// XC_BUILTIN_INFINITE_GRID_D3D12_PS cbuffer GridConstants : register(b0) { float4x4 gViewProjectionMatrix; float4 gCameraPositionAndScale; float4 gCameraRightAndFade; float4 gCameraUpAndTanHalfFov; float4 gCameraForwardAndAspect; float4 gViewportNearFar; float4 gGridTransition; }; struct VSOutput { float4 position : SV_POSITION; }; float PristineGridLine(float2 uv) { float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6)); float2 uvMod = frac(uv); float2 uvDist = min(uvMod, 1.0 - uvMod); float2 distInPixels = uvDist / deriv; float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels); float density = max(deriv.x, deriv.y); float densityFade = 1.0 - smoothstep(0.5, 1.0, density); return max(lineAlpha.x, lineAlpha.y) * densityFade; } float AxisLineAA(float coord, float deriv) { float distInPixels = abs(coord) / max(deriv, 1e-6); return 1.0 - smoothstep(0.0, 1.5, distInPixels); } struct GridLayer { float minor; float major; }; GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) { GridLayer layer; const float2 gridCoord1 = worldPos2D / baseScale; const float2 gridCoord10 = worldPos2D / (baseScale * 10.0); const float grid1 = PristineGridLine(gridCoord1); const float grid10 = PristineGridLine(gridCoord10); const float2 deriv1 = fwidth(gridCoord1); const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y)); layer.major = max(grid10, grid1 * 0.35); layer.minor = grid1 * (1.0 - lodFactor); return layer; } struct PSOutput { float4 color : SV_TARGET0; float depth : SV_Depth; }; PSOutput MainPS(VSOutput input) { const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0)); const float scale = max(gCameraPositionAndScale.w, 1e-4); const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0); const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4); const float aspect = max(gCameraForwardAndAspect.w, 1e-4); const float transitionBlend = saturate(gGridTransition.x); const float nearClip = gViewportNearFar.z; const float sceneFarClip = gViewportNearFar.w; const float2 ndc = float2( (input.position.x / viewportSize.x) * 2.0 - 1.0, 1.0 - (input.position.y / viewportSize.y) * 2.0); const float3 cameraPosition = gCameraPositionAndScale.xyz; const float3 rayDirection = normalize( gCameraForwardAndAspect.xyz + ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz + ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz); if (abs(rayDirection.y) < 1e-5) { discard; } const float t = -cameraPosition.y / rayDirection.y; if (t <= nearClip) { discard; } const float3 worldPosition = cameraPosition + rayDirection * t; float depth = 0.999999; if (t < sceneFarClip) { const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0)); if (clipPosition.w <= 1e-6) { discard; } depth = clipPosition.z / clipPosition.w; if (depth <= 0.0 || depth >= 1.0) { discard; } } const float radialFade = 1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition)); const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y)); const float fadeFactor = radialFade * normalFade; if (fadeFactor < 1e-3) { discard; } const float2 worldPos2D = worldPosition.xz; const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale); const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0); const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend); const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend); float3 finalColor = float3(0.56, 0.56, 0.56); float finalAlpha = max( 0.13 * minorGridIntensity * fadeFactor, 0.28 * majorGridIntensity * fadeFactor); const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6)); const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor; const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor; const float axisAlpha = max(xAxisAlpha, zAxisAlpha); finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha)); if (finalAlpha < 1e-3) { discard; } PSOutput output; output.color = float4(finalColor, finalAlpha); output.depth = depth; return output; }