Files
XCEngine/engine/assets/builtin/shaders/skybox.shader

130 lines
4.0 KiB
GLSL

Shader "Builtin Skybox"
{
Properties
{
_Tint ("Tint", Color) = (1,1,1,1) [Semantic(Tint)]
_Exposure ("Exposure", Float) = 1.0 [Semantic(Exposure)]
_Rotation ("Rotation", Float) = 0.0 [Semantic(Rotation)]
_MainTex ("Panoramic", 2D) = "white" [Semantic(SkyboxPanoramicTexture)]
_Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)]
}
HLSLINCLUDE
cbuffer EnvironmentConstants
{
float4 gSkyboxTopColor;
float4 gSkyboxHorizonColor;
float4 gSkyboxBottomColor;
float4 gCameraRightAndTanHalfFov;
float4 gCameraUpAndAspect;
float4 gCameraForwardAndUnused;
};
cbuffer MaterialConstants
{
float4 gSkyboxTintAndExposure;
float4 gSkyboxRotationAndMode;
};
Texture2D SkyboxPanoramicTexture;
TextureCube SkyboxTexture;
SamplerState LinearClampSampler;
struct VSOutput
{
float4 position : SV_POSITION;
float2 ndc : TEXCOORD0;
};
static const float XC_PI = 3.14159265358979323846f;
static const float XC_INV_PI = 0.31830988618379067154f;
static const float XC_INV_TWO_PI = 0.15915494309189533577f;
VSOutput MainVS(uint vertexId : SV_VertexID)
{
const float2 positions[3] = {
float2(-1.0f, -1.0f),
float2(-1.0f, 3.0f),
float2( 3.0f, -1.0f)
};
VSOutput output;
output.position = float4(positions[vertexId], 1.0f, 1.0f);
output.ndc = positions[vertexId];
return output;
}
float3 EvaluateProceduralSkybox(float3 viewRay)
{
const float vertical = clamp(viewRay.y, -1.0f, 1.0f);
float3 color = gSkyboxHorizonColor.rgb;
if (vertical >= 0.0f) {
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxTopColor.rgb, pow(saturate(vertical), 0.65f));
} else {
color = lerp(gSkyboxHorizonColor.rgb, gSkyboxBottomColor.rgb, pow(saturate(-vertical), 0.55f));
}
return color;
}
float3 RotateAroundY(float3 viewRay)
{
const float rotation = gSkyboxRotationAndMode.x;
const float sinTheta = sin(rotation);
const float cosTheta = cos(rotation);
return normalize(float3(
viewRay.x * cosTheta - viewRay.z * sinTheta,
viewRay.y,
viewRay.x * sinTheta + viewRay.z * cosTheta));
}
float2 ComputePanoramicUv(float3 viewRay)
{
const float3 rotatedRay = RotateAroundY(viewRay);
const float u = frac(atan2(rotatedRay.z, rotatedRay.x) * XC_INV_TWO_PI + 0.5f);
const float v = acos(clamp(rotatedRay.y, -1.0f, 1.0f)) * XC_INV_PI;
return float2(u, saturate(v));
}
float4 MainPS(VSOutput input) : SV_TARGET
{
const float tanHalfFov = gCameraRightAndTanHalfFov.w;
const float aspect = gCameraUpAndAspect.w;
const float3 viewRay = normalize(
gCameraForwardAndUnused.xyz +
input.ndc.x * aspect * tanHalfFov * gCameraRightAndTanHalfFov.xyz +
input.ndc.y * tanHalfFov * gCameraUpAndAspect.xyz);
float3 color = EvaluateProceduralSkybox(viewRay);
if (gSkyboxRotationAndMode.y > 1.5f) {
color = SkyboxTexture.Sample(LinearClampSampler, RotateAroundY(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
} else if (gSkyboxRotationAndMode.y > 0.5f) {
color = SkyboxPanoramicTexture.Sample(LinearClampSampler, ComputePanoramicUv(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
}
return float4(color, 1.0f);
}
ENDHLSL
SubShader
{
Pass
{
Name "Skybox"
Tags { "LightMode" = "Skybox" }
Cull Off
ZWrite Off
ZTest LEqual
Blend Off
HLSLPROGRAM
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
ENDHLSL
}
}
}