// 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); }