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XCEngine/engine/assets/builtin/shaders/skybox/skybox.ps.hlsl

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2.7 KiB
HLSL

// XC_BUILTIN_SKYBOX_D3D12_PS
Texture2D gSkyboxPanoramicTexture : register(t0);
TextureCube gSkyboxTexture : register(t1);
SamplerState gLinearSampler : register(s0);
cbuffer EnvironmentConstants : register(b0) {
float4 gSkyboxTopColor;
float4 gSkyboxHorizonColor;
float4 gSkyboxBottomColor;
float4 gCameraRightAndTanHalfFov;
float4 gCameraUpAndAspect;
float4 gCameraForwardAndUnused;
}
cbuffer MaterialConstants : register(b1) {
float4 gSkyboxTintAndExposure;
float4 gSkyboxRotationAndMode;
}
struct PSInput {
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;
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(PSInput input) : SV_Target {
const float tanHalfFov = gCameraRightAndTanHalfFov.w;
const float aspect = gCameraUpAndAspect.w;
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 = gSkyboxTexture.Sample(gLinearSampler, RotateAroundY(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
} else if (gSkyboxRotationAndMode.y > 0.5f) {
color = gSkyboxPanoramicTexture.Sample(gLinearSampler, ComputePanoramicUv(viewRay)).rgb *
gSkyboxTintAndExposure.rgb *
gSkyboxTintAndExposure.w;
}
return float4(color, 1.0f);
}