Files
tooll3--t3/Operators/Lib/Assets/shaders/img/generate/RaymarchSDFFieldWithMatTemplate.hlsl
2026-07-13 13:13:17 +08:00

494 lines
14 KiB
HLSL

#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
#include "shared/point-light.hlsl"
#include "shared/pbr.hlsl"
cbuffer Params : register(b0)
{
/*{FLOAT_PARAMS}*/
}
cbuffer ParamConstants : register(b1)
{
float MaxSteps;
float StepSize;
float MinDistance;
float MaxDistance;
float4 Color;
float4 AmbientOcclusion;
float TextureScale;
float AODistance;
float NormalSamplingDistance;
float DistToColor;
float SpecularAA;
}
cbuffer Transforms : register(b2)
{
float4x4 CameraToClipSpace;
float4x4 ClipSpaceToCamera;
float4x4 WorldToCamera;
float4x4 CameraToWorld;
float4x4 WorldToClipSpace;
float4x4 ClipSpaceToWorld;
float4x4 ObjectToWorld;
float4x4 WorldToObject;
float4x4 ObjectToCamera;
float4x4 ObjectToClipSpace;
};
// Context C Buffers
cbuffer FogParams : register(b3)
{
float4 FogColor;
float FogDistance;
float FogBias;
}
cbuffer PointLights : register(b4)
{
PointLight Lights[8];
uint ActiveLightCount;
}
cbuffer PbrParams : register(b5)
{
float4 BaseColor;
float4 EmissiveColor;
float Roughness;
float Specular;
float Metal;
}
Texture2D<float4> BaseColorMap : register(t0);
Texture2D<float4> EmissiveColorMap : register(t1);
Texture2D<float4> RSMOMap : register(t2);
Texture2D<float4> NormalMap : register(t3);
Texture2D<float4> BRDFLookup : register(t4);
TextureCube<float4> PrefilteredSpecular : register(t5);
sampler ClampedSampler : register(s0);
sampler WrappedSampler : register(s1);
// static sampler LinearSampler = TexSampler;
//--------------------
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;
}
//=== Additional Resources ==========================================
/*{RESOURCES(t6)}*/
//=== Global functions ==============================================
/*{GLOBALS}*/
//=== Field functions ===============================================
/*{FIELD_FUNCTIONS}*/
//-------------------------------------------------------------------
float4 GetField(float4 p)
{
// ToDo: Should be done only if required
p.xyz = mul(float4(p.xyz, 1), WorldToObject).xyz;
float4 f = 1;
/*{FIELD_CALL}*/
float uniformScale = length(ObjectToWorld[0].xyz);
f.w *= uniformScale;
return f;
}
float GetDistance(float3 p3)
{
return GetField(float4(p3.xyz, 0)).w;
}
//===================================================================
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;
struct PSOutput
{
float4 color : SV_Target0;
float4 Normal : SV_Target1;
float depth : SV_Depth;
};
float ComputeDepthFromViewZ(float viewZ)
{
float4 clipPos = mul(float4(0, 0, viewZ, 1), CameraToClipSpace);
return clipPos.z / clipPos.w;
}
// Unpack from [0,1] to [-1,1]
float3 UnpackNormal(float4 packedNormal)
{
float3 normal = packedNormal.rgb * 2.0 - 1.0;
return normalize(normal);
}
#include "shared/pbr-render.hlsl"
static const float3 w1 = float3(+1, -1, -1);
static const float3 w2 = float3(-1, +1, -1);
static const float3 w3 = float3(-1, -1, +1);
static const float3 w4 = float3(+1, +1, +1);
struct TriPlanarN
{
float3 nWorld;
float3 weights; // for debugging
float2 uv;
float3 fieldPos;
};
// This should probably be optimized
TriPlanarN TriplanarNormal2(float3 p, float h, float scale, Texture2D texN, SamplerState samp)
{
// Center (for local coords q)
float4 c = GetField(float4(p, 0));
// Tetrahedral samples (same pattern as your normal)
float4 s1 = GetField(float4(p + h * w1, 0));
float4 s2 = GetField(float4(p + h * w2, 0));
float4 s3 = GetField(float4(p + h * w3, 0));
float4 s4 = GetField(float4(p + h * w4, 0));
// World normal from SDF gradient
float3 Nw = normalize(s1.w * w1 + s2.w * w2 + s3.w * w3 + s4.w * w4);
// Jacobian rows J = ∂q/∂p
float3 gu = s1.x * w1 + s2.x * w2 + s3.x * w3 + s4.x * w4;
float3 gv = s1.y * w1 + s2.y * w2 + s3.y * w3 + s4.y * w4;
float3 gw = s1.z * w1 + s2.z * w2 + s3.z * w3 + s4.z * w4;
// Inverse-Jacobian columns (world dirs of local +X,+Y,+Z)
float3 c0 = cross(gv, gw);
float3 c1 = cross(gw, gu);
float3 c2 = cross(gu, gv);
float det = dot(gu, c0) + 1e-20;
float invDet = 1.0 / det;
float3 Xw = normalize(c0 * invDet);
float3 Yw = normalize(c1 * invDet);
float3 Zw = normalize(c2 * invDet);
// Object-space weights (soft, with tiny overlap to avoid pure-face collapse)
float3 aN_obj = abs(float3(dot(gu, Nw), dot(gv, Nw), dot(gw, Nw)));
float sharpness = 0.3;
float3 wN = pow(aN_obj, sharpness);
wN = max(wN, float3(1e-4, 1e-4, 1e-4));
wN /= (wN.x + wN.y + wN.z);
// UVs from local coords q
float3 q = c.xyz;
float2 uvX = q.zy / scale; // (U,V) = (Z,Y)
float2 uvY = q.xz / scale; // (U,V) = (X,Z)
float2 uvZ = q.xy / scale; // (U,V) = (X,Y)
// Primary face
uint face = (wN.x > wN.y) ? ((wN.x > wN.z) ? 0u : 2u)
: ((wN.y > wN.z) ? 1u : 2u);
// Primary UV
float2 uvPrimary = (face == 0u) ? uvX : (face == 1u) ? uvY
: uvZ;
// --- Robust per-face frames (axis-facing safe) ---
const float EPS = 1e-6;
// Base U/V world axes that match UVs
float3 Ux0 = Zw, Vx0 = Yw; // X face: U=Z, V=Y
float3 Uy0 = Xw, Vy0 = Zw; // Y face: U=X, V=Z
float3 Uz0 = Xw, Vz0 = Yw; // Z face: U=X, V=Y
// Project to tangent plane
float3 Tx_p = Ux0 - Nw * dot(Nw, Ux0);
float3 Bx_p = Vx0 - Nw * dot(Nw, Vx0);
float lx_u = dot(Tx_p, Tx_p);
float lx_v = dot(Bx_p, Bx_p);
float3 Ty_p = Uy0 - Nw * dot(Nw, Uy0);
float3 By_p = Vy0 - Nw * dot(Nw, Vy0);
float ly_u = dot(Ty_p, Ty_p);
float ly_v = dot(By_p, By_p);
float3 Tz_p = Uz0 - Nw * dot(Nw, Uz0);
float3 Bz_p = Vz0 - Nw * dot(Nw, Vz0);
float lz_u = dot(Tz_p, Tz_p);
float lz_v = dot(Bz_p, Bz_p);
// Face X
float3 Tx, Bx;
if (lx_u < EPS && lx_v < EPS)
{
Tx = normalize(cross((abs(Nw.z) < 0.9) ? float3(0, 0, 1) : float3(0, 1, 0), Nw));
Bx = normalize(cross(Nw, Tx));
}
else if (lx_u < EPS)
{
Bx = normalize(Bx_p);
Tx = normalize(cross(Bx, Nw));
}
else if (lx_v < EPS)
{
Tx = normalize(Tx_p);
Bx = normalize(cross(Nw, Tx));
}
else
{
Tx = normalize(Tx_p);
Bx = normalize(Bx_p);
}
// Face Y
float3 Ty, By;
if (ly_u < EPS && ly_v < EPS)
{
Ty = normalize(cross((abs(Nw.z) < 0.9) ? float3(0, 0, 1) : float3(1, 0, 0), Nw));
By = normalize(cross(Nw, Ty));
}
else if (ly_u < EPS)
{
By = normalize(By_p);
Ty = normalize(cross(By, Nw));
}
else if (ly_v < EPS)
{
Ty = normalize(Ty_p);
By = normalize(cross(Nw, Ty));
}
else
{
Ty = normalize(Ty_p);
By = normalize(By_p);
}
// Face Z
float3 Tz, Bz;
if (lz_u < EPS && lz_v < EPS)
{
Tz = normalize(cross((abs(Nw.y) < 0.9) ? float3(0, 1, 0) : float3(1, 0, 0), Nw));
Bz = normalize(cross(Nw, Tz));
}
else if (lz_u < EPS)
{
Bz = normalize(Bz_p);
Tz = normalize(cross(Bz, Nw));
}
else if (lz_v < EPS)
{
Tz = normalize(Tz_p);
Bz = normalize(cross(Nw, Tz));
}
else
{
Tz = normalize(Tz_p);
Bz = normalize(Bz_p);
}
// Handedness check (should be +1 after cross, but keep for safety)
float hx = (dot(cross(Tx, Bx), Nw) >= 0.0) ? 1.0 : -1.0;
if (hx < 0.0)
Bx = -Bx;
float hy = (dot(cross(Ty, By), Nw) >= 0.0) ? 1.0 : -1.0;
if (hy < 0.0)
By = -By;
float hz = (dot(cross(Tz, Bz), Nw) >= 0.0) ? 1.0 : -1.0;
if (hz < 0.0)
Bz = -Bz;
// Sample normals; flip green only if the face ended up left-handed
float3 nX = UnpackNormal(texN.Sample(samp, uvX + 0.5));
nX.y *= -hx;
float3 nY = UnpackNormal(texN.Sample(samp, uvY + 0.5));
nY.y *= -hy;
float3 nZ = UnpackNormal(texN.Sample(samp, uvZ + 0.5));
nZ.y *= -hz;
// Rows = T,B,N (left-multiply), then blend by weights
float3x3 TBNx = float3x3(Tx, Bx, Nw);
float3x3 TBNy = float3x3(Ty, By, Nw);
float3x3 TBNz = float3x3(Tz, Bz, Nw);
float3 wNX = mul(nX, TBNx);
float3 wNY = mul(nY, TBNy);
float3 wNZ = mul(nZ, TBNz);
float3 nWorld = normalize(wNX * wN.x + wNY * wN.y + wNZ * wN.z);
TriPlanarN outv;
outv.nWorld = nWorld;
outv.weights = wN;
outv.uv = uvPrimary;
outv.fieldPos = c.xyz;
return outv;
}
PSOutput psMain(vsOutput input)
{
float3 eye = input.worldTViewPos;
// 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) * StepSize;
p += dp * D;
}
p += totalD * dp;
// Color the surface with Blinn-Phong shading, ambient occlusion and glow.
float3 col = 0;
float a = 1;
// We've got a hit or we're not sure.
if (D < MAX_DIST)
{
// 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); // Clarify if this is actually useful
}
}
else
{
a = 0;
}
// Discard transparent fragments...
if (a < 0.1)
discard;
// PBR shading -------------------------------------------------------------------------
TriPlanarN r = TriplanarNormal2(p, NormalSamplingDistance, TextureScale, NormalMap, WrappedSampler);
float3 normal = r.nWorld;
float3 fieldPos = r.fieldPos;
float3 absN = abs(normal);
#if MAPPING_GLOBAL_TRIPLANAR
float2 uv = (absN.x > absN.y && absN.x > absN.z) ? p.yz / TextureScale : (absN.y > absN.z) ? p.zx / TextureScale
: p.xy / TextureScale;
#elif MAPPING_LOCAL_TRIPLANAR
float2 uv = r.uv;
#elif MAPPING_XY
float2 uv = fieldPos.xy / TextureScale;
#elif MAPPING_XZ
float2 uv = fieldPos.xz / TextureScale;
#else
float2 uv = fieldPos.yz / TextureScale;
#endif
float4 DEBUG_RESULT = float4(normal, 1);
float4 fieldColor = float4(GetField(float4(p, 1)).rgb, 1);
uv += 0.5;
float4 roughnessMetallicOcclusion = RSMOMap.Sample(WrappedSampler, uv);
//frag.Roughness = SpecularAA;
//frag.Roughness = saturate(roughnessMetallicOcclusion.x + Roughness);
frag.Metalness = saturate(roughnessMetallicOcclusion.y + Metal);
frag.Occlusion = roughnessMetallicOcclusion.z;
frag.albedo = BaseColorMap.Sample(WrappedSampler, uv);
frag.uv = uv;
frag.N = normal;
frag.Lo = -dp;
frag.worldPosition = mul(float4(p, 1), ObjectToWorld);
frag.Roughness = AdjustRoughnessForSpecularAA(roughnessMetallicOcclusion.x + Roughness, SpecularAA);
float4 litColor = ComputePbr();
litColor *= fieldColor;
// Fog
float depth = dot(eye - p, -input.viewDir);
float fog = FogDistance <= 0 ? 0 : pow(saturate(depth / FogDistance), FogBias);
litColor.rgb = lerp(litColor.rgb * fieldColor.rgb, FogColor.rgb, fog * FogColor.a);
// litColor += float4(EmissiveColorMap.Sample(WrappedSampler, uv).rgb * EmissiveColor.rgb, 0);
// litColor.a *= frag.albedo.a;
litColor.rgb = lerp(AmbientOcclusion.rgb, litColor.rgb, ComputeAO(p, normal, AODistance, 3, AmbientOcclusion.a * (1 - fog)));
PSOutput result;
result.color = clamp(litColor, 0, float4(1000, 1000, 1000, 1));
// result.color = DEBUG_RESULT * float4(0, 0, 1, 1);
float viewZ = mul(float4(p, 1), WorldToCamera).z;
result.depth = ComputeDepthFromViewZ(viewZ);
result.Normal = float4(normal, 1.0);
return result;
}