fragColor = color;
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}
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@@ -1,65 +0,0 @@
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// XC_BUILTIN_FINAL_COLOR_D3D12_PS
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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cbuffer FinalColorConstants : register(b0) {
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float4 gColorScale;
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float4 gFinalColorParams;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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float SRGBEncodeChannel(float value) {
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const float linearValue = max(value, 0.0f);
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return linearValue <= 0.0031308f
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? linearValue * 12.92f
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: 1.055f * pow(linearValue, 1.0f / 2.4f) - 0.055f;
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}
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float3 ApplyLinearToSRGB(float3 color) {
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return float3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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float3 ApplyNeutralToneMapping(float3 color) {
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return color / (color + 1.0f);
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}
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float3 ApplyAcesToneMapping(float3 color) {
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const float a = 2.51f;
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const float b = 0.03f;
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const float c = 2.43f;
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const float d = 0.59f;
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const float e = 0.14f;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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}
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float3 ApplyToneMapping(float3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5f) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5f) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 color = gSourceColorTexture.Sample(gLinearClampSampler, input.texcoord);
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color.rgb *= max(gFinalColorParams.x, 0.0f);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5f) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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return color;
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}
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@@ -7,24 +7,117 @@ Shader "Builtin Final Color"
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_OutputTransferMode ("Output Transfer Mode", Float) = 0.0
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_ToneMappingMode ("Tone Mapping Mode", Float) = 0.0
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}
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HLSLINCLUDE
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cbuffer FinalColorConstants : register(b0)
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{
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float4 gColorScale;
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float4 gFinalColorParams;
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};
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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struct VSOutput
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{
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID)
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{
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const float2 positions[3] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 3.0f),
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float2( 3.0f, -1.0f)
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};
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const float2 position = positions[vertexId];
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VSOutput output;
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output.position = float4(position, 1.0f, 1.0f);
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float2 uv = float2(
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position.x * 0.5f + 0.5f,
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position.y * 0.5f + 0.5f);
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#if UNITY_UV_STARTS_AT_TOP
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uv.y = 1.0f - uv.y;
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#endif
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output.texcoord = uv;
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return output;
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}
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float SRGBEncodeChannel(float value)
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{
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const float linearValue = max(value, 0.0f);
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return linearValue <= 0.0031308f
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? linearValue * 12.92f
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: 1.055f * pow(linearValue, 1.0f / 2.4f) - 0.055f;
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}
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float3 ApplyLinearToSRGB(float3 color)
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{
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return float3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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float3 ApplyNeutralToneMapping(float3 color)
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{
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return color / (color + 1.0f);
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}
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float3 ApplyAcesToneMapping(float3 color)
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{
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const float a = 2.51f;
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const float b = 0.03f;
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const float c = 2.43f;
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const float d = 0.59f;
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const float e = 0.14f;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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}
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float3 ApplyToneMapping(float3 color, float toneMappingMode)
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{
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if (toneMappingMode > 1.5f) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5f) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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float4 MainPS(VSOutput input) : SV_TARGET
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{
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float4 color = gSourceColorTexture.Sample(gLinearClampSampler, input.texcoord);
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color.rgb *= max(gFinalColorParams.x, 0.0f);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5f) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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return color;
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}
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "FinalColor"
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Tags { "LightMode" = "FinalOutput" }
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Resources
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{
|
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FinalColorConstants (ConstantBuffer, 0, 0)
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SourceColorTexture (Texture2D, 1, 0)
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LinearClampSampler (Sampler, 2, 0)
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}
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Cull Off
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ZWrite Off
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ZTest Always
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Blend Off
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HLSLPROGRAM
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#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
#pragma backend D3D12 HLSL "final-color.vs.hlsl" "final-color.ps.hlsl" vs_5_0 ps_5_0
|
||||
#pragma backend OpenGL GLSL "final-color.vert.glsl" "final-color.frag.glsl"
|
||||
#pragma backend Vulkan GLSL "final-color.vert.vk.glsl" "final-color.frag.vk.glsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
// XC_BUILTIN_FINAL_COLOR_OPENGL_VS
|
||||
#version 430
|
||||
|
||||
out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2(-1.0, 3.0),
|
||||
vec2( 3.0, -1.0)
|
||||
);
|
||||
|
||||
vec2 position = positions[gl_VertexID];
|
||||
gl_Position = vec4(position, 1.0, 1.0);
|
||||
vTexCoord = position * 0.5 + 0.5;
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
// XC_BUILTIN_FINAL_COLOR_VULKAN_VS
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2(-1.0, 3.0),
|
||||
vec2( 3.0, -1.0)
|
||||
);
|
||||
|
||||
vec2 position = positions[gl_VertexIndex];
|
||||
gl_Position = vec4(position, 1.0, 1.0);
|
||||
vTexCoord = vec2(
|
||||
position.x * 0.5 + 0.5,
|
||||
1.0 - (position.y * 0.5 + 0.5));
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
// XC_BUILTIN_FINAL_COLOR_D3D12_VS
|
||||
struct VSOutput {
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput MainVS(uint vertexId : SV_VertexID) {
|
||||
const float2 positions[3] = {
|
||||
float2(-1.0f, -1.0f),
|
||||
float2(-1.0f, 3.0f),
|
||||
float2( 3.0f, -1.0f)
|
||||
};
|
||||
|
||||
const float2 position = positions[vertexId];
|
||||
|
||||
VSOutput output;
|
||||
output.position = float4(position, 1.0f, 1.0f);
|
||||
output.texcoord = float2(
|
||||
position.x * 0.5f + 0.5f,
|
||||
1.0f - (position.y * 0.5f + 0.5f));
|
||||
return output;
|
||||
}
|
||||
@@ -1,79 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_OPENGL_PS
|
||||
#version 430
|
||||
|
||||
layout(binding = 0) uniform sampler2D uSkyboxPanoramicTexture;
|
||||
layout(binding = 1) uniform samplerCube uSkyboxTexture;
|
||||
|
||||
layout(std140, binding = 0) uniform EnvironmentConstants {
|
||||
vec4 gSkyboxTopColor;
|
||||
vec4 gSkyboxHorizonColor;
|
||||
vec4 gSkyboxBottomColor;
|
||||
vec4 gCameraRightAndTanHalfFov;
|
||||
vec4 gCameraUpAndAspect;
|
||||
vec4 gCameraForwardAndUnused;
|
||||
};
|
||||
|
||||
layout(std140, binding = 1) uniform MaterialConstants {
|
||||
vec4 gSkyboxTintAndExposure;
|
||||
vec4 gSkyboxRotationAndMode;
|
||||
};
|
||||
|
||||
in vec2 vNdc;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
const float XC_PI = 3.14159265358979323846;
|
||||
const float XC_INV_PI = 0.31830988618379067154;
|
||||
const float XC_INV_TWO_PI = 0.15915494309189533577;
|
||||
|
||||
vec3 EvaluateProceduralSkybox(vec3 viewRay) {
|
||||
float vertical = clamp(viewRay.y, -1.0, 1.0);
|
||||
vec3 color = gSkyboxHorizonColor.rgb;
|
||||
if (vertical >= 0.0) {
|
||||
color = mix(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(clamp(vertical, 0.0, 1.0), 0.65));
|
||||
} else {
|
||||
color = mix(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(clamp(-vertical, 0.0, 1.0), 0.55));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 RotateAroundY(vec3 viewRay) {
|
||||
float rotation = gSkyboxRotationAndMode.x;
|
||||
float sinTheta = sin(rotation);
|
||||
float cosTheta = cos(rotation);
|
||||
return normalize(vec3(
|
||||
viewRay.x * cosTheta - viewRay.z * sinTheta,
|
||||
viewRay.y,
|
||||
viewRay.x * sinTheta + viewRay.z * cosTheta));
|
||||
}
|
||||
|
||||
vec2 ComputePanoramicUv(vec3 viewRay) {
|
||||
vec3 rotatedRay = RotateAroundY(viewRay);
|
||||
float u = fract(atan(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5);
|
||||
float v = acos(clamp(rotatedRay.y, -1.0, 1.0)) * XC_INV_PI;
|
||||
return vec2(u, clamp(v, 0.0, 1.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
float tanHalfFov = gCameraRightAndTanHalfFov.w;
|
||||
float aspect = gCameraUpAndAspect.w;
|
||||
|
||||
vec3 viewRay = normalize(
|
||||
gCameraForwardAndUnused.xyz +
|
||||
vNdc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
|
||||
vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
|
||||
|
||||
vec3 color = EvaluateProceduralSkybox(viewRay);
|
||||
if (gSkyboxRotationAndMode.y > 1.5) {
|
||||
color = texture(uSkyboxTexture, RotateAroundY(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
} else if (gSkyboxRotationAndMode.y > 0.5) {
|
||||
color = texture(uSkyboxPanoramicTexture, ComputePanoramicUv(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
}
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -1,80 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_VULKAN_PS
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0, std140) uniform EnvironmentConstants {
|
||||
vec4 gSkyboxTopColor;
|
||||
vec4 gSkyboxHorizonColor;
|
||||
vec4 gSkyboxBottomColor;
|
||||
vec4 gCameraRightAndTanHalfFov;
|
||||
vec4 gCameraUpAndAspect;
|
||||
vec4 gCameraForwardAndUnused;
|
||||
};
|
||||
|
||||
layout(set = 1, binding = 0, std140) uniform MaterialConstants {
|
||||
vec4 gSkyboxTintAndExposure;
|
||||
vec4 gSkyboxRotationAndMode;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 0) uniform texture2D uSkyboxPanoramicTexture;
|
||||
layout(set = 3, binding = 0) uniform textureCube uSkyboxTexture;
|
||||
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
|
||||
|
||||
layout(location = 0) in vec2 vNdc;
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
const float XC_PI = 3.14159265358979323846;
|
||||
const float XC_INV_PI = 0.31830988618379067154;
|
||||
const float XC_INV_TWO_PI = 0.15915494309189533577;
|
||||
|
||||
vec3 EvaluateProceduralSkybox(vec3 viewRay) {
|
||||
float vertical = clamp(viewRay.y, -1.0, 1.0);
|
||||
vec3 color = gSkyboxHorizonColor.rgb;
|
||||
if (vertical >= 0.0) {
|
||||
color = mix(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(clamp(vertical, 0.0, 1.0), 0.65));
|
||||
} else {
|
||||
color = mix(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(clamp(-vertical, 0.0, 1.0), 0.55));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 RotateAroundY(vec3 viewRay) {
|
||||
float rotation = gSkyboxRotationAndMode.x;
|
||||
float sinTheta = sin(rotation);
|
||||
float cosTheta = cos(rotation);
|
||||
return normalize(vec3(
|
||||
viewRay.x * cosTheta - viewRay.z * sinTheta,
|
||||
viewRay.y,
|
||||
viewRay.x * sinTheta + viewRay.z * cosTheta));
|
||||
}
|
||||
|
||||
vec2 ComputePanoramicUv(vec3 viewRay) {
|
||||
vec3 rotatedRay = RotateAroundY(viewRay);
|
||||
float u = fract(atan(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5);
|
||||
float v = acos(clamp(rotatedRay.y, -1.0, 1.0)) * XC_INV_PI;
|
||||
return vec2(u, clamp(v, 0.0, 1.0));
|
||||
}
|
||||
|
||||
void main() {
|
||||
float tanHalfFov = gCameraRightAndTanHalfFov.w;
|
||||
float aspect = gCameraUpAndAspect.w;
|
||||
|
||||
vec3 viewRay = normalize(
|
||||
gCameraForwardAndUnused.xyz +
|
||||
vNdc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
|
||||
vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
|
||||
|
||||
vec3 color = EvaluateProceduralSkybox(viewRay);
|
||||
if (gSkyboxRotationAndMode.y > 1.5) {
|
||||
color = texture(samplerCube(uSkyboxTexture, uLinearSampler), RotateAroundY(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
} else if (gSkyboxRotationAndMode.y > 0.5) {
|
||||
color = texture(sampler2D(uSkyboxPanoramicTexture, uLinearSampler), ComputePanoramicUv(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
}
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -1,79 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_D3D12_PS
|
||||
Texture2D gSkyboxPanoramicTexture : register(t0);
|
||||
TextureCube gSkyboxTexture : register(t1);
|
||||
SamplerState gLinearSampler : register(s0);
|
||||
|
||||
cbuffer EnvironmentConstants : register(b0) {
|
||||
float4 gSkyboxTopColor;
|
||||
float4 gSkyboxHorizonColor;
|
||||
float4 gSkyboxBottomColor;
|
||||
float4 gCameraRightAndTanHalfFov;
|
||||
float4 gCameraUpAndAspect;
|
||||
float4 gCameraForwardAndUnused;
|
||||
}
|
||||
|
||||
cbuffer MaterialConstants : register(b1) {
|
||||
float4 gSkyboxTintAndExposure;
|
||||
float4 gSkyboxRotationAndMode;
|
||||
}
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float2 ndc : TEXCOORD0;
|
||||
};
|
||||
|
||||
static const float XC_PI = 3.14159265358979323846f;
|
||||
static const float XC_INV_PI = 0.31830988618379067154f;
|
||||
static const float XC_INV_TWO_PI = 0.15915494309189533577f;
|
||||
|
||||
float3 EvaluateProceduralSkybox(float3 viewRay) {
|
||||
const float vertical = clamp(viewRay.y, -1.0f, 1.0f);
|
||||
float3 color = gSkyboxHorizonColor.rgb;
|
||||
if (vertical >= 0.0f) {
|
||||
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(saturate(vertical), 0.65f));
|
||||
} else {
|
||||
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(saturate(-vertical), 0.55f));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
float3 RotateAroundY(float3 viewRay) {
|
||||
const float rotation = gSkyboxRotationAndMode.x;
|
||||
const float sinTheta = sin(rotation);
|
||||
const float cosTheta = cos(rotation);
|
||||
return normalize(float3(
|
||||
viewRay.x * cosTheta - viewRay.z * sinTheta,
|
||||
viewRay.y,
|
||||
viewRay.x * sinTheta + viewRay.z * cosTheta));
|
||||
}
|
||||
|
||||
float2 ComputePanoramicUv(float3 viewRay) {
|
||||
const float3 rotatedRay = RotateAroundY(viewRay);
|
||||
const float u = frac(atan2(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5f);
|
||||
const float v = acos(clamp(rotatedRay.y, -1.0f, 1.0f)) * XC_INV_PI;
|
||||
return float2(u, saturate(v));
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input) : SV_Target {
|
||||
const float tanHalfFov = gCameraRightAndTanHalfFov.w;
|
||||
const float aspect = gCameraUpAndAspect.w;
|
||||
|
||||
float3 viewRay = normalize(
|
||||
gCameraForwardAndUnused.xyz +
|
||||
input.ndc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
|
||||
input.ndc.y * tanHalfFov * gCameraUpAndAspect.xyz);
|
||||
|
||||
float3 color = EvaluateProceduralSkybox(viewRay);
|
||||
if (gSkyboxRotationAndMode.y > 1.5f) {
|
||||
color = gSkyboxTexture.Sample(gLinearSampler, RotateAroundY(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
} else if (gSkyboxRotationAndMode.y > 0.5f) {
|
||||
color = gSkyboxPanoramicTexture.Sample(gLinearSampler, ComputePanoramicUv(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
}
|
||||
|
||||
return float4(color, 1.0f);
|
||||
}
|
||||
@@ -8,26 +8,121 @@ Shader "Builtin Skybox"
|
||||
_MainTex ("Panoramic", 2D) = "white" [Semantic(SkyboxPanoramicTexture)]
|
||||
_Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)]
|
||||
}
|
||||
HLSLINCLUDE
|
||||
cbuffer EnvironmentConstants : register(b0)
|
||||
{
|
||||
float4 gSkyboxTopColor;
|
||||
float4 gSkyboxHorizonColor;
|
||||
float4 gSkyboxBottomColor;
|
||||
float4 gCameraRightAndTanHalfFov;
|
||||
float4 gCameraUpAndAspect;
|
||||
float4 gCameraForwardAndUnused;
|
||||
};
|
||||
|
||||
cbuffer MaterialConstants : register(b1)
|
||||
{
|
||||
float4 gSkyboxTintAndExposure;
|
||||
float4 gSkyboxRotationAndMode;
|
||||
};
|
||||
|
||||
Texture2D SkyboxPanoramicTexture : register(t0);
|
||||
TextureCube SkyboxTexture : register(t1);
|
||||
SamplerState LinearClampSampler : register(s0);
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 ndc : TEXCOORD0;
|
||||
};
|
||||
|
||||
static const float XC_PI = 3.14159265358979323846f;
|
||||
static const float XC_INV_PI = 0.31830988618379067154f;
|
||||
static const float XC_INV_TWO_PI = 0.15915494309189533577f;
|
||||
|
||||
VSOutput MainVS(uint vertexId : SV_VertexID)
|
||||
{
|
||||
const float2 positions[3] = {
|
||||
float2(-1.0f, -1.0f),
|
||||
float2(-1.0f, 3.0f),
|
||||
float2( 3.0f, -1.0f)
|
||||
};
|
||||
|
||||
VSOutput output;
|
||||
output.position = float4(positions[vertexId], 1.0f, 1.0f);
|
||||
output.ndc = positions[vertexId];
|
||||
return output;
|
||||
}
|
||||
|
||||
float3 EvaluateProceduralSkybox(float3 viewRay)
|
||||
{
|
||||
const float vertical = clamp(viewRay.y, -1.0f, 1.0f);
|
||||
float3 color = gSkyboxHorizonColor.rgb;
|
||||
if (vertical >= 0.0f) {
|
||||
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(saturate(vertical), 0.65f));
|
||||
} else {
|
||||
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(saturate(-vertical), 0.55f));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
float3 RotateAroundY(float3 viewRay)
|
||||
{
|
||||
const float rotation = gSkyboxRotationAndMode.x;
|
||||
const float sinTheta = sin(rotation);
|
||||
const float cosTheta = cos(rotation);
|
||||
return normalize(float3(
|
||||
viewRay.x * cosTheta - viewRay.z * sinTheta,
|
||||
viewRay.y,
|
||||
viewRay.x * sinTheta + viewRay.z * cosTheta));
|
||||
}
|
||||
|
||||
float2 ComputePanoramicUv(float3 viewRay)
|
||||
{
|
||||
const float3 rotatedRay = RotateAroundY(viewRay);
|
||||
const float u = frac(atan2(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5f);
|
||||
const float v = acos(clamp(rotatedRay.y, -1.0f, 1.0f)) * XC_INV_PI;
|
||||
return float2(u, saturate(v));
|
||||
}
|
||||
|
||||
float4 MainPS(VSOutput input) : SV_TARGET
|
||||
{
|
||||
const float tanHalfFov = gCameraRightAndTanHalfFov.w;
|
||||
const float aspect = gCameraUpAndAspect.w;
|
||||
|
||||
const float3 viewRay = normalize(
|
||||
gCameraForwardAndUnused.xyz +
|
||||
input.ndc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
|
||||
input.ndc.y * tanHalfFov * gCameraUpAndAspect.xyz);
|
||||
|
||||
float3 color = EvaluateProceduralSkybox(viewRay);
|
||||
if (gSkyboxRotationAndMode.y > 1.5f) {
|
||||
color = SkyboxTexture.Sample(LinearClampSampler, RotateAroundY(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
} else if (gSkyboxRotationAndMode.y > 0.5f) {
|
||||
color = SkyboxPanoramicTexture.Sample(LinearClampSampler, ComputePanoramicUv(viewRay)).rgb *
|
||||
gSkyboxTintAndExposure.rgb *
|
||||
gSkyboxTintAndExposure.w;
|
||||
}
|
||||
|
||||
return float4(color, 1.0f);
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "Skybox"
|
||||
Tags { "LightMode" = "Skybox" }
|
||||
Resources
|
||||
{
|
||||
EnvironmentConstants (ConstantBuffer, 0, 0) [Semantic(Environment)]
|
||||
MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
|
||||
SkyboxPanoramicTexture (Texture2D, 2, 0) [Semantic(SkyboxPanoramicTexture)]
|
||||
SkyboxTexture (TextureCube, 3, 0) [Semantic(SkyboxTexture)]
|
||||
LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
|
||||
}
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Blend Off
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
#pragma backend D3D12 HLSL "skybox.vs.hlsl" "skybox.ps.hlsl" vs_5_0 ps_5_0
|
||||
#pragma backend OpenGL GLSL "skybox.vert.glsl" "skybox.frag.glsl"
|
||||
#pragma backend Vulkan GLSL "skybox.vert.vk.glsl" "skybox.frag.vk.glsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_OPENGL_VS
|
||||
#version 430
|
||||
|
||||
out vec2 vNdc;
|
||||
|
||||
void main() {
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2(-1.0, 3.0),
|
||||
vec2( 3.0, -1.0)
|
||||
);
|
||||
|
||||
vec2 position = positions[gl_VertexID];
|
||||
gl_Position = vec4(position, 1.0, 1.0);
|
||||
vNdc = position;
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_VULKAN_VS
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec2 vNdc;
|
||||
|
||||
void main() {
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2(-1.0, 3.0),
|
||||
vec2( 3.0, -1.0)
|
||||
);
|
||||
|
||||
vec2 position = positions[gl_VertexIndex];
|
||||
gl_Position = vec4(position, 1.0, 1.0);
|
||||
vNdc = position;
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
// XC_BUILTIN_SKYBOX_D3D12_VS
|
||||
struct VSOutput {
|
||||
float4 position : SV_POSITION;
|
||||
float2 ndc : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput MainVS(uint vertexId : SV_VertexID) {
|
||||
const float2 positions[3] = {
|
||||
float2(-1.0f, -1.0f),
|
||||
float2(-1.0f, 3.0f),
|
||||
float2( 3.0f, -1.0f)
|
||||
};
|
||||
|
||||
VSOutput output;
|
||||
output.position = float4(positions[vertexId], 1.0f, 1.0f);
|
||||
output.ndc = positions[vertexId];
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user