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

259 lines
6.8 KiB
HLSL

cbuffer Params : register(b0)
{
/*{FLOAT_PARAMS}*/
}
cbuffer ParamConstants : register(b1)
{
float MaxSteps;
float StepSize;
float MinDistance;
float MaxDistance;
float Fog;
float DistToColor;
float AODistance;
float __padding1;
float4 Specular;
float4 Glow;
float4 AmbientOcclusion;
float4 Background;
float3 LightPos;
float __padding;
float2 Spec;
}
cbuffer Transforms : register(b2)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
float3 viewDir : VPOS;
float3 worldTViewDir : TEXCOORD1;
float3 worldTViewPos : TEXCOORD2;
};
static const float3 Quad[] =
{
float3(-1, -1, 0),
float3(1, -1, 0),
float3(1, 1, 0),
float3(1, 1, 0),
float3(-1, 1, 0),
float3(-1, -1, 0),
};
vsOutput vsMain4(uint vertexId : SV_VertexID)
{
vsOutput output;
float4 quadPos = float4(Quad[vertexId], 1);
float2 texCoord = quadPos.xy * float2(0.5, -0.5) + 0.5;
output.texCoord = texCoord;
output.position = quadPos;
float4x4 ViewToWorld = ClipSpaceToWorld; // CameraToWorld ;
float4 viewTNearFragPos = float4(texCoord.x * 2.0 - 1.0, -texCoord.y * 2.0 + 1.0, 0.0, 1.0);
float4 worldTNearFragPos = mul(viewTNearFragPos, ViewToWorld);
worldTNearFragPos /= worldTNearFragPos.w;
float4 viewTFarFragPos = float4(texCoord.x * 2.0 - 1.0, -texCoord.y * 2.0 + 1.0, 1.0, 1.0);
float4 worldTFarFragPos = mul(viewTFarFragPos, ViewToWorld);
worldTFarFragPos /= worldTFarFragPos.w;
output.worldTViewDir = normalize(worldTFarFragPos.xyz - worldTNearFragPos.xyz);
output.worldTViewPos = worldTNearFragPos.xyz;
output.viewDir = -normalize(float3(CameraToWorld._31, CameraToWorld._32, CameraToWorld._33));
return output;
}
//--- Field functions -----------------------
/*{FIELD_FUNCTIONS}*/
//-------------------------------------------
float4 GetField(float4 p)
{
float4 f = 1;
/*{FIELD_CALL}*/
return f;
}
float GetDistance(float3 p3)
{
return GetField(float4(p3.xyz, 0)).w;
}
//---------------------------------------------------
// Blinn-Phong shading model with rim lighting (diffuse light bleeding to the other side).
// |normal|, |view| and |light| should be normalized.
float3 ComputedShadedColor(float3 normal, float3 view, float3 light, float3 diffuseColor)
{
float3 halfLV = normalize(light + view);
float clampedSpecPower = max(Spec.y, 0.001);
float spe = pow(max(dot(normal, halfLV), Spec.x), clampedSpecPower);
float dif = dot(normal, light) * 0.1 + 0.15;
return dif * diffuseColor + spe * Specular.rgb;
}
float3 GetNormal(float3 p, float offset)
{
float dt = .01;
float3 n = float3(GetDistance(p + float3(dt, 0, 0)),
GetDistance(p + float3(0, dt, 0)),
GetDistance(p + float3(0, 0, dt))) -
GetDistance(p);
return normalize(n);
}
float ComputeAO(float3 aoposition, float3 aonormal, float aodistance, float aoiterations, float aofactor)
{
float ao = 0.0;
float k = aofactor;
aodistance /= aoiterations;
for (int i = 1; i < 4; i += 1)
{
ao += (i * aodistance - GetDistance(aoposition + aonormal * i * aodistance)) / pow(2, i);
}
return 1.0 - k * ao;
}
static float MAX_DIST = 300;
float DepthFromWorldSpace(float distFromCamera, float nearPlane, float farPlane)
{
// Convert a world-space distance to a 0..1 depth.
// Assumes a linear mapping from nearPlane..farPlane -> 0..1
return saturate((distFromCamera - nearPlane) / (farPlane - nearPlane));
}
float DepthFromWorldSpace2(float dist, float near, float far)
{
// Convert a world-space distance to a 0..1 depth.
// Assumes a linear mapping from nearPlane..farPlane -> 0..1
// return saturate((distFromCamera - nearPlane) / (farPlane - nearPlane));
return far * (dist - near) / (dist * (far - near));
}
// float4 psMain(vsOutput input) : SV_TARGET
struct PSOutput
{
float4 color : SV_Target;
float depth : SV_Depth;
};
PSOutput psMain(vsOutput input)
{
float3 eye = input.worldTViewPos;
// Early test. This will lead to z-problems later
// eye = mul(float4(eye,1), ObjectToWorld).xyz;
float3 p = eye;
float3 tmpP = p;
float3 dp = normalize(input.worldTViewDir);
// dp = mul(float4(dp,0), ObjectToWorld).xyz;
float totalD = 0.0;
float D = 3.4e38;
D = StepSize;
float extraD = 0.0;
float lastD;
int steps;
int maxSteps = (int)(MaxSteps - 0.5);
// Simple iterator
for (steps = 0; steps < maxSteps && abs(D) > MinDistance && D < MaxDistance; steps++)
{
D = GetDistance(p);
p += dp * D;
}
p += totalD * dp;
// Color the surface with Blinn-Phong shading, ambient occlusion and glow.
float3 col = Background.rgb;
float a = 1;
// We've got a hit or we're not sure.
if (D < MAX_DIST)
{
float3 n = normalize(GetNormal(p, D));
n = normalize(n);
col = Specular.rgb;
col = ComputedShadedColor(n, -dp, LightPos, col);
col = lerp(AmbientOcclusion.rgb, col, ComputeAO(p, n, AODistance, 3, AmbientOcclusion.a));
// We've gone through all steps, but we haven't hit anything.
// Mix in the background color.
if (D > MinDistance)
{
a = 1 - clamp(log(D / MinDistance) * DistToColor, 0.0, 1.0);
col = lerp(col, Background.rgb, a);
}
}
else
{
// a = 0;
}
PSOutput result;
// Glow is based on the number of steps.
float glowEffect = float(steps) / MaxSteps;
result.color = float4(glowEffect.rrr, 1);
float depth = dot(eye - p, -input.viewDir);
// result.depth = input.texCoord;
result.depth = DepthFromWorldSpace2(depth, 0.01, 1000);
return result;
//
col = lerp(col, Glow.rgb, float(steps) / float(MaxSteps) * Glow.a);
float f = clamp(log(length(p - input.worldTViewPos) / Fog), 0, 1);
// col = lerp(col, Background.rgb, f);
// a *= (1 - f * Background.a);
// if (a < 0.6)
// {
// discard;
// }
result.color = float4(clamp(col, 0, 1000), saturate(a));
// result.color = float4(1, 1, 0, 1);
// result.depth = totalD; // length(p);
// float depth = dot(eye - p, -input.viewDir);
// result.depth = input.texCoord;
// result.depth = DepthFromWorldSpace2(depth, 0.01, 1000);
// result.color = float4(depth.xxx, 1);
// result.depth = DepthFromWorldSpace2(length(eye - p), 0.01, 1000);
return result;
// return float4(a.xxx, 1);
// return float4(col, a);
}