Files
2026-07-13 13:13:17 +08:00

205 lines
6.8 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/point-light.hlsl"
#include "shared/pbr.hlsl"
#include "shared/hash-functions.hlsl"
cbuffer Transforms : register(b0)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
cbuffer Params : register(b1)
{
float4 ForegroundColor;
float4 BackgroundColor;
float RandomFaceOffset;
float FollowSurface;
float OffsetDirection;
float LineWidth;
float RandomFaceLighting;
float RequestedResolutionHeight;
};
cbuffer FogParams : register(b2)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
cbuffer PointLights : register(b3)
{
PointLight Lights[8];
int ActiveLightCount;
}
struct psInput
{
float2 texCoord : TEXCOORD;
float4 pixelPosition : SV_POSITION;
float3 worldPosition : POSITION;
float3x3 tbnToWorld : TBASIS;
float fog:VPOS;
int faceid: FACEID;
};
sampler texSampler : register(s0);
StructuredBuffer<PbrVertex> PbrVertices : t0;
StructuredBuffer<int3> FaceIndices : t1;
Texture2D<float4> BaseColorMap : register(t2);
Texture2D<float4> ShadingGradient : register(t3);
psInput vsMain(uint id: SV_VertexID)
{
psInput output;
int faceIndex = id / 3;// (id % verticesPerInstance) / 3;
int faceVertexIndex = id % 3;
PbrVertex vertex = PbrVertices[FaceIndices[faceIndex][faceVertexIndex]];
float4 posInObject = float4( vertex.Position,1);
float4 posInClipSpace = mul(posInObject, ObjectToClipSpace);
output.pixelPosition = posInClipSpace;
float2 uv = vertex.TexCoord;
output.texCoord = float2(uv.x , 1- uv.y);
// Pass tangent space basis vectors (for normal mapping).
float3x3 TBN = float3x3(vertex.Tangent, vertex.Bitangent, vertex.Normal);
TBN = mul(TBN, (float3x3)ObjectToWorld);
output.tbnToWorld = TBN;
output.worldPosition = mul(posInObject, ObjectToWorld);
// Fog
if(FogDistance > 0)
{
float4 posInCamera = mul(posInObject, ObjectToCamera);
float fog = pow(saturate(-posInCamera.z/FogDistance), FogBias);
output.fog = fog;
}
output.faceid = faceIndex;
return output;
}
//
// based on https://github.com/Nadrin/PBR/blob/master/data/shaders/hlsl/pbr.hlsl
float4 psMain(psInput pin) : SV_TARGET
{
// Sample input textures to get shading model params.
float4 albedo = BaseColorMap.Sample(texSampler, pin.texCoord);
//float4 roughnessSpecularMetallic = RSMOMap.Sample(texSampler, pin.texCoord);
float metalness = 0;//roughnessSpecularMetallic.z + Metal;
//float normalStrength = roughnessSpecularMetallic.y;
float roughness = 1;//roughnessSpecularMetallic.x + Roughness;
// Outgoing light direction (vector from world-space fragment position to the "eye").
float3 eyePosition = mul( float4(0,0,0,1), CameraToWorld);
float3 Lo = normalize(eyePosition - pin.worldPosition);
// Get current fragment's normal and transform to world space.
//return float4(pin.tbnToWorld[0],1);
float3 Norg = normalize(mul(float3(0,0,1),pin.tbnToWorld));
float3 randFaceOffset = hash31((float)pin.faceid);// * RandomFaceOffset;
float3 N = Norg;// + randFaceOffset;
// Angle between surface normal and outgoing light direction.
float cosLo = max(0.0, dot(N, Lo));
// Specular reflection vector.
float3 Lr = 2.0 * cosLo * N - Lo;
// Fresnel reflectance at normal incidence (for metals use albedo color).
float3 F0 = lerp(Fdielectric, albedo, metalness);
// Direct lighting calculation for analytical lights.
float3 directLighting = 0.0;
for(uint i=0; i < ActiveLightCount; ++i)
{
float3 Li = Lights[i].position - pin.worldPosition; //- Lights[i].direction;
float distance = length(Li);
float intensity = Lights[i].intensity / (pow(distance/Lights[i].range, Lights[i].decay) + 1);
float3 Lradiance = Lights[i].color * intensity; //Lights[i].radiance;
// Half-vector between Li and Lo.
float3 Lh = normalize(Li + Lo);
// Calculate angles between surface normal and various light vectors.
float cosLi = max(0.0, dot(N, Li));
float cosLh = max(0.0, dot(N, Lh));
// Calculate Fresnel term for direct lighting.
float3 F = fresnelSchlick(F0, max(0.0, dot(Lh, Lo)));
// Calculate normal distribution for specular BRDF.
float D = ndfGGX(cosLh, roughness);
// Calculate geometric attenuation for specular BRDF.
float G = gaSchlickGGX(cosLi, cosLo, roughness);
// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium.
// Metals on the other hand either reflect or absorb energy, so diffuse contribution is always zero.
// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness.
float3 kd = lerp(float3(1, 1, 1), float3(0, 0, 0), metalness);
//return float4(F, 1);
// Lambert diffuse BRDF.
// We don't scale by 1/PI for lighting & material units to be more convenient.
// See: https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
float3 diffuseBRDF = kd * albedo.rgb ;
// Cook-Torrance specular microfacet BRDF.
float3 specularBRDF = ((F * D * G) / max(Epsilon, 4.0 * cosLi * cosLo)) * 1;
// Total contribution for this light.
directLighting += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
// Rotate
float3 p = pin.pixelPosition.xyz;// + float3(0.5, -0.5, 0);
float brightness = (directLighting.r + directLighting.g+ directLighting.b)/3 + randFaceOffset * RandomFaceLighting;
brightness = lerp(brightness , (FogColor.r + FogColor.g + FogColor.b)/3, pin.fog);
//float followSurfaceAngle = atan2(Norg.x, 1) * (FollowSurface * PI/ 180);
float followSurfaceAngle = dot(Norg.x, float3(0,1,0.1)) * (FollowSurface * PI/ 180);
float imageRotationRad = randFaceOffset.x * RandomFaceOffset
+ followSurfaceAngle
+ OffsetDirection * PI / 180;
float sina = sin(-imageRotationRad - 3.141578/2);
float cosa = cos(-imageRotationRad - 3.141578/2);
p += RequestedResolutionHeight /2;
p.xy = float2(
cosa * p.x - sina * p.y,
cosa * p.y + sina * p.x
);
float4 shadingOffset = ShadingGradient.Sample(texSampler, float2(brightness, 0));
float hatch = saturate( (sin(p.x / (LineWidth * RequestedResolutionHeight / 500 / (2 * PI))) + (shadingOffset * 3 -1)) * 1);
return lerp(BackgroundColor, ForegroundColor, hatch);
//return float4(hatch.xxx,1);
}