Files
XCEngine/engine/assets/builtin/shaders/selection-outline.shader

132 lines
3.6 KiB
GLSL

Shader "Builtin Selection Outline"
{
HLSLINCLUDE
// XC_BUILTIN_SELECTION_OUTLINE_D3D12_SHARED
cbuffer OutlineConstants
{
float4 gViewportSizeAndTexelSize;
float4 gOutlineColor;
float4 gOutlineInfo;
float4 gDepthParams;
};
Texture2D gSelectionMaskTexture;
Texture2D gDepthTexture;
struct VSOutput
{
float4 position : SV_POSITION;
};
VSOutput MainVS(uint vertexId : SV_VertexID)
{
// XC_BUILTIN_SELECTION_OUTLINE_D3D12_VS
static const float2 positions[3] = {
float2(-1.0, -1.0),
float2(-1.0, 3.0),
float2( 3.0, -1.0)
};
VSOutput output;
output.position = float4(positions[vertexId], 0.0, 1.0);
return output;
}
int2 ClampPixelCoord(int2 pixelCoord)
{
const int2 maxCoord = int2(
max((int)gViewportSizeAndTexelSize.x - 1, 0),
max((int)gViewportSizeAndTexelSize.y - 1, 0));
return clamp(pixelCoord, int2(0, 0), maxCoord);
}
float LoadSelectionMask(int2 pixelCoord)
{
return gSelectionMaskTexture.Load(int3(ClampPixelCoord(pixelCoord), 0)).r;
}
float LoadDepth(int2 pixelCoord)
{
return gDepthTexture.Load(int3(ClampPixelCoord(pixelCoord), 0)).r;
}
bool IsSelectedPixel(float maskValue)
{
return maskValue > 0.5;
}
float4 MainPS(VSOutput input) : SV_TARGET
{
// XC_BUILTIN_SELECTION_OUTLINE_D3D12_PS
const int2 pixelCoord = int2(input.position.xy);
const bool debugSelectionMask = gOutlineInfo.x > 0.5;
const bool centerSelected = IsSelectedPixel(LoadSelectionMask(pixelCoord));
if (debugSelectionMask) {
return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
}
if (centerSelected) {
discard;
}
const float centerDepth = LoadDepth(pixelCoord);
const int outlineWidth = max((int)gOutlineInfo.y, 1);
const float depthThreshold = max(gDepthParams.x, 1.0e-6f);
float outline = 0.0;
[loop]
for (int y = -2; y <= 2; ++y) {
[loop]
for (int x = -2; x <= 2; ++x) {
if (x == 0 && y == 0) {
continue;
}
const float distancePixels = length(float2((float)x, (float)y));
if (distancePixels > outlineWidth) {
continue;
}
const int2 sampleCoord = pixelCoord + int2(x, y);
if (!IsSelectedPixel(LoadSelectionMask(sampleCoord))) {
continue;
}
const float selectedDepth = LoadDepth(sampleCoord);
if (!(centerDepth > selectedDepth + depthThreshold)) {
continue;
}
const float weight = saturate(
1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
outline = max(outline, weight);
}
}
if (outline <= 0.001) {
discard;
}
return float4(gOutlineColor.rgb, gOutlineColor.a * outline);
}
ENDHLSL
SubShader
{
Pass
{
Name "SelectionOutline"
Tags { "LightMode" = "SelectionOutline" }
Cull Off
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
ENDHLSL
}
}
}