rendering: unify builtin forward and depth-style shaders
This commit is contained in:
@@ -1,20 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_OPENGL_PS
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#version 430
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layout(binding = 0) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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vec4 gAlphaCutoffParams;
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};
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in vec2 vTexCoord;
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void main() {
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#ifdef XC_ALPHA_TEST
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (baseColor.a < gAlphaCutoffParams.x) {
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discard;
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}
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#endif
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}
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@@ -1,21 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_VULKAN_PS
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#version 450
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layout(set = 2, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 3, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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vec4 gAlphaCutoffParams;
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};
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layout(location = 0) in vec2 vTexCoord;
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void main() {
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#ifdef XC_ALPHA_TEST
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (baseColor.a < gAlphaCutoffParams.x) {
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discard;
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}
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#endif
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}
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@@ -1,20 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_D3D12_PS
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Texture2D gBaseColorTexture : register(t0);
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SamplerState gLinearSampler : register(s0);
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cbuffer MaterialConstants : register(b1) {
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float4 gBaseColorFactor;
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float4 gAlphaCutoffParams;
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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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void MainPS(PSInput input) {
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#ifdef XC_ALPHA_TEST
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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clip(baseColor.a - gAlphaCutoffParams.x);
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#endif
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}
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@@ -6,26 +6,67 @@ Shader "Builtin Depth Only"
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_Cutoff ("Alpha Cutoff", Range) = 0.5 [Semantic(AlphaCutoff)]
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants : register(b0)
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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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};
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cbuffer MaterialConstants : register(b1)
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{
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float4 gBaseColorFactor;
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float4 gAlphaCutoffParams;
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};
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Texture2D BaseColorTexture : register(t0);
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SamplerState LinearClampSampler : register(s0);
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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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float2 texcoord : TEXCOORD0;
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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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};
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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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return output;
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}
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float MainPS(PSInput input) : SV_Depth
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{
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#ifdef XC_ALPHA_TEST
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const float4 baseColor =
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BaseColorTexture.Sample(LinearClampSampler, input.texcoord) * gBaseColorFactor;
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clip(baseColor.a - gAlphaCutoffParams.x);
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#endif
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return input.position.z;
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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 "DepthOnly"
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Tags { "LightMode" = "DepthOnly" }
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Resources
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{
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PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
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MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
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BaseColorTexture (Texture2D, 2, 0) [Semantic(BaseColorTexture)]
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LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
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}
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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 shader_feature_local _ XC_ALPHA_TEST
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#pragma backend D3D12 HLSL "depth-only.vs.hlsl" "depth-only.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "depth-only.vert.glsl" "depth-only.frag.glsl"
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#pragma backend Vulkan GLSL "depth-only.vert.vk.glsl" "depth-only.frag.vk.glsl"
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ENDHLSL
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}
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}
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@@ -1,19 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_OPENGL_VS
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#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vTexCoord = aTexCoord;
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}
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@@ -1,19 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_VULKAN_VS
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#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vTexCoord = aTexCoord;
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}
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@@ -1,25 +0,0 @@
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// XC_BUILTIN_DEPTH_ONLY_D3D12_VS
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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struct VSInput {
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float3 position : POSITION;
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float2 texcoord : TEXCOORD0;
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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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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
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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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return output;
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}
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@@ -1,174 +0,0 @@
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// XC_BUILTIN_FORWARD_LIT_OPENGL_PS
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#version 430
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layout(binding = 0) uniform sampler2D uBaseColorTexture;
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layout(binding = 1) uniform sampler2D uShadowMapTexture;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(std140, binding = 1) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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vec4 gAlphaCutoffParams;
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};
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layout(std140, binding = 3) uniform ShadowReceiverConstants {
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mat4 gWorldToShadowMatrix;
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vec4 gShadowBiasAndTexelSize;
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vec4 gShadowOptions;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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in vec3 vPositionWS;
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layout(location = 0) out vec4 fragColor;
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float ComputeShadowAttenuation(vec3 positionWS) {
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#ifndef XC_MAIN_LIGHT_SHADOWS
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return 1.0;
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#else
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if (gShadowOptions.x < 0.5) {
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return 1.0;
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}
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vec4 shadowClip = gWorldToShadowMatrix * vec4(positionWS, 1.0);
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if (shadowClip.w <= 0.0) {
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return 1.0;
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}
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vec3 shadowNdc = shadowClip.xyz / shadowClip.w;
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vec2 shadowUv = vec2(
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shadowNdc.x * 0.5 + 0.5,
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shadowNdc.y * 0.5 + 0.5);
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if (shadowUv.x < 0.0 || shadowUv.x > 1.0 ||
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shadowUv.y < 0.0 || shadowUv.y > 1.0 ||
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shadowNdc.z < -1.0 || shadowNdc.z > 1.0) {
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return 1.0;
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}
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float shadowDepth = texture(uShadowMapTexture, shadowUv).r;
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float receiverDepth = shadowNdc.z * 0.5 + 0.5 - gShadowBiasAndTexelSize.x;
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float shadowStrength = clamp(gShadowBiasAndTexelSize.w, 0.0, 1.0);
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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#endif
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
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float cosOuter = light.spotAnglesAndFlags.x;
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float cosInner = light.spotAnglesAndFlags.y;
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vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
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}
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vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
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float lightType = light.directionAndType.w;
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vec3 lightColor = light.colorAndIntensity.rgb;
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float lightIntensity = light.colorAndIntensity.w;
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vec3 directionToLightWS = vec3(0.0);
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float attenuation = 1.0;
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if (lightType < 0.5) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6) {
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return vec3(0.0);
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}
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directionToLightWS = normalize(lightVectorWS);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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if (lightType > 1.5) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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}
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}
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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if (diffuse <= 0.0) {
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return vec3(0.0);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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#ifdef XC_ALPHA_TEST
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if (baseColor.a < gAlphaCutoffParams.x) {
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discard;
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}
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#endif
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int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.w >= 0.5) {
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
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}
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -1,176 +0,0 @@
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// XC_BUILTIN_FORWARD_LIT_VULKAN_PS
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#version 450
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layout(set = 4, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 5, binding = 0) uniform sampler uLinearSampler;
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layout(set = 6, binding = 0) uniform texture2D uShadowMapTexture;
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layout(set = 7, binding = 0) uniform sampler uShadowMapSampler;
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layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(set = 1, binding = 0, std140) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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vec4 gAlphaCutoffParams;
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};
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layout(set = 3, binding = 0, std140) uniform ShadowReceiverConstants {
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mat4 gWorldToShadowMatrix;
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vec4 gShadowBiasAndTexelSize;
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vec4 gShadowOptions;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 2) in vec3 vPositionWS;
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layout(location = 0) out vec4 fragColor;
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float ComputeShadowAttenuation(vec3 positionWS) {
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#ifndef XC_MAIN_LIGHT_SHADOWS
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return 1.0;
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#else
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if (gShadowOptions.x < 0.5) {
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return 1.0;
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}
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vec4 shadowClip = gWorldToShadowMatrix * vec4(positionWS, 1.0);
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if (shadowClip.w <= 0.0) {
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return 1.0;
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}
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vec3 shadowNdc = shadowClip.xyz / shadowClip.w;
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vec2 shadowUv = vec2(
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shadowNdc.x * 0.5 + 0.5,
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shadowNdc.y * -0.5 + 0.5);
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if (shadowUv.x < 0.0 || shadowUv.x > 1.0 ||
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shadowUv.y < 0.0 || shadowUv.y > 1.0 ||
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shadowNdc.z < 0.0 || shadowNdc.z > 1.0) {
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return 1.0;
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}
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float shadowDepth = texture(sampler2D(uShadowMapTexture, uShadowMapSampler), shadowUv).r;
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float receiverDepth = shadowNdc.z - gShadowBiasAndTexelSize.x;
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float shadowStrength = clamp(gShadowBiasAndTexelSize.w, 0.0, 1.0);
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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#endif
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
|
||||
float cosOuter = light.spotAnglesAndFlags.x;
|
||||
float cosInner = light.spotAnglesAndFlags.y;
|
||||
vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
|
||||
float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
|
||||
return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
|
||||
float lightType = light.directionAndType.w;
|
||||
vec3 lightColor = light.colorAndIntensity.rgb;
|
||||
float lightIntensity = light.colorAndIntensity.w;
|
||||
|
||||
vec3 directionToLightWS = vec3(0.0);
|
||||
float attenuation = 1.0;
|
||||
|
||||
if (lightType < 0.5) {
|
||||
directionToLightWS = normalize(light.directionAndType.xyz);
|
||||
} else {
|
||||
vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
|
||||
float distanceSq = dot(lightVectorWS, lightVectorWS);
|
||||
if (distanceSq <= 1e-6) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
directionToLightWS = normalize(lightVectorWS);
|
||||
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
|
||||
if (attenuation <= 0.0) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
if (lightType > 1.5) {
|
||||
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
|
||||
if (attenuation <= 0.0) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
|
||||
if (diffuse <= 0.0) {
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
return lightColor * (diffuse * lightIntensity * attenuation);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
|
||||
#ifdef XC_ALPHA_TEST
|
||||
if (baseColor.a < gAlphaCutoffParams.x) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
|
||||
if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
|
||||
fragColor = baseColor;
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 normalWS = normalize(vNormalWS);
|
||||
vec3 lighting = gLightingParams.yyy;
|
||||
|
||||
if (gMainLightColorAndFlags.w >= 0.5) {
|
||||
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
|
||||
float shadowAttenuation = diffuse > 0.0
|
||||
? ComputeShadowAttenuation(vPositionWS)
|
||||
: 1.0;
|
||||
lighting +=
|
||||
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
|
||||
}
|
||||
|
||||
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
|
||||
if (lightIndex >= additionalLightCount) {
|
||||
break;
|
||||
}
|
||||
|
||||
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
|
||||
}
|
||||
|
||||
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
@@ -1,174 +0,0 @@
|
||||
// XC_BUILTIN_FORWARD_LIT_D3D12_PS
|
||||
Texture2D gBaseColorTexture : register(t0);
|
||||
SamplerState gLinearSampler : register(s0);
|
||||
Texture2D gShadowMapTexture : register(t1);
|
||||
SamplerState gShadowMapSampler : register(s1);
|
||||
|
||||
cbuffer PerObjectConstants : register(b0) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
float4x4 gNormalMatrix;
|
||||
};
|
||||
|
||||
static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
|
||||
|
||||
struct AdditionalLightData {
|
||||
float4 colorAndIntensity;
|
||||
float4 positionAndRange;
|
||||
float4 directionAndType;
|
||||
float4 spotAnglesAndFlags;
|
||||
};
|
||||
|
||||
cbuffer LightingConstants : register(b1) {
|
||||
float4 gMainLightDirectionAndIntensity;
|
||||
float4 gMainLightColorAndFlags;
|
||||
float4 gLightingParams;
|
||||
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
|
||||
};
|
||||
|
||||
cbuffer MaterialConstants : register(b2) {
|
||||
float4 gBaseColorFactor;
|
||||
float4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
cbuffer ShadowReceiverConstants : register(b3) {
|
||||
float4x4 gWorldToShadowMatrix;
|
||||
float4 gShadowBiasAndTexelSize;
|
||||
float4 gShadowOptions;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float2 texcoord : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
};
|
||||
|
||||
float ComputeShadowAttenuation(float3 positionWS) {
|
||||
#ifndef XC_MAIN_LIGHT_SHADOWS
|
||||
return 1.0f;
|
||||
#else
|
||||
if (gShadowOptions.x < 0.5f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
float4 shadowClip = mul(gWorldToShadowMatrix, float4(positionWS, 1.0f));
|
||||
if (shadowClip.w <= 0.0f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
float3 shadowNdc = shadowClip.xyz / shadowClip.w;
|
||||
float2 shadowUv = float2(
|
||||
shadowNdc.x * 0.5f + 0.5f,
|
||||
shadowNdc.y * -0.5f + 0.5f);
|
||||
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 shadowDepth = gShadowMapTexture.Sample(gShadowMapSampler, shadowUv).r;
|
||||
const float receiverDepth = shadowNdc.z - gShadowBiasAndTexelSize.x;
|
||||
const float shadowStrength = saturate(gShadowBiasAndTexelSize.w);
|
||||
return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
|
||||
#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 = normalize(light.directionAndType.xyz);
|
||||
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 = normalize(light.directionAndType.xyz);
|
||||
} else {
|
||||
const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
|
||||
const float distanceSq = dot(lightVectorWS, lightVectorWS);
|
||||
if (distanceSq <= 1e-6f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
directionToLightWS = lightVectorWS * rsqrt(distanceSq);
|
||||
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
|
||||
if (attenuation <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
if (lightType > 1.5f) {
|
||||
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
|
||||
if (attenuation <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
if (diffuse <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
return lightColor * (diffuse * lightIntensity * attenuation);
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input) : SV_TARGET {
|
||||
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
|
||||
#ifdef XC_ALPHA_TEST
|
||||
clip(baseColor.a - gAlphaCutoffParams.x);
|
||||
#endif
|
||||
const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
|
||||
if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
|
||||
return baseColor;
|
||||
}
|
||||
|
||||
float3 normalWS = normalize(input.normalWS);
|
||||
float3 lighting = gLightingParams.yyy;
|
||||
|
||||
if (gMainLightColorAndFlags.a >= 0.5f) {
|
||||
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
float shadowAttenuation = diffuse > 0.0f
|
||||
? ComputeShadowAttenuation(input.positionWS)
|
||||
: 1.0f;
|
||||
lighting +=
|
||||
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
|
||||
}
|
||||
|
||||
[unroll]
|
||||
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
|
||||
if (lightIndex >= additionalLightCount) {
|
||||
break;
|
||||
}
|
||||
|
||||
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
|
||||
}
|
||||
|
||||
return float4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
@@ -6,31 +6,240 @@ Shader "Builtin Forward Lit"
|
||||
_Cutoff ("Alpha Cutoff", Range) = 0.5 [Semantic(AlphaCutoff)]
|
||||
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
|
||||
}
|
||||
HLSLINCLUDE
|
||||
cbuffer PerObjectConstants : register(b0)
|
||||
{
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
float4x4 gNormalMatrix;
|
||||
};
|
||||
|
||||
static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
|
||||
|
||||
struct AdditionalLightData
|
||||
{
|
||||
float4 colorAndIntensity;
|
||||
float4 positionAndRange;
|
||||
float4 directionAndType;
|
||||
float4 spotAnglesAndFlags;
|
||||
};
|
||||
|
||||
cbuffer LightingConstants : register(b1)
|
||||
{
|
||||
float4 gMainLightDirectionAndIntensity;
|
||||
float4 gMainLightColorAndFlags;
|
||||
float4 gLightingParams;
|
||||
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
|
||||
};
|
||||
|
||||
cbuffer MaterialConstants : register(b2)
|
||||
{
|
||||
float4 gBaseColorFactor;
|
||||
float4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
cbuffer ShadowReceiverConstants : register(b3)
|
||||
{
|
||||
float4x4 gWorldToShadowMatrix;
|
||||
float4 gShadowBiasAndTexelSize;
|
||||
float4 gShadowOptions;
|
||||
};
|
||||
|
||||
Texture2D BaseColorTexture : register(t0);
|
||||
SamplerState LinearClampSampler : register(s0);
|
||||
Texture2D ShadowMapTexture : register(t1);
|
||||
SamplerState ShadowMapSampler : register(s1);
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
float3 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float2 texcoord : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
};
|
||||
|
||||
PSInput MainVS(VSInput input)
|
||||
{
|
||||
PSInput output;
|
||||
const float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
|
||||
const float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
|
||||
output.texcoord = input.texcoord;
|
||||
output.positionWS = positionWS.xyz;
|
||||
return output;
|
||||
}
|
||||
|
||||
float ComputeShadowAttenuation(float3 positionWS)
|
||||
{
|
||||
#ifndef XC_MAIN_LIGHT_SHADOWS
|
||||
return 1.0f;
|
||||
#else
|
||||
if (gShadowOptions.x < 0.5f) {
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
const float4 shadowClip = mul(gWorldToShadowMatrix, float4(positionWS, 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 - gShadowBiasAndTexelSize.x;
|
||||
#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 - gShadowBiasAndTexelSize.x;
|
||||
#endif
|
||||
const float shadowDepth = ShadowMapTexture.Sample(ShadowMapSampler, shadowUv).r;
|
||||
const float shadowStrength = saturate(gShadowBiasAndTexelSize.w);
|
||||
return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
|
||||
#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 = normalize(light.directionAndType.xyz);
|
||||
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 = normalize(light.directionAndType.xyz);
|
||||
} else {
|
||||
const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
|
||||
const float distanceSq = dot(lightVectorWS, lightVectorWS);
|
||||
if (distanceSq <= 1e-6f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
directionToLightWS = lightVectorWS * rsqrt(distanceSq);
|
||||
attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
|
||||
if (attenuation <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
if (lightType > 1.5f) {
|
||||
attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
|
||||
if (attenuation <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
if (diffuse <= 0.0f) {
|
||||
return 0.0f.xxx;
|
||||
}
|
||||
|
||||
return lightColor * (diffuse * lightIntensity * attenuation);
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input) : SV_TARGET
|
||||
{
|
||||
float4 baseColor = BaseColorTexture.Sample(LinearClampSampler, input.texcoord) * gBaseColorFactor;
|
||||
#ifdef XC_ALPHA_TEST
|
||||
clip(baseColor.a - gAlphaCutoffParams.x);
|
||||
#endif
|
||||
|
||||
const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
|
||||
if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
|
||||
return baseColor;
|
||||
}
|
||||
|
||||
const float3 normalWS = normalize(input.normalWS);
|
||||
float3 lighting = gLightingParams.yyy;
|
||||
|
||||
if (gMainLightColorAndFlags.a >= 0.5f) {
|
||||
const float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
|
||||
const float diffuse = saturate(dot(normalWS, directionToLightWS));
|
||||
const float shadowAttenuation =
|
||||
diffuse > 0.0f ? ComputeShadowAttenuation(input.positionWS) : 1.0f;
|
||||
lighting +=
|
||||
gMainLightColorAndFlags.rgb *
|
||||
(diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
|
||||
}
|
||||
|
||||
[unroll]
|
||||
for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
|
||||
if (lightIndex >= additionalLightCount) {
|
||||
break;
|
||||
}
|
||||
|
||||
lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
|
||||
}
|
||||
|
||||
return float4(baseColor.rgb * lighting, baseColor.a);
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Cull Back
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags { "LightMode" = "ForwardBase" }
|
||||
Resources
|
||||
{
|
||||
PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
|
||||
LightingConstants (ConstantBuffer, 1, 0) [Semantic(Lighting)]
|
||||
MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
|
||||
ShadowReceiverConstants (ConstantBuffer, 3, 0) [Semantic(ShadowReceiver)]
|
||||
BaseColorTexture (Texture2D, 4, 0) [Semantic(BaseColorTexture)]
|
||||
LinearClampSampler (Sampler, 5, 0) [Semantic(LinearClampSampler)]
|
||||
ShadowMapTexture (Texture2D, 6, 0) [Semantic(ShadowMapTexture)]
|
||||
ShadowMapSampler (Sampler, 7, 0) [Semantic(ShadowMapSampler)]
|
||||
}
|
||||
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 backend D3D12 HLSL "forward-lit.vs.hlsl" "forward-lit.ps.hlsl" vs_5_0 ps_5_0
|
||||
#pragma backend OpenGL GLSL "forward-lit.vert.glsl" "forward-lit.frag.glsl"
|
||||
#pragma backend Vulkan GLSL "forward-lit.vert.vk.glsl" "forward-lit.frag.vk.glsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,25 +0,0 @@
|
||||
// XC_BUILTIN_FORWARD_LIT_OPENGL_VS
|
||||
#version 430
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(std140, binding = 0) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
};
|
||||
|
||||
out vec3 vNormalWS;
|
||||
out vec2 vTexCoord;
|
||||
out vec3 vPositionWS;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vNormalWS = mat3(gNormalMatrix) * aNormal;
|
||||
vTexCoord = aTexCoord;
|
||||
vPositionWS = positionWS.xyz;
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
// XC_BUILTIN_FORWARD_LIT_VULKAN_VS
|
||||
#version 450
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
mat4 gNormalMatrix;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec3 vNormalWS;
|
||||
layout(location = 1) out vec2 vTexCoord;
|
||||
layout(location = 2) out vec3 vPositionWS;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vNormalWS = mat3(gNormalMatrix) * aNormal;
|
||||
vTexCoord = aTexCoord;
|
||||
vPositionWS = positionWS.xyz;
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
// XC_BUILTIN_FORWARD_LIT_D3D12_VS
|
||||
cbuffer PerObjectConstants : register(b0) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
float4x4 gNormalMatrix;
|
||||
};
|
||||
|
||||
struct VSInput {
|
||||
float3 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float3 normalWS : TEXCOORD0;
|
||||
float2 texcoord : TEXCOORD1;
|
||||
float3 positionWS : TEXCOORD2;
|
||||
};
|
||||
|
||||
PSInput MainVS(VSInput input) {
|
||||
PSInput output;
|
||||
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
|
||||
float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
|
||||
output.texcoord = input.texcoord;
|
||||
output.positionWS = positionWS.xyz;
|
||||
return output;
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_OPENGL_PS
|
||||
#version 430
|
||||
|
||||
layout(binding = 0) uniform sampler2D uBaseColorTexture;
|
||||
|
||||
layout(std140, binding = 1) uniform MaterialConstants {
|
||||
vec4 gBaseColorFactor;
|
||||
vec4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
in vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
#ifdef XC_ALPHA_TEST
|
||||
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
|
||||
if (baseColor.a < gAlphaCutoffParams.x) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_VULKAN_PS
|
||||
#version 450
|
||||
|
||||
layout(set = 2, binding = 0) uniform texture2D uBaseColorTexture;
|
||||
layout(set = 3, binding = 0) uniform sampler uLinearSampler;
|
||||
|
||||
layout(set = 1, binding = 0, std140) uniform MaterialConstants {
|
||||
vec4 gBaseColorFactor;
|
||||
vec4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
#ifdef XC_ALPHA_TEST
|
||||
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
|
||||
if (baseColor.a < gAlphaCutoffParams.x) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_D3D12_PS
|
||||
Texture2D gBaseColorTexture : register(t0);
|
||||
SamplerState gLinearSampler : register(s0);
|
||||
|
||||
cbuffer MaterialConstants : register(b1) {
|
||||
float4 gBaseColorFactor;
|
||||
float4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
float MainPS(PSInput input) : SV_Depth {
|
||||
#ifdef XC_ALPHA_TEST
|
||||
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
|
||||
clip(baseColor.a - gAlphaCutoffParams.x);
|
||||
#endif
|
||||
return input.position.z;
|
||||
}
|
||||
@@ -6,26 +6,67 @@ Shader "Builtin Shadow Caster"
|
||||
_Cutoff ("Alpha Cutoff", Range) = 0.5 [Semantic(AlphaCutoff)]
|
||||
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
|
||||
}
|
||||
HLSLINCLUDE
|
||||
cbuffer PerObjectConstants : register(b0)
|
||||
{
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
};
|
||||
|
||||
cbuffer MaterialConstants : register(b1)
|
||||
{
|
||||
float4 gBaseColorFactor;
|
||||
float4 gAlphaCutoffParams;
|
||||
};
|
||||
|
||||
Texture2D BaseColorTexture : register(t0);
|
||||
SamplerState LinearClampSampler : register(s0);
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
float3 position : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PSInput MainVS(VSInput input)
|
||||
{
|
||||
PSInput output;
|
||||
const float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
|
||||
const float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
output.texcoord = input.texcoord;
|
||||
return output;
|
||||
}
|
||||
|
||||
float MainPS(PSInput input) : SV_Depth
|
||||
{
|
||||
#ifdef XC_ALPHA_TEST
|
||||
const float4 baseColor =
|
||||
BaseColorTexture.Sample(LinearClampSampler, input.texcoord) * gBaseColorFactor;
|
||||
clip(baseColor.a - gAlphaCutoffParams.x);
|
||||
#endif
|
||||
return input.position.z;
|
||||
}
|
||||
ENDHLSL
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
Resources
|
||||
{
|
||||
PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
|
||||
MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
|
||||
BaseColorTexture (Texture2D, 2, 0) [Semantic(BaseColorTexture)]
|
||||
LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
|
||||
}
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
#pragma shader_feature_local _ XC_ALPHA_TEST
|
||||
#pragma backend D3D12 HLSL "shadow-caster.vs.hlsl" "shadow-caster.ps.hlsl" vs_5_0 ps_5_0
|
||||
#pragma backend OpenGL GLSL "shadow-caster.vert.glsl" "shadow-caster.frag.glsl"
|
||||
#pragma backend Vulkan GLSL "shadow-caster.vert.vk.glsl" "shadow-caster.frag.vk.glsl"
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_OPENGL_VS
|
||||
#version 430
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(std140, binding = 0) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
};
|
||||
|
||||
out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vTexCoord = aTexCoord;
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_VULKAN_VS
|
||||
#version 450
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 2) in vec2 aTexCoord;
|
||||
|
||||
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
vTexCoord = aTexCoord;
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
// XC_BUILTIN_SHADOW_CASTER_D3D12_VS
|
||||
cbuffer PerObjectConstants : register(b0) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
};
|
||||
|
||||
struct VSInput {
|
||||
float3 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PSInput MainVS(VSInput input) {
|
||||
PSInput output;
|
||||
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
|
||||
float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
output.texcoord = input.texcoord;
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user