Add procedural skybox scene coverage
This commit is contained in:
35
engine/assets/builtin/shaders/skybox/skybox.frag.glsl
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35
engine/assets/builtin/shaders/skybox/skybox.frag.glsl
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// XC_BUILTIN_SKYBOX_OPENGL_PS
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#version 430
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layout(std140, binding = 0) uniform EnvironmentConstants {
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vec4 gSkyboxTopColor;
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vec4 gSkyboxHorizonColor;
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vec4 gSkyboxBottomColor;
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vec4 gCameraRightAndTanHalfFov;
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vec4 gCameraUpAndAspect;
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vec4 gCameraForwardAndUnused;
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};
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in vec2 vNdc;
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layout(location = 0) out vec4 fragColor;
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void main() {
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float tanHalfFov = gCameraRightAndTanHalfFov.w;
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float aspect = gCameraUpAndAspect.w;
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vec3 viewRay = normalize(
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gCameraForwardAndUnused.xyz +
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vNdc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
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vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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float vertical = clamp(viewRay.y, -1.0, 1.0);
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vec3 color = gSkyboxHorizonColor.rgb;
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if (vertical >= 0.0) {
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color = mix(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(clamp(vertical, 0.0, 1.0), 0.65));
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} else {
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color = mix(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(clamp(-vertical, 0.0, 1.0), 0.55));
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}
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fragColor = vec4(color, 1.0);
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}
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35
engine/assets/builtin/shaders/skybox/skybox.frag.vk.glsl
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35
engine/assets/builtin/shaders/skybox/skybox.frag.vk.glsl
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// XC_BUILTIN_SKYBOX_VULKAN_PS
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#version 450
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layout(set = 0, binding = 0, std140) uniform EnvironmentConstants {
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vec4 gSkyboxTopColor;
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vec4 gSkyboxHorizonColor;
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vec4 gSkyboxBottomColor;
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vec4 gCameraRightAndTanHalfFov;
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vec4 gCameraUpAndAspect;
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vec4 gCameraForwardAndUnused;
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};
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layout(location = 0) in vec2 vNdc;
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layout(location = 0) out vec4 fragColor;
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void main() {
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float tanHalfFov = gCameraRightAndTanHalfFov.w;
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float aspect = gCameraUpAndAspect.w;
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vec3 viewRay = normalize(
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gCameraForwardAndUnused.xyz +
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vNdc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
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vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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float vertical = clamp(viewRay.y, -1.0, 1.0);
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vec3 color = gSkyboxHorizonColor.rgb;
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if (vertical >= 0.0) {
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color = mix(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(clamp(vertical, 0.0, 1.0), 0.65));
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} else {
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color = mix(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(clamp(-vertical, 0.0, 1.0), 0.55));
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}
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fragColor = vec4(color, 1.0);
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}
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34
engine/assets/builtin/shaders/skybox/skybox.ps.hlsl
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engine/assets/builtin/shaders/skybox/skybox.ps.hlsl
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// XC_BUILTIN_SKYBOX_D3D12_PS
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cbuffer EnvironmentConstants : register(b0) {
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float4 gSkyboxTopColor;
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float4 gSkyboxHorizonColor;
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float4 gSkyboxBottomColor;
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float4 gCameraRightAndTanHalfFov;
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float4 gCameraUpAndAspect;
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float4 gCameraForwardAndUnused;
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}
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struct PSInput {
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float4 position : SV_POSITION;
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float2 ndc : TEXCOORD0;
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};
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float4 MainPS(PSInput input) : SV_Target {
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const float tanHalfFov = gCameraRightAndTanHalfFov.w;
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const float aspect = gCameraUpAndAspect.w;
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float3 viewRay = normalize(
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gCameraForwardAndUnused.xyz +
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input.ndc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
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input.ndc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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const float vertical = clamp(viewRay.y, -1.0f, 1.0f);
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float3 color = gSkyboxHorizonColor.rgb;
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if (vertical >= 0.0f) {
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color = lerp(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(saturate(vertical), 0.65f));
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} else {
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color = lerp(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(saturate(-vertical), 0.55f));
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}
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return float4(color, 1.0f);
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}
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22
engine/assets/builtin/shaders/skybox/skybox.shader
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engine/assets/builtin/shaders/skybox/skybox.shader
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Shader "Builtin Skybox"
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{
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SubShader
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{
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Pass
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{
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Name "Skybox"
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Tags { "LightMode" = "Skybox" }
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Resources
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{
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EnvironmentConstants (ConstantBuffer, 0, 0) [Semantic(Environment)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "skybox.vs.hlsl" "skybox.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "skybox.vert.glsl" "skybox.frag.glsl"
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#pragma backend Vulkan GLSL "skybox.vert.vk.glsl" "skybox.frag.vk.glsl"
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ENDHLSL
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}
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}
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}
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16
engine/assets/builtin/shaders/skybox/skybox.vert.glsl
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16
engine/assets/builtin/shaders/skybox/skybox.vert.glsl
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// XC_BUILTIN_SKYBOX_OPENGL_VS
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#version 430
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out vec2 vNdc;
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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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vNdc = position;
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}
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16
engine/assets/builtin/shaders/skybox/skybox.vert.vk.glsl
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16
engine/assets/builtin/shaders/skybox/skybox.vert.vk.glsl
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// XC_BUILTIN_SKYBOX_VULKAN_VS
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#version 450
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layout(location = 0) out vec2 vNdc;
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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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vNdc = position;
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}
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18
engine/assets/builtin/shaders/skybox/skybox.vs.hlsl
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18
engine/assets/builtin/shaders/skybox/skybox.vs.hlsl
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// XC_BUILTIN_SKYBOX_D3D12_VS
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struct VSOutput {
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float4 position : SV_POSITION;
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float2 ndc : 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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VSOutput output;
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output.position = float4(positions[vertexId], 1.0f, 1.0f);
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output.ndc = positions[vertexId];
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return output;
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}
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