171 lines
5.4 KiB
HLSL
171 lines
5.4 KiB
HLSL
// XC_BUILTIN_FORWARD_LIT_D3D12_PS
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Texture2D gBaseColorTexture : register(t0);
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SamplerState gLinearSampler : register(s0);
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Texture2D gShadowMapTexture : register(t1);
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SamplerState gShadowMapSampler : register(s1);
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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};
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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cbuffer LightingConstants : register(b1) {
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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cbuffer ShadowReceiverConstants : register(b3) {
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float4x4 gWorldToShadowMatrix;
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float4 gShadowBiasAndTexelSize;
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float4 gShadowOptions;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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};
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float ComputeShadowAttenuation(float3 positionWS) {
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#ifndef XC_MAIN_LIGHT_SHADOWS
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return 1.0f;
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#else
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if (gShadowOptions.x < 0.5f) {
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return 1.0f;
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}
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float4 shadowClip = mul(gWorldToShadowMatrix, float4(positionWS, 1.0f));
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if (shadowClip.w <= 0.0f) {
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return 1.0f;
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}
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float3 shadowNdc = shadowClip.xyz / shadowClip.w;
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float2 shadowUv = float2(
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shadowNdc.x * 0.5f + 0.5f,
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shadowNdc.y * -0.5f + 0.5f);
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if (shadowUv.x < 0.0f || shadowUv.x > 1.0f ||
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shadowUv.y < 0.0f || shadowUv.y > 1.0f ||
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shadowNdc.z < 0.0f || shadowNdc.z > 1.0f) {
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return 1.0f;
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}
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const float shadowDepth = gShadowMapTexture.Sample(gShadowMapSampler, shadowUv).r;
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const float receiverDepth = shadowNdc.z - gShadowBiasAndTexelSize.x;
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const float shadowStrength = saturate(gShadowBiasAndTexelSize.w);
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return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
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#endif
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0f) {
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return 0.0f;
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}
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const float clampedRange = max(range, 0.0001f);
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const float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0f;
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}
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const float distance = sqrt(max(distanceSq, 0.0f));
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const float normalized = saturate(1.0f - distance / clampedRange);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS) {
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const float cosOuter = light.spotAnglesAndFlags.x;
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const float cosInner = light.spotAnglesAndFlags.y;
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const float3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
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}
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float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS) {
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const float lightType = light.directionAndType.w;
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const float3 lightColor = light.colorAndIntensity.rgb;
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const float lightIntensity = light.colorAndIntensity.w;
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float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
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float attenuation = 1.0f;
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if (lightType < 0.5f) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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const float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6f) {
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return 0.0f.xxx;
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}
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directionToLightWS = lightVectorWS * rsqrt(distanceSq);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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if (lightType > 1.5f) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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}
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}
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const float diffuse = saturate(dot(normalWS, directionToLightWS));
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if (diffuse <= 0.0f) {
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return 0.0f.xxx;
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.a >= 0.5f) {
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float shadowAttenuation = diffuse > 0.0f
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? ComputeShadowAttenuation(input.positionWS)
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: 1.0f;
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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[unroll]
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
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}
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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