Restore panoramic skybox path for skybox integration
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@@ -1,7 +1,8 @@
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// XC_BUILTIN_SKYBOX_OPENGL_PS
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#version 430
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layout(binding = 0) uniform samplerCube uSkyboxTexture;
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layout(binding = 0) uniform sampler2D uSkyboxPanoramicTexture;
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layout(binding = 1) uniform samplerCube uSkyboxTexture;
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layout(std140, binding = 0) uniform EnvironmentConstants {
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vec4 gSkyboxTopColor;
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@@ -47,6 +48,13 @@ vec3 RotateAroundY(vec3 viewRay) {
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viewRay.x * sinTheta + viewRay.z * cosTheta));
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}
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vec2 ComputePanoramicUv(vec3 viewRay) {
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vec3 rotatedRay = RotateAroundY(viewRay);
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float u = fract(atan(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5);
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float v = acos(clamp(rotatedRay.y, -1.0, 1.0)) * XC_INV_PI;
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return vec2(u, clamp(v, 0.0, 1.0));
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}
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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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@@ -57,10 +65,14 @@ void main() {
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vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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vec3 color = EvaluateProceduralSkybox(viewRay);
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if (gSkyboxRotationAndMode.y > 0.5) {
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if (gSkyboxRotationAndMode.y > 1.5) {
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color = texture(uSkyboxTexture, RotateAroundY(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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} else if (gSkyboxRotationAndMode.y > 0.5) {
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color = texture(uSkyboxPanoramicTexture, ComputePanoramicUv(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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}
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fragColor = vec4(color, 1.0);
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@@ -15,8 +15,9 @@ layout(set = 1, binding = 0, std140) uniform MaterialConstants {
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vec4 gSkyboxRotationAndMode;
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};
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layout(set = 2, binding = 0) uniform textureCube uSkyboxTexture;
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layout(set = 3, binding = 0) uniform sampler uLinearSampler;
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layout(set = 2, binding = 0) uniform texture2D uSkyboxPanoramicTexture;
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layout(set = 3, binding = 0) uniform textureCube uSkyboxTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(location = 0) in vec2 vNdc;
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@@ -48,6 +49,13 @@ vec3 RotateAroundY(vec3 viewRay) {
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viewRay.x * sinTheta + viewRay.z * cosTheta));
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}
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vec2 ComputePanoramicUv(vec3 viewRay) {
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vec3 rotatedRay = RotateAroundY(viewRay);
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float u = fract(atan(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5);
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float v = acos(clamp(rotatedRay.y, -1.0, 1.0)) * XC_INV_PI;
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return vec2(u, clamp(v, 0.0, 1.0));
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}
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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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@@ -58,10 +66,14 @@ void main() {
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vNdc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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vec3 color = EvaluateProceduralSkybox(viewRay);
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if (gSkyboxRotationAndMode.y > 0.5) {
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if (gSkyboxRotationAndMode.y > 1.5) {
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color = texture(samplerCube(uSkyboxTexture, uLinearSampler), RotateAroundY(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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} else if (gSkyboxRotationAndMode.y > 0.5) {
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color = texture(sampler2D(uSkyboxPanoramicTexture, uLinearSampler), ComputePanoramicUv(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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}
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fragColor = vec4(color, 1.0);
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@@ -1,5 +1,6 @@
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// XC_BUILTIN_SKYBOX_D3D12_PS
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TextureCube gSkyboxTexture : register(t0);
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Texture2D gSkyboxPanoramicTexture : register(t0);
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TextureCube gSkyboxTexture : register(t1);
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SamplerState gLinearSampler : register(s0);
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cbuffer EnvironmentConstants : register(b0) {
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@@ -47,6 +48,13 @@ float3 RotateAroundY(float3 viewRay) {
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viewRay.x * sinTheta + viewRay.z * cosTheta));
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}
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float2 ComputePanoramicUv(float3 viewRay) {
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const float3 rotatedRay = RotateAroundY(viewRay);
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const float u = frac(atan2(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5f);
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const float v = acos(clamp(rotatedRay.y, -1.0f, 1.0f)) * XC_INV_PI;
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return float2(u, saturate(v));
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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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@@ -57,10 +65,14 @@ float4 MainPS(PSInput input) : SV_Target {
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input.ndc.y * tanHalfFov * gCameraUpAndAspect.xyz);
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float3 color = EvaluateProceduralSkybox(viewRay);
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if (gSkyboxRotationAndMode.y > 0.5f) {
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if (gSkyboxRotationAndMode.y > 1.5f) {
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color = gSkyboxTexture.Sample(gLinearSampler, RotateAroundY(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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} else if (gSkyboxRotationAndMode.y > 0.5f) {
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color = gSkyboxPanoramicTexture.Sample(gLinearSampler, ComputePanoramicUv(viewRay)).rgb *
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gSkyboxTintAndExposure.rgb *
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gSkyboxTintAndExposure.w;
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}
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return float4(color, 1.0f);
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@@ -5,6 +5,7 @@ Shader "Builtin Skybox"
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_Tint ("Tint", Color) = (1,1,1,1) [Semantic(Tint)]
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_Exposure ("Exposure", Float) = 1.0 [Semantic(Exposure)]
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_Rotation ("Rotation", Float) = 0.0 [Semantic(Rotation)]
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_MainTex ("Panoramic", 2D) = "white" [Semantic(SkyboxPanoramicTexture)]
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_Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)]
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}
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SubShader
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@@ -17,8 +18,9 @@ Shader "Builtin Skybox"
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{
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EnvironmentConstants (ConstantBuffer, 0, 0) [Semantic(Environment)]
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MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
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SkyboxTexture (TextureCube, 2, 0) [Semantic(SkyboxTexture)]
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LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
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SkyboxPanoramicTexture (Texture2D, 2, 0) [Semantic(SkyboxPanoramicTexture)]
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SkyboxTexture (TextureCube, 3, 0) [Semantic(SkyboxTexture)]
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LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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